Academic literature on the topic 'Media player'

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Journal articles on the topic "Media player"

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Pandey, Anshuman, and Hardik Goel. "Intellisense Media Player." International Journal of Computer Applications 183, no. 3 (2021): 47–50. http://dx.doi.org/10.5120/ijca2021921314.

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Monisha Sampath, PriyadarshiniVelraj, Vaishnavii Raghavendran, and M Sumithra. "Controlling media player using hand gestures with VLC media player." World Journal of Advanced Research and Reviews 14, no. 3 (2022): 466–72. http://dx.doi.org/10.30574/wjarr.2022.14.3.0565.

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In today's international, anyone opts for instant interaction with complicated structures that ensure a brief response. Thus, with increasing improvement in technology, reaction time and ease of operations are the issues. Here is where human-computer interaction comes into play. This interplay is unrestricted and challenges the used gadgets consisting of the keyboard and mouse for input. Gesture recognition has been gaining tons of attention. Gestures are instinctive and are often utilized in everyday interactions. Therefore, communicating using gestures with computer systems creates an entire
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Monisha, Sampath, PriyadarshiniVelraj, Raghavendran Vaishnavii, and Sumithra M. "Controlling media player using hand gestures with VLC media player." World Journal of Advanced Research and Reviews 14, no. 3 (2022): 466–72. https://doi.org/10.5281/zenodo.7731775.

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In today's international, anyone opts for instant interaction with complicated structures that ensure a brief response. Thus, with increasing improvement in technology, reaction time and ease of operations are the issues. Here is where human-computer interaction comes into play. This interplay is unrestricted and challenges the used gadgets consisting of the keyboard and mouse for input. Gesture recognition has been gaining tons of attention. Gestures are instinctive and are often utilized in everyday interactions. Therefore, communicating using gestures with computer systems creates an en
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Singh, Chaitanya, Tejashwini Rath, Sneha Singh, and Dr Swati agrawal. "Media player control using hand gestures." International Journal of Research Publication and Reviews 6, no. 4 (2025): 1866–70. https://doi.org/10.55248/gengpi.6.0425.1377.

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Nadar, Deepika. "Look based Media Player." International Journal for Research in Applied Science and Engineering Technology 7, no. 4 (2019): 831–33. http://dx.doi.org/10.22214/ijraset.2019.4149.

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SHAIK, Dr ABDUL NABI, E. SAI PRIYA, G. NIKITHA, K. PRACHEEN KUMAR, and N. SHRAVYA SHREE. "CONTROLLING VIDEOLAN CLIENT MEDIA USING LUCAS KANADE OPTIMAL FLOW ALGORITHM AND OPENCV." YMER Digital 21, no. 05 (2022): 246–55. http://dx.doi.org/10.37896/ymer21.05/29.

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In this project we've discussed a system which uses some dynamic hand gesture recognition technique to manage the media players like VLC media player. This project consist of certain modules which segments the foreground a part of the frame using detection of skin colour and approximate median technique. the popularity of hand gesture is finished by creating a call Tree, that uses certain features extracted from the segmented part. This hand gesture recognition technique introduces a replacement, natural thanks to interact with computers and is beneficial to several folks in our day-to-day lif
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Cai, Jiaxuan. "Comprehensive Analysis of Football Player Market Valuation: Integrating Performance Metrics and Marketability Factors." Transactions on Economics, Business and Management Research 10 (October 10, 2024): 152–58. http://dx.doi.org/10.62051/2rybtf79.

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In the fast-paced world of professional football, valuing players involves numerous factors. This paper explores the determinants of football players' market values using a mixed-methods approach. Quantitative data from sources like Opta Sports, Transfermarkt, and the CIES Football Observatory, along with qualitative insights from semi-structured interviews with industry experts, were analyzed. The quantitative analysis found that goals scored and social media followers significantly predict player market value, with a strong social media presence amplifying the impact of goals. Non-linear rel
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Syauqi, A'la, and Permata Rahmatul Hijjah. "Design of Networked Multiplayer Snake and Ladder Educational Game Based on Hash Map and Vector Data Structure." JUITA: Jurnal Informatika 8, no. 2 (2020): 159. http://dx.doi.org/10.30595/juita.v8i2.8436.

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Computer games have been used as educational media or popularly named as educational games. However, most educational computer games that have been created can be played by one player. This study aims to build a multiplayer ladder and snake educational game focused on the server program as a moderator that handles players, player groups, and data traffic during the game is running. The game is built on Java socket programming and local area network (LAN) as a data communication medium between players. Whereas to handle the username and socket address of the whole player, the hash map data stru
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Chen, Hui E. "The Design and Implementation of Micro Player." Advanced Materials Research 989-994 (July 2014): 4355–57. http://dx.doi.org/10.4028/www.scientific.net/amr.989-994.4355.

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Windows Media Player developed by Microsoft Player, it is a component of Microsoft Windows, can support through plug-ins enhancements. In this paper, by applying the ActiveX control, design a set play audio files, MIDI files and Windows Media files, movies (MPEG), such as video files as one of the players play a variety of Media files.
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Ahmed, Afzal, Mohammad Tariq Iqbal, and Mohsin Jamil. "A Comparative Analysis of Power Consumption While Using Open-Source and Proprietary Media Players." European Journal of Electrical Engineering and Computer Science 8, no. 5 (2024): 1–5. http://dx.doi.org/10.24018/ejece.2024.8.5.649.

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This study investigates the power consumption of various media player software applications, comparing open-source and proprietary options. The experiment measured the average power consumption of CPU, GPU, and memory usage of media players such as Kodi, MPC, MPV, SMP, VLC, Windows Media Player, ACG, ALLPlayer, GOM, KMPlayer, LAPlayer, POTPlayer, and RealPlayer while playing 4K video. The results revealed that proprietary media players generally consume less power compared to their open-source counterparts. Statistical analysis, including descriptive statistics and independent samples t-tests,
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Dissertations / Theses on the topic "Media player"

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Palmestedt, Bill. "Player perceptions of Pokémon Go." Thesis, Södertörns högskola, Medieteknik, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-32476.

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In a recent pilot study, it was revealed that certain players of Pokémon Go did not account for the game while asked to specify the games they played regularly, although they had previously mentioned that they play the game daily. This paper will explore those player’s perception of Pokémon Go in aim to understand why they did not account for the game. This study uses a series of interviews of the participants to explore how they perceive the game. The interviews are analysed thematically using predefined themes and the results suggests that the reason to why the game was not accounted for mig
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Nordberg, Andreas, and Jonathan Sjölund. "Geo-based media player : An interactive interface for geo-based video streaming." Thesis, Linköpings universitet, Institutionen för datavetenskap, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-129609.

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Being able to interact with video streams can be both fun, educational and provide help during disaster situations. However, to achieve the best user experience the interaction must be seamless. This thesis presents the design and implementation of an interface for a media player that allows for users to view multiple video streams of the same event from different geographical positions and angles. The thesis first describes the system design and methods used to implement this kind of media player and explains how to achieve a seemingly good and, to a higher extent, enjoyable video streaming e
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Bryant, Travis Joseph. "Presenting Structured, RSS-Fed New Media Streams Within A Portable Media Player: A Category Or Source Organizational Decision." Thesis, School of Information and Library Science, 2006. http://hdl.handle.net/1901/280.

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The RSS protocol allows, among other uses, for portable media player devices to download files automatically from the internet. Although text RSS feed on portable media devices is currently limited, it is possible that text feeds will become a ubiquitous feature on future PDA/media crossover devices. With the increasing usage of video-enabled portable media players, video content on these devices will also gain strength in the consumer market. Through qualitative interviews this pilot study hopes to investigate usage of new media streams on portable devices, with additional focus on RSS feeds,
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Anderson, Eike F. "On the definition of non-player character behaviour for real-time simulated virtual environments." Thesis, Bournemouth University, 2008. http://eprints.bournemouth.ac.uk/11991/.

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Computer games with complex virtual worlds, which are populated by artificial characters and creatures, are the most visible application of artificial intelligence techniques. In recent years game development has been fuelled by dramatic advances in computer graphics hardware which have led to a rise in the quality of real-time computer graphics and increased realism in computer games. As a result of these developments video games are gaining acceptance and cultural significance as a form of art and popular culture. An important factor for the attainment of realism in games is the artificially
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Filip, Mori. "A 2D video player for Virtual Reality and Mixed Reality." Thesis, KTH, Skolan för datavetenskap och kommunikation (CSC), 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-217359.

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While 3D degree video in recent times have been object of research, 2D flat frame videos in virtual environments (VE) seemingly have not received the same amount of attention. Specifically, 2D video playback in Virtual Reality (VR) and Mixed Reality (MR) appears to lack exploration in both features and qualities of resolution, audio and interaction, which finally are contributors of presence. This paper reflects on the definitions of Virtual Reality and Mixed Reality, while extending known concepts of immersion and presence to 2D videos in VEs. Relevant attributes of presence that can applied
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Bergqvist, Andreas. "Aesthetic Details and Player Behavior : a study on how the colors of checkers in backgammon affect players’ choices of action." Thesis, Högskolan på Gotland, Institutionen för speldesign, teknik och lärande, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:hgo:diva-1968.

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Based upon earlier studies in the fields of psychology and game design by Frank and Gilovich (1988) and Yee (2007), this paper examines the influence of color on players of backgammon. The paper examines the probability of a player hitting an opponent’s piece when possible in backgammon depending on the color of the checkers. The data sample was compared using a t-test but showed no significant correlation. Based upon the results it was concluded that the Proteus Effect is not as effectively achieved through units in board games compared to avatars in virtual worlds.
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Strååt, Björn. "Extending Game User Experience - Exploring Player Feedback and Satisfaction : The Birth of the Playsona." Doctoral thesis, Stockholms universitet, Institutionen för data- och systemvetenskap, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:su:diva-147770.

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Video games are experience-based products and user satisfaction is key for their popularity. To design for as strong an experience as possible, game developers incorporate evaluation methods that help to discover their users’ expectations and needs. Despite such efforts, problems still occur with the game design that lower the user experience. To counter these problems, the evaluation methods should be investigated and improved. To address this need, I have explored various design tools and user experience theories. Applying these in a game evaluation context, I have analyzed user-created game
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Hallink, Robert Willem. "The Application of Design Principles on Fast-Action Puzzle Games : A study on how the use of design principles affect how players perform in Fast-Action Puzzle Games." Thesis, Linnéuniversitetet, Institutionen för datavetenskap och medieteknik (DM), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-90230.

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This thesis studies a few established design principles which were implemented in a developed fast-action puzzle game prototype. The aim was to study how several design principles affected the performance of players. The prototype was described as a Time-Based Memory Mashup with six different ”presets” based on the established design principles in which small changes occur. All participants in the study played through all six presets. Gameplay data was gathered from the participating users and were automatically recorded into a database in order to determine which preset was the most successfu
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Liljeblad, Hugo. "Does dynamic compression impact how well the player tracks multiple targets in a FPS game." Thesis, Luleå tekniska universitet, Medier, ljudteknik och teater, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-73281.

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When navigating a spatially immersive environment like a game, sound can be used to get anapproximate direction and distance of objects, like targets headed for the player. Game sounddesigners can use this knowledge to create interactions. However, processing sound mightalso interfere with players’ abilities to track targets. By reducing the dynamic range of soundswith compression it might change how players interact in games. Whether the ability to trackseveral targets is affected by compression of sounds was investigated with an interactivelistening test where participants were asked to trac
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Bergström, Patrik. "A Proof-of-Concept Implementation of a Non-linear Video Player for HTTP-based Adaptive Streaming." Thesis, Linköpings universitet, Databas och informationsteknik, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-95446.

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Konsumtionen av video på Internet har ökat det senaste decenniet och trenden är förväntad att fortsätta stiga. Strömmande video är en ofta använd lösning för att se video på Internet. Tekniken tillåter användaren att se film medan den laddas ned. Adaptive streaming är en teknik som låter videospelaren ändra bit-raten på videon baserat på användarens tillgängliga bandbredd. En annan lösning för att göra användarens upplevelse mer skräddarsydd är ickelinjära videor. Den här typen av videor kan spelas ur sekvens. Som exempel kan en tittare välja slutet i en film eller välja vägen genom en utställ
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Books on the topic "Media player"

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Miser, Brad. My iPod touch. 4th ed. Que, 2013.

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Cline, Ernest. Ready Player One. Broadway Paperbacks, 2011.

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Cline, Ernest. Ready Player One: A novel. Edited by Julian Pavia. Crown Publishers, 2011.

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Trautschold, Martin. iPod touch Made Simple. Gary Mazo, Martin Trautschold, 2010.

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Farkas, Bart. The Zune Pocket Guide. Peachpit Press, 2007.

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Students Islamic Organisation of India. Karnataka Zone, ed. Media & terror, facts & fiction: Karnataka terror module, how the media played it. Students Islamic Organisation, Karnataka Zone, 2013.

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Microsoft Windows media player handbook. Microsoft Press, 2000.

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Using Microsoft Windows Media Player 11. Que, 2006.

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Shaw, Russell. Digital Music With Windows Media Player. Que, 2008.

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McEvoy, Seth. Microsoft Windows Media Player 7 Handbook. Microsoft Press, 2000.

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Book chapters on the topic "Media player"

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Rowe, Lawrence A., and Brian C. Smith. "A continuous media player." In Network and Operating System Support for Digital Audio and Video. Springer Berlin Heidelberg, 1993. http://dx.doi.org/10.1007/3-540-57183-3_36.

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Matthews, Robbie. "Project 1: Media Player." In Beginning Android Tablet Programming. Apress, 2011. http://dx.doi.org/10.1007/978-1-4302-3784-6_5.

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Bale, Tim. "The media — player and recorder." In European Politics. Macmillan Education UK, 2015. http://dx.doi.org/10.1007/978-1-137-10586-8_8.

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Bale, Tim. "The media – player and recorder." In European Politics. Macmillan Education UK, 2017. http://dx.doi.org/10.1057/978-1-137-58137-2_7.

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Huang, Yin-Fu, and Zong-Xian Yang. "Automatic Player Behavior Analyses from Baseball Broadcast Videos." In Active Media Technology. Springer Berlin Heidelberg, 2012. http://dx.doi.org/10.1007/978-3-642-35236-2_2.

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Mane, Vijay, Harshal Baru, Abhishek Kashid, Prasanna Kshirsagar, Aniket Kulkarni, and Prathamesh Londe. "Media Player Controller Using Hand Gestures." In Mobile Computing and Sustainable Informatics. Springer Nature Singapore, 2023. http://dx.doi.org/10.1007/978-981-99-0835-6_26.

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Henkel, Almudena, and Jens Merheim. "Der Bewegtbildmarkt in Deutschland – aktuelle Player." In Digitales Bewegtbild im Media-Mix. Springer Fachmedien Wiesbaden, 2020. http://dx.doi.org/10.1007/978-3-658-31963-2_2.

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Gonzalez-Gonzalez, Carina S., Habib M. Fardoun, Belén Armas, and Abdullah S. AL-Malaise ALGhamdi. "Mobile Player Experience Evaluation in RA Geolocalized Serious Games." In Social Computing and Social Media. Springer International Publishing, 2016. http://dx.doi.org/10.1007/978-3-319-39910-2_32.

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Yang, Wenhui. "The Image Schemas in Football Player Transfer News (FPTN)." In A Cross-Cultural Study of Commercial Media Discourses. Springer Singapore, 2020. http://dx.doi.org/10.1007/978-981-15-8617-0_5.

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Xu, Chengzhe, Ling Chen, and Gencai Chen. "A Color Bar Based Affective Annotation Method for Media Player." In Frontiers of WWW Research and Development - APWeb 2006. Springer Berlin Heidelberg, 2006. http://dx.doi.org/10.1007/11610113_70.

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Conference papers on the topic "Media player"

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Anitha, C., Radhika M, P. Jasmin Dennis, K. Purushotham, Chidambaranathan C.M., and K. Sheikdavood. "A Dynamic Hand Gesture Evaluation Model to Control Media Player Using IoT Based Elevated Deep Learning Scheme." In 2024 First International Conference on Pioneering Developments in Computer Science & Digital Technologies (IC2SDT). IEEE, 2024. http://dx.doi.org/10.1109/ic2sdt62152.2024.10696017.

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Ahamed, Irshad, and Kiran Ravinuthala. "Secure Media Player." In 2007 Digest of Technical Papers International Conference on Consumer Electronics. IEEE, 2007. http://dx.doi.org/10.1109/icce.2007.341575.

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Saraswat, Deeksha, and Shashank Bhatnagar. "Smart player: A new era of media players." In 2011 International Conference on ICT Convergence (ICTC). IEEE, 2011. http://dx.doi.org/10.1109/ictc.2011.6082718.

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Lorenz, Andreas, and Marc Jentsch. "The ambient media player." In the 9th International Conference. ACM Press, 2010. http://dx.doi.org/10.1145/1899475.1899490.

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Omar Farouk Al-Salim, Hamdi Kh E. Ibrahim, Zaid Kh Al-Azzawi, Abdulhafid Bughari Abdulkarim, and Arriffin Abdul Mutalib. "Multi-buffer Internet media player." In 2010 2nd International Conference on Education Technology and Computer (ICETC). IEEE, 2010. http://dx.doi.org/10.1109/icetc.2010.5529403.

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Faxin Fu, Yuan Shi, and Xiaoli Lang. "Design of general media player." In IET International Conference on Wireless Mobile and Multimedia Networks Proceedings (ICWMMN 2006). IEE, 2006. http://dx.doi.org/10.1049/cp:20061523.

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Ahire, Shashank, Charudatt Surve, Bharat Prajapati, and Yogesh Parulekar. "Media player for Semi-illiterate users." In the India HCI 2014 Conference. ACM Press, 2014. http://dx.doi.org/10.1145/2676702.2677204.

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Moreno, Lourdes, María González-García, Paloma Martínez, and Yolanda González. "Checklist for Accessible Media Player Evaluation." In ASSETS '17: The 19th International ACM SIGACCESS Conference on Computers and Accessibility. ACM, 2017. http://dx.doi.org/10.1145/3132525.3134791.

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González-García, María, Lourdes Moreno, and Paloma Martínez. "Adaptation rules for Accessible Media Player Interface." In the XV International Conference. ACM Press, 2014. http://dx.doi.org/10.1145/2662253.2662258.

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Peinado, Marcus. "Digital Rights Management and Windows Media Player." In SMPTE Technical Conference. IEEE, 2001. http://dx.doi.org/10.5594/m00961.

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Reports on the topic "Media player"

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Aruguete, Natalia, Ernesto Calvo, Carlos Scartascini, and Tiago Ventura. Trustful Voters, Trustworthy Politicians: A Survey Experiment on the Influence of Social Media in Politics. Inter-American Development Bank, 2021. http://dx.doi.org/10.18235/0003389.

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Recent increases in political polarization in social media raise questions about the relationship between negative online messages and the decline in political trust around the world. To evaluate this claim causally, we implement a variant of the well-known trust game in a survey experiment with 4,800 respondents in Brazil and Mexico. Our design allows to test the effect of social media on trust and trustworthiness. Survey respondents alternate as agents (politicians) and principals (voters). Players can cast votes, trust others with their votes, and cast entrusted votes. The players rewards a
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Kehoe, A. B. Interfacial Refraction Through Curved and Plane-Layered Media. Office of Scientific and Technical Information (OSTI), 2001. http://dx.doi.org/10.2172/783928.

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Meadows, Michael. Thesis Review: The Role of SANZ, a Migrant Radio Programme, in Making Sense of Place for South African Migrants in New Zealand. Unitec ePress, 2016. http://dx.doi.org/10.34074/thes.revw22016.

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This study is a detailed, qualitative exploration of the role played by a South African migrant radio programme, SANZ Live, in supporting its audience to create a sense of place in Auckland, New Zealand, through a range of on- and off-air activities. The thesis concludes that SANZ Live contributes to the creation of opportunities for South African migrants to find a sense of place through producing media content, participating in face-to-face communication through the off-air activities of SANZ Live, participating in SANZ Live social media and perpetuating aspects of South African culture thro
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Phinisee, Eri, Autumn Toney, and Melissa Flagg. AI and Industry: Postings and Media Portrayals. Center for Security and Emerging Technology, 2021. http://dx.doi.org/10.51593/20200059.

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Artificial intelligence is said to be transforming the global economy and society in what some dub the “fourth industrial revolution.” This data brief analyzes media representations of AI and the alignments, or misalignments, with job postings that include the AI-related skills needed to make AI a practical reality. This potential distortion is important as the U.S. Congress places an increasing emphasis on AI. If government funds are shifted away from other areas of science and technology, based partly on the representations that leaders and the public are exposed to in the media, it is impor
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Serafica, Ramonette, and Queen Cel Oren. Analysis of the Competition Landscape of Philippine Mass Media. Philippine Institute for Development Studies, 2024. https://doi.org/10.62986/dp2024.29.

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This study examines the size and distribution of the Philippine media sector, identifies the challenges to competition and growth, and explores the impact of new technologies. A layered media model was used to map the major players, primarily in traditional media industries such as news publishing, TV broadcasting, and radio broadcasting. Concentration ratios at the national and regional levels were calculated, along with a simple and novel measure that captures diversity in media supply. The extent of market concentration in other relevant industries in the information and communication secto
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Lefevre, Bruno, and Philippe Bouquillion. Communications, media and internet concentration in France, 2019-2021. Global Media and Internet Concentration Project, Carleton University, 2024. http://dx.doi.org/10.22215/gmicp/2024.2.

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This report focuses on approximately thirty French markets, contributing to local debates and research as part of the Global Media and Internet Concentration Project (GMICP). It explores the dynamics of diversified economic players in cultural industries (press, audiovisual, books, music), emphasizing the coexistence of 'traditional' and 'new' entrants. The study provides sector-based and global analyses, revealing a dual dynamic of diversification and concentration in the production, distribution, and broadcasting of cultural and information content. Audiovisual content broadcasting, both fre
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Coleman, Jr, and Thomas L. The News Media: Should They Play a Role in Crisis Management? Defense Technical Information Center, 1989. http://dx.doi.org/10.21236/ada207341.

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Zinenko, Olena. THE SPECIFICITY OF INTERACTION OF JOURNALISTS WITH THE PUBLIC IN COVERAGE OF PUBLIC EVENTS ON SOCIAL TOPICS. Ivan Franko National University of Lviv, 2021. http://dx.doi.org/10.30970/vjo.2021.49.11056.

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Consideration of aspects of the functioning of mass media in society requires a comprehensive approach based on universal media theory. The article presents an attempt to consider public events in terms of a functional approach to understanding the media, proposed by media theorist Dennis McQuayl in the theory of mass communication. Public events are analyzed, on the one hand, as a complex object of journalistic reflection and, on the other hand, as a situational media that examines the relationship of agents of the social and media fields in the space of communication interaction. Taking into
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Pradeep Kumar, Kaavya. Reporting in a Warming World: A Media Review. Indian Institute for Human Settlements, 2021. http://dx.doi.org/10.24943/rwwmr08.2021.

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The media plays a critical role in terms of shaping public perceptions, but they have a task on their hands in terms of effectively communicating a subject as vast and complex as climate change. India is among the countries most affected and yet reporting on the subject has been episodic, with peaks around the time of climate summits and in the immediate aftermath of disasters such as cyclones, heatwaves and extreme rainfall events. Through a media review, undertaken as part of the Earth Journalism Network Asia-Pacific Media Grant, we sought to understand patterns of representation in news cov
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Demchenko, Dmytro. DEMASSIFICATION OF SOCIAL PROCESSES IN THE CONTEXT OF DIGITAL COMMUNICATION (TO THE PROBLEM OF THE DICHOTOMY OF “ELITE-MASS” AS A POLITICAL COMMUNICATION PARADOX). Ivan Franko National University of Lviv, 2024. http://dx.doi.org/10.30970/vjo.2024.54-55.12171.

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Abstract:
The article aims to analyze a complicated process of the society’s main components – elite, mass communication, and masses – in their interaction and interdependence from the historical perspective. Due to industrialization and modernization of the life quality, the social life changes radically, and the essence of every component of the society changes as well. The elite loses its dynastic character. The media stop to play the role of a mediator taking on the obligations of a collective agitator and propagandist, and the mass stops to be cloth for wiping shoes. It starts to form a mass audien
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