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Journal articles on the topic 'Interactive news'

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1

Olsen, Dan R., Derek Bunn, Trent Boulter, and Robert Walz. "Interactive television news." ACM Transactions on Multimedia Computing, Communications, and Applications 8, no. 2 (May 2012): 1–20. http://dx.doi.org/10.1145/2168996.2168999.

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Dick, Murray. "Interactive Infographics and News Values." Digital Journalism 2, no. 4 (September 19, 2013): 490–506. http://dx.doi.org/10.1080/21670811.2013.841368.

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Han, Songye, Shaojie Ye, and Hongxin Zhang. "Visual exploration of Internet news via sentiment score and topic models." Computational Visual Media 6, no. 3 (August 4, 2020): 333–47. http://dx.doi.org/10.1007/s41095-020-0178-4.

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Abstract Analyzing and understanding Internet news are important for many applications, such as market sentiment investigation and crisis management. However, it is challenging for users to interpret a massive amount of unstructured text, to dig out its accurate meaning, and to spot noteworthy news events. To overcome these challenges, we propose a novel visualization-driven approach for analyzing news text. We first collect Internet news from different sources and encode sentences into a vector representation suitable for input to a neural network, which calculates a sentiment score, to help detect news event patterns. A subsequent interactive visualization framework allows the user to explore the development of and relationships between Internet news topics. In addition, a method for detecting news events enables users and domain experts to interactively explore the correlations between market sentiment, topic distribution, and event patterns. We use this framework to provide a web-based interactive visualization system. We demonstrate the applicability and effectiveness of our proposed system using case studies involving blockchain news.
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Bharat, Krishna, Tomonari Kamba, and Michael Albers. "Personalized, interactive news on the Web." Multimedia Systems 6, no. 5 (September 1, 1998): 349–58. http://dx.doi.org/10.1007/s005300050098.

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Zakharchenko, Artem. "EVALUATING THE SOCIAL IMPACT OF INTERNET MEDIA NEWS." Civitas et Lex 15, no. 3 (September 29, 2017): 7–21. http://dx.doi.org/10.31648/cetl.2466.

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The goal of the research is to develop a method for measuring topical social informationimpact on active people through monitoring the dynamics of social networks users interaction. Weintroduced the concept of interactive potential which can be determined through dynamics curveanalysis in order to interact with information. Regular measuring of news’ interactive potentialallows tracing the dynamics of social interest in some topics. We used the method to analyze trendingtopics in Ukrainian media and to describe the dynamics of people’s concern with political life andtheir readiness for public protests.
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Palmer, Lindsay. "World news at the Newseum: Interactive imaginings of international news reporting." International Journal of Cultural Studies 20, no. 3 (November 23, 2015): 321–40. http://dx.doi.org/10.1177/1367877915617012.

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This article analyzes the Newseum’s attention to questions of the international in an attempt to answer two related research questions: (1) how does the Newseum represent the ‘world news’ story, and (2) how does it represent the world’s various journalism industries? In order to answer these questions, the article first reviews the existing scholarly literature on museums and tourism with the goal of clarifying the Newseum’s positioning within a larger tradition of engaging (and governing) the museum visitor. The article then provides some background information on the Newseum’s creation, shedding light on the very specific sociocultural context that engendered the Newseum – and its view of the ‘world’. Finally, the article discusses the author’s findings from a site study of the Newseum’s 9/11 Memorial Gallery and its Time Warner World News Gallery.
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Wojdynski, Bartosz W. "Interactive Data Graphics and Information Processing." Journal of Media Psychology 27, no. 1 (January 1, 2015): 11–21. http://dx.doi.org/10.1027/1864-1105/a000127.

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Among the chief promises of interactivity in news content online are that it leads to improved engagement with and attitudes toward content, yet scholarship is mixed on how such effects should occur, and under what conditions they do so. This study sought to examine the processes and conditions for effects of interactivity on processing online health news containing graphically displayed data. An experiment (N = 86) was conducted using online health news to examine these effects and test two previously proposed mechanisms – namely, those of increased involvement and perceived interactivity. Interactivity of information graphics accompanying an online health article was manipulated across three ordinal levels, and effects on postexposure attitudes and memory measures obtained. Preexisting level of involvement with the content domain and numerical aptitude were measured and tested as potential moderators of effects. The results showed that involvement with the content domain moderated the role of interactivity, such that increased interactivity led to more favorable attitudes toward the article for users low in involvement, while no effect was found for highly involved users. The effects of interactivity on attitudes were also found to be mediated by perceived interactivity. The results suggest that involvement with content domain is a key determinant of the effects of interactivity, and should be included as a key element in the development of theories of the impact of technology on communication.
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Greussing, Esther, Sabrina Heike Kessler, and Hajo G. Boomgaarden. "Learning From Science News via Interactive and Animated Data Visualizations: An Investigation Combining Eye Tracking, Online Survey, and Cued Retrospective Reporting." Science Communication 42, no. 6 (October 13, 2020): 803–28. http://dx.doi.org/10.1177/1075547020962100.

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Relying on a multimethod approach with eye tracking, cued retrospective reporting, and a memory test, this experimental study ( N = 45) shows how individuals engage with static, interactive, and interactive-animated data visualizations embedded in online science news. The results suggest that interactivity and animation engage participants most strongly: The second part of the news article is fixated the longest by participants exposed to the interactive-animated visualization, which translates into higher learning outcomes. However, the dynamic process of news reception requires a nuanced understanding of how users attend to visual and textual parts of a message to make informed statements about their effectiveness.
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Karray, Hichem, Monji Kherallah, Mohamed Ben Halima, and Adel M. Alimi. "An Interactive Device for Quick Arabic News Story Browsing." International Journal of Mobile Computing and Multimedia Communications 4, no. 4 (October 2012): 62–82. http://dx.doi.org/10.4018/jmcmc.2012100104.

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The authors propose a framework for multimodal analysis of Arabic news broadcast which helps users of pervasive devices to browsing quickly into news archive; their solution integrating many aspects such as summarizing, indexing textual content and on on-line recognition of the handwriting. Firstly, the summarizing process is to accelerate the video content browsing based on genetic algorithm. Secondly, the indexing process, which operates on video summaries based on text recognition. Finally users communicate by writing keywords on PDA screen and keep only summaries speaking about this topic. This PDA contains an on line recognition system of Arabic of handwritten based on visual coding and genetic algorithm.
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Schlichting, Laura. "Interactive Graphic Journalism." Non-fiction Transmedia 5, no. 10 (December 31, 2016): 22. http://dx.doi.org/10.18146/2213-0969.2016.jethc110.

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This paper examines graphic journalism (GJ) in a transmedial context, and argues that transmedial graphic journalism (TMGJ) is an important and fruitful new form of visual storytelling, that will re-invigorate the field of journalism, as it steadily tests out and plays with new media, ultimately leading to new challenges in both the production and reception process. With TMGJ, linear narratives may be broken up and ethical issues concerning the emotional and entertainment value are raised when it comes to ‘playing the news’. The aesthetic characteristics of TMGJ will be described and interactivity’s influence on non-fiction storytelling will be explored in an analysis of The Nisoor Square Shooting (2011) and Ferguson Firsthand (2015).
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Haddad, Mohamed Ramzi, Hajer Baazaoui, and Hemza Ficel. "A Scalable and Interactive Recommendation Model for Users’ Interests Prediction." International Journal of Information Technology & Decision Making 17, no. 05 (September 2018): 1335–61. http://dx.doi.org/10.1142/s0219622018500256.

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This work focuses on the text-based recommendation challenge on the Web. In fact, with the emergence of electronic media and the explosion of news articles’ volumes on the Web, it has become difficult to suggest recommendations that best suit users’ interests and preferences. In this work, we propose a model of recommendation whose main objective is to guide Internet users in the great mass of news on the Web. Indeed, our contributions are based on three main points, namely, (1) the online semantic analysis of news articles based on their textual content, (2) the incremental segmentation of news articles into categories while taking into account the scalability problem and (3) the dynamic nature of the proposed recommendation approach that adapts its suggestions based on the users’ context and behaviors. An experimental study was conducted on a real-world use case in order to validate and evaluate the quality and the scalability of our proposal within a production environment.
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Kümpel, Anna Sophie. "Getting Tagged, Getting Involved with News? A Mixed-Methods Investigation of the Effects and Motives of News-Related Tagging Activities on Social Network Sites." Journal of Communication 69, no. 4 (July 9, 2019): 373–95. http://dx.doi.org/10.1093/joc/jqz019.

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Abstract Coming across news on social network sites (SNS) largely depends on news-related activities in one’s network. Although there are many different ways to stumble upon news, limited research has been conducted on how distinct news curation practices influence users’ intention to consume encountered content. In this mixed-methods investigation, using Facebook as an example, we first examine the results of an experiment (study 1, n = 524), showing that getting tagged in comments to news posts promotes news consumption the most. Based on this finding, we then focus on actively tagging users by investigating news tagging motives/practices with interactive qualitative interviews centered on participants’ Facebook activity logs (study 2, n = 13). Overall, the findings show how news tagging, albeit a strong catalyst for reading and interacting with news, mostly favors users already interested in news, thus challenging the optimistic assumption that SNS might foster incidental learning among less interested audiences.
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Arafat, Rana Khaled. "Rethinking framing and news values in gamified journalistic contexts: A comparative case study of Al Jazeera’s interactive games." Convergence: The International Journal of Research into New Media Technologies 26, no. 3 (April 27, 2020): 550–71. http://dx.doi.org/10.1177/1354856520918085.

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Declining consumption rates of traditional news have led media outlets to search for innovative ways for engaging their audiences. News gamification emerged as a way to offer a more personalized news experience and a playful content by employing tools like badges, points, and leaderboards. As we are beginning to understand the benefits and pitfalls of gamifying news, the influence of the gamification on the news reporting techniques and news delivery structures is still not fully explored. The current study analyzes two games: Pirate Fishing: An Interactive Investigation and #Hacked Syria’s Electronic Armies, for the main generic news frames employed within interactive gamified contexts. Drawing on the integrative framing analysis approach, the study employs an innovative qualitative content analysis to investigate the multimodal – structural, textual, and visual – generic frames each game involves. By revisiting a contemporary list of news values, the study provides a further discussion about changing news values in the gamified setting.
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Larsson, Anders Olof. "Interactive to me – interactive to you? A study of use and appreciation of interactivity on Swedish newspaper websites." New Media & Society 13, no. 7 (April 27, 2011): 1180–97. http://dx.doi.org/10.1177/1461444811401254.

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Research has indicated that although online interactive features are not used by the visitors of different websites, such features might be appreciated by the visitors. This article examines the use and appreciation of interactive features by visitors on Swedish newspaper websites. Utilizing an online survey focusing on different traits and habits of newspaper website visitors, the study presents a typology of visitor types, characterized by the different ways they use and appreciate interactive features in the online news media context. Although certain types make extensive use of interactivity, the overall results of the survey points towards rather low levels of both use and appreciation. As such, newspaper website visitors might be characterized as ‘slow learners’, taking their time to adapt to the interactive capabilities offered by the online news media.
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Lee, Alice Y. L. "Online News Media as Interactive Community Bulletin Boards." Media Asia 30, no. 4 (January 2003): 197–204. http://dx.doi.org/10.1080/01296612.2003.11726723.

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16

Elberse, Anita J. T. "Consumer Acceptance of Interactive News in the Netherlands." Harvard International Journal of Press/Politics 3, no. 4 (September 1998): 62–83. http://dx.doi.org/10.1177/1081180x98003004007.

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17

Brasard, Gilles. "Cryptology — column 3 hot news on interactive protocols." ACM SIGACT News 21, no. 1 (January 1990): 7. http://dx.doi.org/10.1145/379139.379162.

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Takama, Yasufumi, Akio Matsumura, and Tomoki Kajinami. "Interactive Visualization of News Distribution in Blog Space." New Generation Computing 26, no. 1 (November 2007): 23–38. http://dx.doi.org/10.1007/s00354-007-0032-6.

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19

Bi, Mengyuan. "Multimodal Discourse Analysis of News Pictures." Theory and Practice in Language Studies 9, no. 8 (August 1, 2019): 1035. http://dx.doi.org/10.17507/tpls.0908.23.

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Multimodal discourse analysis is the analysis of different symbolic modes within a text, which breaks through many limitations of traditional discourse analysis to a great extent. This paper takes the visual grammar of Kress and Leeuwen as the theoretical framework, which gives a good explanation of the reproducing meaning, interactive meaning and composition meaning of image discourse, which is also suitable for the analysis of news picture discourse. This paper expounds how other symbolic resources interact with each other, so as to construct a complete text with linguistic symbols, and then convey more social interactive meaning. The results show that visual grammar is feasible and operational in the analysis of multimodal news texts. The background and text of news discourse can be effectively supplemented and explained, and it is of great significance to improve readers' pictures’ reading ability.
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Jing Yang, Dongning Luo, and Yujie Liu. "Newdle: Interactive Visual Exploration of Large Online News Collections." IEEE Computer Graphics and Applications 30, no. 5 (September 2010): 32–41. http://dx.doi.org/10.1109/mcg.2010.93.

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21

Thistlethwaite, Jill, Caroline Nehill, and Heidi Wilcoxon. "Breaking bad news: an interactive workshop for general practitioners." Clinical Teacher 6, no. 4 (December 2009): 277–82. http://dx.doi.org/10.1111/j.1743-498x.2009.00307.x.

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22

Paulson, L. D. "News briefs - Getting in touch with interactive haptic technology." Computer 36, no. 11 (November 2003): 18. http://dx.doi.org/10.1109/mc.2003.1244528.

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23

Ziegele, Marc, and Pablo B. Jost. "Not Funny? The Effects of Factual Versus Sarcastic Journalistic Responses to Uncivil User Comments." Communication Research 47, no. 6 (October 5, 2016): 891–920. http://dx.doi.org/10.1177/0093650216671854.

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Incivility in user comments on news websites has been discussed as a significant problem of online participation. Previous research suggests that news outlets should tackle this problem by interactively moderating uncivil postings and asking their authors to discuss more civilized. We argue that this kind of interactive comment moderation as well as different response styles to uncivil comments (i.e., factual vs. sarcastic) differently affect observers’ evaluations of the discussion atmosphere, the credibility of the news outlet, the quality of its stories, and ultimately observers’ willingness to participate in the discussions. Results from an online experiment show that factual responses to uncivil comments indirectly increase participation rates by suggesting a deliberative discussion atmosphere. In contrast, sarcastic responses indirectly deteriorate participation rates due to a decrease in the credibility of the news outlet and the quality of its stories. Sarcastic responses however increase the entertainment value of the discussions.
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Miletskiy, V. P., and O. A. Nikifоrova. "Evolution of Political Simulacra in Digital Society (on the Examples of “fake news” and “post-truth”)." Discourse 6, no. 3 (July 20, 2020): 64–77. http://dx.doi.org/10.32603/2412-8562-2020-6-3-64-77.

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Introduction. The paper deals with the evolution of “fake-news” and “post-truth” in the digital society, which can be qualified as simulations of virtual space. The authors formulate a hypothesis that disclosure of the features of social evolution of “fake news” and “post truth” as political simulaсra is possible on the basis of a multi-paradigm approach that combines the explanatory potential of sociology of communication, political sociology, systemic, interactive approach, concepts of cultivation and agenda.Methodology and sources. The methodological basis is a multi-paradigm approach to the study of “fake news” and “post truth” as “simulacras” of virtual space, distributed mainly "on the World Wide Web" in the form of deliberately false or distorting messages, memes, posts, repost, tweets, retweets, trolling, etc., allowing to unite heuristic possibilities of system-sociological and interactive approaches, theory of communicative action, concepts of cultivation and agenda.Results and discussion. The authors argue that “fake news” as an information unit of mainly political and communicative space is a natural product of digitalization development, which arises from the “post truth”. Today the artificial construction of political news has a practical impact on the behavior of businessmen, public figures, political leaders, etc., as well as to influence the real socio-economic processes and political and legal sphere on a global scale. The problem of belief in "fake news" is considered, the study of which, based on multi-paradigm methodology, allows to reveal it properly and find possible solutions.Conclusion. Consideration of the evolution of “fake news” and “post truth” in digital society shows that they act as certain political simulacras of virtual space with using the manipulative technologies. “Fake-news” and “posttruth” pose a threat to society as a whole, create “obstacles” for their study and complicate communicative interaction, replacing real socio-political communications and tangible political actions with their imitation in virtual space or, for example, as a politically convenient truth, form a certain synthetic simulacrum in political-communicative practice, which combines PR-shows and media manipulations.
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Magdi Fawzy, Rania. "Neoliberalizing news discourse: A semio-discursive reading of news gamification." Discourse & Communication 13, no. 5 (June 23, 2019): 497–515. http://dx.doi.org/10.1177/1750481319856202.

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Gamified news is a clear example of contemporary convergent practices which conflate the functionalities of formerly separate entities, video games and journalism. This practice marks a shift in the journalistic norms, positioning journalism and news users within the neoliberal paradigm. In this view, the study proposes a discursive approach to examine how gamified news discourse is colonized by the neoliberal values of marketization and commodification. The analysis takes a case study of Pirate Fishing: An Interactive Investigation, a gamified news launched by Al Jazeera. It is not just the narrative of Pirate that carries ideological bearings, rather the ludic design itself is found to be fit within the neoliberal mentality. Therefore, the ludic semiosis of Pirate Fishing is examined as well. As such, a dialectical relation between discourse, semiotics and neoliberal ideologies, in the context of gamification, is drawn in this article. Based on the analysis, seven interrelated neoliberal discourses are highlighted: ‘calculative rationality’, ‘self-entrepreneurship’, ‘minimalism’, ‘aesthetic preferences’, ‘individualism’, ‘sovereign consumer’ and ‘personal responsibility’.
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Girija, Sreekala. "A Case Study of Production Practices and User Participation in an Advertising-Free Digital News Media Organisation." tripleC: Communication, Capitalism & Critique. Open Access Journal for a Global Sustainable Information Society 17, no. 1 (January 10, 2019): 38–55. http://dx.doi.org/10.31269/triplec.v17i1.909.

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The rising adoption of the Internet in India has contributed to the growth of digital news media organisations. Unlike the traditional advertiser-subsidised business model based on audience commodification, some of these new media firms rely on technology to offer news as a public service under an ad-less business model. Using a case study of Newslaundry, this article critically analyses whether interactive online technologies can help create media organisations untainted by the economic rationalities of capitalism. Following a mixed methodology approach that utilises data from 25 interviews with the Newslaundry team and mainstream journalists as well as a variety of text materials, the study finds that news loses its public good character due to Newslaundry’s efforts to make profits. The analysis suggests that the interactive nature of the Internet does not automatically lead to democratic participation.
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Huiberts, Eline. "Watching Disaster News Online and Offline: Audiences Experiencing News about Far-away Disasters in a Postbroadcast Society." Television & New Media 21, no. 1 (January 29, 2019): 41–59. http://dx.doi.org/10.1177/1527476418821328.

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In a postbroadcast society with both online and offline news media widely available, there are many ways for an audience to (actively) consume news about distant suffering. This focus group study looks into the combined use of broadcast media (television) and a postbroadcast platform (Facebook) for watching disaster news. It is considered that the interactive possibilities offered online to watch and experience the news, combined with watching news on television, could possibly help in fostering a closer relation between a Western audience and the distant suffering. Informed by concepts from social and moral psychology, the findings show not only that personal narratives on social media have the potential to incite a more personal connection between the audience and the distant sufferer but also that this potential was not to be overestimated.
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Amenta, Edwin, Thomas Alan Elliott, Nicole Shortt, Amber C. Tierney, Didem Türkoğlu, and Burrel Vann. "MAKING GOOD NEWS: WHAT EXPLAINS THE QUALITY OF COVERAGE OF THE CIVIL RIGHTS MOVEMENT*." Mobilization: An International Quarterly 24, no. 1 (March 1, 2019): 19–37. http://dx.doi.org/10.17813/1086-671x-24-1-19.

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When social movement organizations receive extensive newspaper coverage, why is it sometimes substantive and sometimes not? By “substantive,” we mean coverage that reflects serious treatment of the movement's issues, demands, or policy claims. Scholars agree that the news media are key to movement organizations' influence, helping them alter public discourse and effect political change, but often find that protests are covered nonsubstantively. Employing insights from literatures on historical institutionalism, the social organization of the news, and the consequences of movements, we elaborate an “institutional mediation” model that identifies the interactive effects on coverage of news institutions' operating procedures, movement organizations' characteristics and action, and political contexts. Although movement actors suffer compound legitimacy deficits with journalists, the institutional mediation model identifies the openings news institutions provide, the movement organizational characteristics, the forms of collective action likely to induce substantive news treatment, and the political contexts that will amplify or dampen these effects. We derive four interactive hypotheses from this model, addressing the effects of organizational identities, collective action, and political contexts on news outcomes. We appraise the hypotheses with comparative and qualitative comparative analyses of more than 1000 individually coded articles discussing the five most-covered organizations of the 1960s U.S. civil rights movement across four national newspapers. We find support for each hypothesis and discuss the implications for other movement organizations and the current media context.
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Cleland, Jennifer, Robin Ford, N. M. Hamilton, Suzanne Nabavian, and Kim Walker. "Breaking bad news: an interactive web-based e-learning package." Clinical Teacher 4, no. 2 (June 2007): 94–99. http://dx.doi.org/10.1111/j.1743-498x.2007.00157.x.

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Akhter, Halima. "Information Extraction and Interactive Visualization of Road Accident Related News." International Journal of Computer Applications 128, no. 5 (October 15, 2015): 37–40. http://dx.doi.org/10.5120/ijca2015906555.

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Herold, Rigo, Uwe Vogel, and Bernd Richter. "18.5L:Late-News Paper: OLED based Binocular Interactive See-through HMD." SID Symposium Digest of Technical Papers 43, no. 1 (June 2012): 240–43. http://dx.doi.org/10.1002/j.2168-0159.2012.tb05758.x.

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Stroud, Natalie Jomini, Joshua M. Scacco, and Alexander L. Curry. "The Presence and Use of Interactive Features on News Websites." Digital Journalism 4, no. 3 (June 2015): 339–58. http://dx.doi.org/10.1080/21670811.2015.1042982.

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Usher, Nikki. "Interactive Visual Argument: Online News Graphics and the Iraq War." Journal of Visual Literacy 28, no. 2 (January 2009): 116–26. http://dx.doi.org/10.1080/23796529.2009.11674664.

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Eliya, Ixsir. "NATIONALISM-ORIENTED INTERACTIVE MATERIALS FOR NEWS ITEMS LEARNING IN JUNIOR HIGH SCHOOL." RETORIKA: Jurnal Bahasa, Sastra, dan Pengajarannya 13, no. 1 (February 23, 2020): 205. http://dx.doi.org/10.26858/retorika.v13i1.10431.

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The values of nationalism can be integrated into instructional materials as a way to achieve competence standards set by the government. This study aimed to produce nationalism-oriented interactive materials for news item learning in junior high school. This study employed a research and development design that consisted of seven stages, including data analysis, product design, prototype development, expert validation, product revision, small-group tryout, and final model revision. The result of the analysis showed that the interactive materials could meet the teacher’s and students’ needs in learning news item and the development of the product was in line with the principle of instructional material development. The interactive instructional materials were packaged in a compact disk (CD) containing an application called Macromedia Flash. The values of nationalism integrated in the instructional materials include the pride in the national language which is Indonesian Language, the love for the country, the spirit of preserving national songs, heroism, discipline, and hard work. These values were embedded in the form of visual, audio, or audiovisual media that can be displayed in the classroom and thus used to study listening.
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Fonseca Ribeiro, Fábio. "Handling with online comments: a longitudinal approach in most accessed news sites in Portugal, Spain and Brazil." Revista de Comunicación 19, no. 2 (November 9, 2020): 125–44. http://dx.doi.org/10.26441/rc19.2-2020-a7.

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Online comments have been a widespread feature in news media. Although audiences recognize it widely, doubts remain about the purpose of these interactive spaces. Arguably, understanding how media value online comments defines a way which public debates are socially perceived. Based on The Reuters Institute Digital News Report 2019, this article analysed current media policies towards online commenting in most accessed news websites in Portugal, Spain and Brazil. Following both a quantitative-qualitative methodology, a direct observation and a textual/visual analysis, this article highlights levels of similarity in these policies: comment sections are still predominantly available (31 from 45); comments are typically placed at the bottom of the page; the interactive options identical (share, like, dislike, report). As the overall cases exclude comment moderation, few media (in Portugal, but mostly in Spain) propose alternative models based on the community: voting, comment ranking and autonomous discussion forums.
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McElroy, Brittany Pieper. "Experimenting with interaction: TV news efforts to invite audiences into the broadcast and their effects on gatekeeping." Convergence: The International Journal of Research into New Media Technologies 25, no. 3 (November 2, 2017): 449–65. http://dx.doi.org/10.1177/1354856517736975.

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This article examines the concept of interactive and participatory journalism in news through the lens of gatekeeping theory. It aims to shine a light on newsrooms that have been early adapters in the trends and technologies of interactive content between journalists and their audiences. It explores what the managers and employees of those newsrooms believe has been successful, what has not been successful, and what other journalists can learn from their experiences. It also examines how these efforts have affected the process of gatekeeping in these newsrooms. The researcher employed in-depth interviews with 12 employees in three newsrooms in the United States. The interviewees included general managers, news directors, anchors, and digital producers. The research identified three major themes that contributed to the success of exploratory interactive efforts: newsroom culture, a focus on the audience, and finding balance between attracting those who want interactivity without alienating those who don’t.
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Savolainen, Laura, Damian Trilling, and Dimitra Liotsiou. "Delighting and Detesting Engagement: Emotional Politics of Junk News." Social Media + Society 6, no. 4 (October 2020): 205630512097203. http://dx.doi.org/10.1177/2056305120972037.

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How do audiences make sense of and interact with political junk news on Facebook? How does the platform’s “emotional architecture” intervene in these sense-making, interactive processes? What kinds of mediated publics emerge on and through Facebook as a result? We study these questions through topic modeling 40,500 junk news articles, quantitatively analyzing their engagement metrics, and a qualitative comment analysis. This exploratory research design allows us to move between levels of public discourse, zooming in from cross-outlet talking points to microsociological processes of meaning-making, interaction, and emotional entrainment taking place within the comment boxes themselves. We propose the concepts of delighting and detesting engagement to illustrate how the interplay between audiences, platform architecture, and political junk news generates a bivalent emotional dynamic that routinely divides posts into highly “loved” and highly “angering.” We argue that high-performing (or in everyday parlance, viral) junk news bring otherwise disparate audience members together and orient their dramatic focus toward objects of collective joy, anger, or concern. In this context, the nature of political junk news is performative as they become resources for emotional signaling and the construction of group identity and shared feeling on social media. The emotions that animate junk news audiences typically refer back to a transpiring social relationship between two political sides. This affectively loaded “us” versus “them” dynamic is both enforced by Facebook’s emotional architecture and made use of by junk news publishers.
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Ospanova, U., and I. Akoyeva. "METHODOLOGICAL BASIS OF THE MULTI-AGENT APPROACH APPLICATION TO THE FORMATION, EXPERT LABELING AND CLASSIFICATION OF THE CORPUS OF NEWS TEXTS." BULLETIN Series of Philological Sciences 72, no. 2 (June 30, 2020): 566–75. http://dx.doi.org/10.51889/2020-2.1728-7804.92.

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The development of automated information systems for evaluating electronic media is becoming increasingly important due to the exponential increase in the volume of information in the world. Since mass communication is a complex interactive process that involves the active interaction of various agents participating in the process, a qualitative assessment of the news space involves the use of a multi-agent approach to take into account the opinions and respect the parity of all stakeholders in the mass communication process. Based on the results of the survey, thematic news areas of interest to certain categories of society were identified.Thematic areas that the population of the Republic of Kazakhstan considered socially significant, thematic areas were identified that have 4 types of media impact on sustainable personal development. The article describes the methodological aspects of the implementation of a multi-agent approach to working with the corpus of news texts in the development of information technologies and systems to stimulate sustainable development of the individual.
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Herrera, Terese A. "News from the Net: Number Time." Teaching Children Mathematics 10, no. 9 (May 2004): 455. http://dx.doi.org/10.5951/tcm.10.9.0455.

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Number Time, located at www.bbc.co.uk/schools/numbertime, is a unique place for young mathematics learners. Developed by the British Broadcasting Corporation (BBC), the site uses interactive animation to help children in pre-K through grade 2 understand and practice number basics. Users will find online games, videos that tell number stories, worksheets for offline work, and support for teachers and parents.
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Farahani, Mehrdad Vasheghani, and Mehrnoosh Sbetifard. "Metadiscourse Features in English News Writing among English Native and Iranian Writers: A Comparative Corpus-based Inquiry." Theory and Practice in Language Studies 7, no. 12 (December 3, 2017): 1249. http://dx.doi.org/10.17507/tpls.0712.12.

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The aim of this study was to compare and contrast the distribution and application of metadiscourse features in news writings between English native writers and Iranian non-native writers. To this end, a comparable corpus of English news written by English native authors and Iranian authors were selected randomly. For the theoretical framework, Hyland’s model (2005) was exploited. As the data represent, the English authors were more relied than the Persian ones on metadiscourse features. Also, the data revealed that in both corpora, the interactional metadiscourse features were preponderant as compared to the interactive metadiscourse features. In addition, in the interactional corpus, hedges were the most frequent as compared to transitions which were the most frequent type of metadiscourse in interactive category.
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Shehata, Adam, Mats Ekström, and Tobias Olsson. "Developing Self-Actualizing and Dutiful Citizens." Communication Research 43, no. 8 (July 9, 2016): 1141–69. http://dx.doi.org/10.1177/0093650215619988.

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One of the major issues facing contemporary democracies is how the rapidly changing media environment influences democratic citizenship. Rather than strengthening or weakening citizenship per se, the present study analyzes whether traditional news and interactive online media encourage different forms of civic and political engagement among adolescents. More specifically, we use three waves of annually gathered panel data to study Swedish adolescents’ development of self-actualizing (AC) and dutiful (DC) citizen qualities. Overall, the analyses lend support for the AC-DC model and suggest that communicative practices matter. While traditional news media use is related to DC qualities—such as institutional participation, political trust, and external efficacy—interactive online media use promotes AC qualities, including both online and offline cause-oriented activism.
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Krstajić, Miloš, Mohammad Najm-Araghi, Florian Mansmann, and Daniel A. Keim. "Story Tracker: Incremental visual text analytics of news story development." Information Visualization 12, no. 3-4 (July 2013): 308–23. http://dx.doi.org/10.1177/1473871613493996.

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Online news sources produce thousands of news articles every day, reporting on local and global real-world events. New information quickly replaces the old, making it difficult for readers to put current events in the context of the past. The stories about these events have complex relationships and characteristics that are difficult to model: they can be weakly or strongly related or they can merge or split over time. In this article, we present a visual analytics system for temporal analysis of news stories in dynamic information streams, which combines interactive visualization and text mining techniques to facilitate the analysis of similar topics that split and merge over time. Text clustering algorithms extract stories from online news streams in consecutive time windows and identify similar stories from the past. The stories are displayed in a visualization, which (1) sorts the stories by minimizing clutter and overlap from edge crossings, (2) shows their temporal characteristics in different time frames with different levels of detail, and (3) allows incremental updates of the display without recalculating the past data. Stories can be interactively filtered by their duration and connectivity in order to be explored in full detail. To demonstrate the system’s capabilities for detailed dynamic text stream exploration, we present a use case with real news data about the Arabic Uprising in 2011.
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Netek, Rostislav, and Jakub Konicek. "Interactive Spatial Visualization of Aggregated Non-spatial Coronavirus Data." Abstracts of the ICA 2 (October 8, 2020): 1–2. http://dx.doi.org/10.5194/ica-abs-2-12-2020.

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Abstract. The article describes the process of aggregation of media-based data about coronavirus pandemic in the Olomouc region, Czech Republic. Originally non-spatially located news from different sources and various platforms (government, social media, news portals) were automatically aggregated into a centralized database. The application “COVID-map” is an interactive web map solution which visualizes records from the database in a spatial way. COVID-map has been developed within Ad hoc online hackathon as an academic project at the Department of Geoinformatics, Palacký University Olomouc, Czech Republic. Alongside spatially localized data, map application collects statistical data from official sources e.g. from the governmental crisis management office.Our approach focuses on cartographical aspects of COVID-map solution. It respects current trends in both development of cartographic oriented outputs and web-based interactive map application. It is fully responsive. Originally, nonspatial data were aggregated, verified, geo-located, and finally visualized in the map environment. The layout combines three main parts: interactive map with spatial data; information panel with updated statistical data; and a sidebar with a filterable list of verified and geo-located news. The main cartographic method used for the visualisation is the choropleth map. It shows the distribution of positively tested people per 10 000 inhabitants for each sub-region. In comparison with similar coronavirus visualisation made during the current pandemic, our solution respects fundamental cartographical rules.Following cartographical topics are discussed in the article: the correct choice of cartographic method and its implementation; determination of a colour scale; recalculation statistics data into relative units by choropleths map method; design of map symbols and legend; searching for a suitable visualization of spatial and non-spatial sources into map layout; discussion on the suitability of using a clustering method.The motivation for this project was both social responsibility and dissatisfaction with the wrong implementation of basic cartographic methods in a variety of alternative solutions. The impact was immediate. Within a few days after the launch, tens of thousands users per day visited the COVID-map. It has been published by regional and national media. The COVID-map solution could be considered as a suitable ad-hoc implementation of the correctly used cartographical method on the example of coronavirus pandemic. The application “COVID-map” is available online at URL: https://gis.upol.cz/covid/mapa/.
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Zhou, Jia Le. "Research on Dynamic Extension of Visual Communication of News Website Information." Applied Mechanics and Materials 687-691 (November 2014): 2043–46. http://dx.doi.org/10.4028/www.scientific.net/amm.687-691.2043.

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The modern visual communication design has experienced a transition from the industrial society to information society, expanding the scope of design, every time the media and changes in technology have given the new connotation. Interesting interactive new media art experience to inject vitality into the visual communication design, interactive visual communication design make the works as a starting point, to guide the audience participation, and interpret new information, which led to the integrity of the information communication. New media art is the "one" and media art, between art and technology, with the development of science and technology continue to spread content and form their own. The interactive nature of the interesting experience and high-tech magic of visual communication design works blur the media art and visual communication design limits, expand and deepen the field of visual communication design.
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Hirata, Norifumi, Shun Shiramatsu, Tadachika Ozono, and Toramatsu Shintani. "Implementing a News Browsing Support System based on Interactive Event Tracking." Transactions of the Japanese Society for Artificial Intelligence 26 (2011): 228–36. http://dx.doi.org/10.1527/tjsai.26.228.

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Wang, Sheng-Po, Wei-Yen Lee, Yen-Lin Pan, Chih-Chia Chang, Heng-Yin Chen, and Janglin Chen. "P.153L:Late-News Poster: An Interactive Application of Instant Haptic Feedback." SID Symposium Digest of Technical Papers 44, no. 1 (June 2013): 1517–20. http://dx.doi.org/10.1002/j.2168-0159.2013.tb06537.x.

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47

DeWeese, Keith. "Online news and DAM – An interview with Keith DeWeese, Tribune Interactive." Journal of Digital Asset Management 6, no. 2 (April 2010): 109–23. http://dx.doi.org/10.1057/dam.2010.6.

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Huang, Yin‐Fu, Zao‐Nan Chen, Gen‐Mon Yang, Shin‐Ze Zian, Shi‐Gen Liu, Zon‐Shin Wu, and Shen‐Rong Pong. "The design and implementation of an interactive news‐on‐demand system." Journal of the Chinese Institute of Engineers 23, no. 5 (July 2000): 645–51. http://dx.doi.org/10.1080/02533839.2000.9670585.

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Appelgren, Ester, and Ramón Salaverría. "Interacting, but not contributing: fruitless news crowdsourcing in Spain." Estudios sobre el Mensaje Periodístico 25, no. 2 (June 20, 2019): 639–55. http://dx.doi.org/10.5209/esmp.64792.

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Trusting the audience to contribute data, a practice called crowdsourcing, is one of several procedures of contemporary data journalism. While previous research has embraced the idea of crowdsourcing as a transparent way of engaging the audience, the journalistic practice of crowdsourcing is currently still limited. The Spanish case is particularly illuminating of the gap between theoretical expectations and reality. Although online news media in Spain stands out because of its commitment to exploring interactive possibilities, and its audience is especially prone to comment on news, this qualitative study presents evidence that Spanish data journalists remain quite reluctant to embrace crowdsourcing as a research method. Based on semi-structured interviews with five Spanish data journalists, this paper explains the motivations behind this reluctance as well as the challenges of activating the audience.
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Ross, Mindy K., Ami Doshi, London Carrasca, Patricia Pian, JoAnne Auger, Amira Baker, James A. Proudfoot, and Mark S. Pian. "Interactive Palliative and End-of-Life Care Modules for Pediatric Residents." International Journal of Pediatrics 2017 (2017): 1–7. http://dx.doi.org/10.1155/2017/7568091.

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Background. There is a need for increased palliative care training during pediatric residency.Objective. In this pilot study, we created a comprehensive experiential model to teach palliative care skills to pediatric residents. Our Comfort Care Modules (CCMs) address pediatric palliative care (PPC) topics of breaking bad news, dyspnea, anxiety, pain management, and the dying child. We also evaluated a scoring system and gathered qualitative data.Methods. The CCMs are part of the University of California San Diego pediatric residency’s second-year curriculum. Comparisons were made for statistical trends between residents exposed to the modules(n=15)and those not exposed(n=4).Results. Nineteen of 36 residents (52%) completed surveys to self-rate their preparedness, knowledge, and confidence about PPC before and after the intervention. Resident scores increased in all areas. All improvements reached statistical significance except confidence when breaking bad news. Overall, the resident feedback about the CCMs was positive.Conclusions. This study demonstrates that the CCMs can be performed effectively in an academic setting and can benefit residents’ self-perception of preparedness, confidence, and knowledge about pediatric palliative care. In the future, we plan to implement the modules on a larger scale. We encourage their use in interprofessional settings and across institutions.
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