Letteratura scientifica selezionata sul tema "Immersive journalism"

Cita una fonte nei formati APA, MLA, Chicago, Harvard e in molti altri stili

Scegli il tipo di fonte:

Consulta la lista di attuali articoli, libri, tesi, atti di convegni e altre fonti scientifiche attinenti al tema "Immersive journalism".

Accanto a ogni fonte nell'elenco di riferimenti c'è un pulsante "Aggiungi alla bibliografia". Premilo e genereremo automaticamente la citazione bibliografica dell'opera scelta nello stile citazionale di cui hai bisogno: APA, MLA, Harvard, Chicago, Vancouver ecc.

Puoi anche scaricare il testo completo della pubblicazione scientifica nel formato .pdf e leggere online l'abstract (il sommario) dell'opera se è presente nei metadati.

Articoli di riviste sul tema "Immersive journalism"

1

Vanoost, Marie. "Another Way to Tell the News, Another Way to Read the News: Immersion and Information in Narrative Journalism". Poetics Today 42, n. 3 (1 settembre 2021): 403–23. http://dx.doi.org/10.1215/03335372-9026173.

Testo completo
Abstract (sommario):
Abstract While Paul Ricoeur's Time and Narrative (1990) was only concerned with fictional and historical narratives, its influence on narrative theory has been much broader. Ricoeur's reflections expanded into the field of journalism, among other areas, notably through the notion of media narrative (or récit médiatique) as defined by Marc Lits (1997a). Following Lits, Ricoeur's legacy—and, more specifically, the distinction it inspired between immersive and informative narratives (Baroni 2018)—has been used to shed light on a specific kind of journalism often referred to as narrative journalism, that is, journalism that uses the writing techniques of fiction to tell news stories. This article further examines the dialectic between immersion and information in narrative journalism by exploring both journalists’ goals when writing their texts and receivers’ experiences when reading them. First, interviews with journalists show that they are largely aware of this dialectic and purposefully use an immersive form to help readers better understand information. Then, an exploratory study with readers reveals that they claim to look mostly for information yet seem to favor immersive narratives.
Gli stili APA, Harvard, Vancouver, ISO e altri
2

Davis, Deborah Pang, e Barbara Millet. "Designing 360 Video for Immersive Journalism". Proceedings of the Human Factors and Ergonomics Society Annual Meeting 64, n. 1 (dicembre 2020): 1059–63. http://dx.doi.org/10.1177/1071181320641254.

Testo completo
Abstract (sommario):
Journalism has seen tremendous change and 360-degree video, a form of virtual reality (VR), continues to present new ways for audiences to experience and engage with stories. Many journalists see 360° video as the future of storytelling. This literature review was conducted to guide UX practitioners and journalism professionals to practical information in an effort to understand the design challenges of VR and 360° video in journalism and identify opportunities to improve the user experience.
Gli stili APA, Harvard, Vancouver, ISO e altri
3

Shin, Donghee, e Frank Biocca. "Exploring immersive experience in journalism". New Media & Society 20, n. 8 (30 settembre 2017): 2800–2823. http://dx.doi.org/10.1177/1461444817733133.

Testo completo
Abstract (sommario):
Although virtual reality (VR) has been widely used to deliver news stories in immersive journalism (IJ), it is not clear how people are actually experiencing these stories and their contexts. Focusing on the immersion feature of VR stories, this study explicates the user experience to determine what it is like to experience news stories in VR and how immersion improves viewing experiences in IJ. This study proposes a VR experience model in the IJ context that integrates cognitive, affective, and behavioral factors as the primary influencing determinants. The results indicate that the meaning of immersion strongly depends on the users’ traits and contexts and that the function of immersion is strongly determined by the users’ own cognition and intentions. VR stories are viewed and accepted based on the manner that users imagine and intend to experience them. The model demonstrates the users’ cognitive processes of experiencing quality, value, and satisfaction, which determine how people empathize with and embody VR stories. The results confirm the relationship between immersion and both empathy and embodiment, implying a new conceptualization of immersion in the IJ context.
Gli stili APA, Harvard, Vancouver, ISO e altri
4

Kyrylova, O. "Ukrainian perspectives of immersive journalism". Communications and Communicative Technologies, n. 20 (20 febbraio 2020): 49–55. http://dx.doi.org/10.15421/292007.

Testo completo
Abstract (sommario):
Changes in the scientific discourse regarding the definition of the concept of “immersive journalism” are considered and the main stages of the critical understanding of the phenomenon are identified. The role of the technological factor as a concept-forming element of VR-communication is studied. 360 ° videos, published on the official YouTube channels of the 1 + 1 television company and Radio Liberty Ukraine in 2015-2019, were studied using the Witmer-Singer methodology. The four groups of factors were identified that ensure the presence in a virtual environment. Several video formats were analyzed: news stories, social advertising, special projects, video broadcasts, multimedia projects, among which there is both event and author’s content. It was determined that factors constantly affect each other, influencing also the main components of the VR effect – presence, involvement and immersion. Videos claiming maximum efficiency should rely on sensory and distraction factors, since the immersive complex “presence + involvement + inclusion” depends on them. In the analyzed texts, the hierarchy of factors is as follows: in the first place are the distraction factors (which makes sense), but the second place is taken by the realism factors despite the format of the text. It is emphasized that realism should come to the fore, if immersive technologies are used in creating news stories and the user is not able to control the composition. In this case, the presence is formed through the immersion in the story. Author’s journalistic texts are created using the methods that allow users to influence the course of the story, propose their own chronotope and create different levels of emotional immersion through, for example, maximum involvement. World practice proves the effectiveness of this principle, but Ukrainian journalists do not use it. Sensory and control factors are usually overlooked, the attention is usually paid to the sensory modality and the anticipation of an action, which are integral elements of journalistic videos.
Gli stili APA, Harvard, Vancouver, ISO e altri
5

Kang, Seok, Erin O’Brien, Arturo Villarreal, Wansoo Lee e Chad Mahood. "Immersive Journalism and Telepresence". Digital Journalism 7, n. 2 (7 novembre 2018): 294–313. http://dx.doi.org/10.1080/21670811.2018.1504624.

Testo completo
Gli stili APA, Harvard, Vancouver, ISO e altri
6

Kyrylova, O. "Immersive journalism: the factors of effective functioning". Communications and Communicative Technologies, n. 19 (5 maggio 2019): 48–55. http://dx.doi.org/10.15421/291907.

Testo completo
Abstract (sommario):
The main approaches to the definition of the “immersive journalism” phenomenon is considered and its working definition is derived. This working definition incorporates both traditional and newest approaches to the structure-forming, technological and functional factors of the production of VR-content. There are the levels of immersion into the story are analyzed on the example of video–360 ° scenes (posted on the official YouTube channel of t The New York Times) in this study. The factors influencing the formation of the system of user preferences are studied. The results of vidIQ analysis of five the most popular immersive scenes are compared and presented. It tried to measure the presence in the virtual environment by the of the Witmer-Singer’s method. The study also used the methodology of actor-network theory and the approaches of Maria-Laure Ryan. The object of study are the most popular vidIQ assessment immersive video of “The New York Times” (2015–2017): “Walking New York”, “The Atomic Bombing of Hiroshima”, “The Fight for Falluja”, “Seeking Pluto's Frigid Heart” and “The Displaced” as the one of the most resonant immersive publications. In this empirical material, the components of the VR effect are highlighted: presence, involvement, immersion. Each of the components is built up by the functioning of a few factors from the Witmer-Singer model. It’s determined that the components of the VR effect are not equivalent. The basis of the immersive narration is the effect of presence, supported either by immersion in the storu, or by involvement into the environment. The results indicate that it’s quite difficult to consider the whole complex of factors in the production of journalistic materials. In full, they work in making and consuming of not immersive, but VR-content. For the media, the VR technology is not yet a priority, and therefore they prefer to create a presence effect through the possibilities of influencing the algorithm of narrative deployment and the realism presented environment.
Gli stili APA, Harvard, Vancouver, ISO e altri
7

Ntalakas, Andreas, Charalampos A. Dimoulas, George Kalliris e Andreas Veglis. "Drone Journalism: Generating Immersive Experiences". Journal of Media Critiques 3, n. 11 (10 settembre 2017): 187–99. http://dx.doi.org/10.17349/jmc117317.

Testo completo
Gli stili APA, Harvard, Vancouver, ISO e altri
8

Sánchez Laws, Ana Luisa. "Can Immersive Journalism Enhance Empathy?" Digital Journalism 8, n. 2 (20 ottobre 2017): 213–28. http://dx.doi.org/10.1080/21670811.2017.1389286.

Testo completo
Gli stili APA, Harvard, Vancouver, ISO e altri
9

de la Peña, Nonny, Peggy Weil, Joan Llobera, Bernhard Spanlang, Doron Friedman, Maria V. Sanchez-Vives e Mel Slater. "Immersive Journalism: Immersive Virtual Reality for the First-Person Experience of News". Presence: Teleoperators and Virtual Environments 19, n. 4 (1 agosto 2010): 291–301. http://dx.doi.org/10.1162/pres_a_00005.

Testo completo
Abstract (sommario):
This paper introduces the concept and discusses the implications of immersive journalism, which is the production of news in a form in which people can gain first-person experiences of the events or situation described in news stories. The fundamental idea of immersive journalism is to allow the participant, typically represented as a digital avatar, to actually enter a virtually recreated scenario representing the news story. The sense of presence obtained through an immersive system (whether a Cave or head-tracked head-mounted displays [HMD] and online virtual worlds, such as video games and online virtual worlds) affords the participant unprecedented access to the sights and sounds, and possibly feelings and emotions, that accompany the news. This paper surveys current approaches to immersive journalism and the theoretical background supporting claims regarding avatar experience in immersive systems. We also provide a specific demonstration: giving participants the experience of being in an interrogation room in an offshore prison. By both describing current approaches and demonstrating an immersive journalism experience, we open a new avenue for research into how presence can be utilized in the field of news and nonfiction.
Gli stili APA, Harvard, Vancouver, ISO e altri
10

Sissons, Helen, e Thomas Cochrane. "Introducing Immersive Reality into the Journalism Curriculum". Pacific Journal of Technology Enhanced Learning 2, n. 1 (11 novembre 2019): 7. http://dx.doi.org/10.24135/pjtel.v2i1.27.

Testo completo
Abstract (sommario):
Following the introduction of the Google Cardboard virtual reality (VR) head mounted display (HMD) in 2014, mainstream journalism began exploring the potential of VR to transform news storytelling as an immersive experience (Lalwani, 2015; Somaiya, 2015). However, unlike the transformative impact of social media on journalism and journalism education (Mulrennan, 2017), VR has taken several years for this to filter into the curriculum of journalism higher education. AUT’s journalism programme includes a final semester, capstone, assessment in which students produce a piece of long-form immersive journalism that provides the opportunity to embed VR storytelling as an authentic immersive experience. To address this we created a collaborative curriculum design team in 2019 to design a workshop (Sissons & Cochrane, 2019) to introduce journalism students to the potential of VR to explore and create an immersive journalism experience. We used a design based research methodology (McKenney & Reeves, 2019) to structure the curriculum design process into four phases: initial analysis and exploration, development of a prototype curriculum intervention, evaluation and redesign of the intervention, and dissemination of identified design principles and findings. Meeting weekly the design team brainstormed a workshop that mapped the affordances of mobile XR to a real world project, and created a simple demonstration XR environment (https://seekbeak.com/v/kvPq47DpjAw). We founded the workshop design upon the principles of heutagogy (Blaschke & Hase, 2019), as the principles of heutagogy map closely to the core journalism graduate profile outcomes (Cochrane, Sissons, & Mulrennan, 2017). In this workshop students worked in teams to film and compile an interactive experience based on the University’s Journalism Media Centre, creating an interactive tour using SeekBeak (https://seekbeak.com). Using AUTEC ethics processes we obtained informed consent from the participating students for a feedback survey that will inform the second phase redesign of the curriculum design for 2020. Anonymous post-workshop student feedback survey responses, with a 78% return rate (https://www.surveymonkey.com/results/SM-5SMVCVSJ7/) were very positive. We believe this collaborative curriculum design approach provides a simple model that can be utilised in other higher education discipline contexts. References Blaschke, L. M., & Hase, S. (2019). Heutagogy and digital media networks: Setting students on the path to lifelong learning. Pacific Journal of Technology Enhanced Learning, 1(1), 1-14. doi:https://doi.org/10.24135/pjtel.v1i1.1 Cochrane, T., Sissons, H., & Mulrennan, D. (2017). Mainstreaming Mobile Learning in Journalism Education. In H. Crompton & J. Traxler (Eds.), Mobile Learning in Higher Education: Challenges in Context (pp. 19-30). New York: Routledge. Lalwani, M. (2015). ABC News introduces VR initiative with 360-degree tour of Syria. Retrieved from http://www.engadget.com/2015/09/17/abc-news-introduces-vr-initiative-with-360-degree-tour-of-syria/ McKenney, S., & Reeves, T. (2019). Conducting educational design research (2nd ed.). London: Routledge. Mulrennan, D. (2017). Mobile Social Media and the News: Where Heutagogy Enables Journalism Education. Journalism & Mass Communication Educator, OnlineFirst(0), 1-12. doi:10.1177/1077695817720762 Sissons, H., & Cochrane, T. (2019). Newsroom Production: XRJournalism Workshop. Retrieved from https://tinyurl.com/XRJournalism Somaiya, R. (2015, 20 October 2015). The Times partners with Google on virtual reality project. Retrieved from http://www.nytimes.com/2015/10/21/business/media/the-times-partners-with-google-on-virtual-reality-project.html?smid=tw-nytimestech&smtyp=cur&_r=1
Gli stili APA, Harvard, Vancouver, ISO e altri
Più fonti

Tesi sul tema "Immersive journalism"

1

Kim, Sookyong. "Content analysis of advergames in food and beverage brand websites aimed at children: immersive marketing practices in scoring systems of advergames". Thesis, Kansas State University, 2010. http://hdl.handle.net/2097/7028.

Testo completo
Abstract (sommario):
Master of Science
Department of Journalism and Mass Communications
Soontae An
Since 2000s, advergames, a particular form of branded entertainment that features advertising messages, logos, and trade characters in a game format, have become popular. The impact of advergmaes on childhood obesity, however, has been concerned among consumer groups and parents. Advertisers may use advergame scoring systems to encourage children to consume junk foods, to persuade them to revisit the Websites to help them to become addicted to the games, to reinforce children’s bad eating habits in advergames with voices or rewards, and to attract children with animated spokes characters and avatars. The purpose of this study is to examine in-depth components of scoring systems of advergames, providing policy makers and researchers with insights about advergames. Brand integration in scoring systems of advergames appeared on food companies’ websites was explored with the descriptive characteristics of the roles of brands, such as gaming tools or equipment or main objects or in the backgrounds of games. A content analysis of 67 food companies’ websites aiming to children will be done to critically evaluate the practice of online food marketing and advergames targeting children. Results of this study indicates that the prevalence of junk food (e.g., snack foods, sweets, convenience entrees and meals and soft drinks, and artificially flavored beverages), different types of brand integration (e.g., secondary objects or primary objects) in advergames scoring systems, virtual food consumption and food brand exposures to children in advergames, and the behavior of animated characters used in scoring systems in advergames. Understanding the immersive marketing of scoring systems in food advergames can provide valuable insights into how to establish appropriate regulations for online food marketing to children.
Gli stili APA, Harvard, Vancouver, ISO e altri
2

Domínguez, Martín Eva Maria. "Periodismo inmersivo: Fundamentos para una forma periodística basada en la interfaz y la acción". Doctoral thesis, Universitat Ramon Llull, 2013. http://hdl.handle.net/10803/108956.

Testo completo
Abstract (sommario):
L'impacte de tecnologies com la realitat virtual juntament amb la influència narrativa dels videojocs han afavorit el que anomenem una retòrica immersiva, una forma de relatar amb recursos visuals i interactius per tal d’aconseguir un alt grau d'immersió de l'usuari. Entenem per periodisme immersiu una pràctica periodística emergent que aplica les tecnologies i recursos necessaris amb aquest objectiu. Per bé que el periodisme immersiu té la seva expressió màxima amb l'aplicació de la tecnologia de realitat virtual immersiva, també es poden aplicar recursos per a la immersió a través de la pantalla digital. Es proposen els components expressius per a un periodisme immersiu basat en la capacitat visual de la interfície i la possibilitat d'acció en el relat i s’analitzen les seves aplicacions periodístiques.
El impacto de tecnologías como la realidad virtual junto con la influencia narrativa de los videojuegos han favorecido lo que damos en llamar una retórica inmersiva, una forma de relatar con recursos visuales e interactivos cuyo objetivo es conseguir un alto grado de inmersión del usuario. Entendemos por periodismo inmersivo una práctica periodística emergente que aplica las tecnologías y recursos necesarios para conseguir dicho fin. Si bien el periodismo inmersivo tiene su mayor expresión con la aplicación de la tecnologia de realidad virtual inmersiva, también se pueden aplicar recursos para la inmersión a través de la pantalla digital. Se proponen los componentes expresivos para un periodismo inmersivo basado en la capacidad visual de la interfaz y la posibilidad de acción en el relato y se analizan sus aplicaciones periodísticas.
The impact of virtual reality technologies as well as the influence of gaming narratives have favored what we call immersive rhetoric, a storytelling form based on visual and interactive resources which aim to achieve a high degree of user immersion. Immersive journalism we understand as an emerging journalistic practice that applies the technologies and resources needed to achieve that goal. While immersive journalism has its greatest expression in the application of immersive virtual reality technology, immersive tecniques can also be applied through the digital display. We first propose the expressive components for immersive journalism based on the visual interface and then we analize their journalistic applications.
Gli stili APA, Harvard, Vancouver, ISO e altri
3

Ramírez, Alba Miguel Fernando. "Análisis del tratamiento informativo en los reportajes televisivos de inmersión sobre la pandemia del Covid-19 en el segmento En Carne Propia (Perú)". Bachelor's thesis, Universidad Peruana de Ciencias Aplicadas (UPC), 2020. http://hdl.handle.net/10757/655048.

Testo completo
Abstract (sommario):
La presente tesis tiene como tema la influencia del periodismo de inmersión en la televisión peruana en época de pandemia. El objetivo general es describir los componentes del periodismo de inmersión que se encuentran presentes en los reportajes sobre el Covid-19 presentados en el programa Al Sexto Día a través de su secuencia televisiva En Carne Propia (marzo – agosto 2020). El método seguido fue el de análisis de contenido de los reportajes emitidos entre el 15 de marzo del 2020 al 30 de agosto del 2020. Se delimitó dicho periodo por su nivel de coyuntura periodística. Se sabe que el 15 de marzo del 2020 fue la fecha que el presidente de la nación, Martin Vizcarra, decretó el Estado de Emergencia en el país y el 30 de agosto del 2020 fue la fecha de cese de la sexta extensión del Estado de Emergencia. El principal hallazgo es que los reportajes tienen una innovadora forma de contar una historia a través del involucramiento del reportero. Asimismo, utilizan recursos y estrategias tales como la participación en los hechos investigados y la suplantación de la personalidad en donde hacen ver a los reportajes desde otra perspectiva.
The subject of this thesis is the influence of immersion journalism on Peruvian television in times of pandemic. The general objective is to describe the components of immersive journalism that are present in the reports on Covid-19 presented in the Al Sexto Día program through its television sequence En Carne Propia (March - August 2020). The method followed was the content analysis of the reports issued between March 15, 2020 to August 30, 2020. This period was delimited by its level of journalistic situation. It is known that March 15, 2020 was the date that the nation's president, Martin Vizcarra, decreed the State of Emergency in the country and August 30, 2020 was the date of cessation of the sixth extension of the State of Emergency. The main finding is that reporting has an innovative way of telling a story through the involvement of the reporter. Likewise, they use resources and strategies such as participation in the investigated facts and the impersonation of personality where they make the reports look from another perspective.
Tesis
Gli stili APA, Harvard, Vancouver, ISO e altri
4

Marin, Carrillo Alba. "L'evolution du documentaire audiovisuel. Des formats interactifs aux expériences immersives". Thesis, Université Grenoble Alpes (ComUE), 2019. http://www.theses.fr/2019GREAL018.

Testo completo
Abstract (sommario):
La conception du documentaire a changé et, avec cela, les possibilités de créer des histoires non-fictives et les formes associées aux techniques. Dans ce contexte, nous nous intéressons à la pratique documentaire et à l'influence d'outils et de dispositifs tels que la réalité virtuelle et la réalité augmentée, l'utilisation d'applications mobiles et le développement de travaux web.Nous défendons la thèse selon laquelle la technologie influence les formes de représentation du documentaire et a provoqué l'évolution des formes narratives qui doivent être repensées dans leur contexte de création. Cela signifie que la recherche de productions documentaires reposant sur des supports numériques a besoin d'un cadre ouvert et interdisciplinaire pouvant couvrir leur complexité. Grâce au caractère international que l'accord de cotutelle contribue à ce travail, des méthodes visuelles sont insérées dans une enquête dans le cadre d'études visuelles. Tout cela façonne l'approche épistémologique du présent travail.Afin d'analyser l'apport des techniques numériques aux qualités communicatives du documentaire et de connaître l'évolution des formes de représentation, nous avons choisi une méthodologie visuelle. Nous nous appuyons sur trois études de cas dans lesquelles nous appliquons notre propre méthodologie, qui inclut la création d’une pièce audiovisuelle interactive. Tout cela est finalement complété par l'analyse d'un échantillon de documentaires sélectionnés.Les résultats du travail nous montrent en quoi l'évolution du documentaire, parallèlement à l'évolution de la technologie, place le spectateur au centre de l'histoire. Le documentaire devient une expérience multisensorielle créée pour une consommation individuelle dans laquelle l'utilisateur acquiert un rôle central
The conception of the documentary has changed, as well as the possibilities of creating fiction narratives and the forms associated with the techniques. In this context, we are interested in documentary practice and the influence of tools and devices such as virtual reality and augmented reality, the use of mobile applications and the development of web works on the web.We defend the thesis that technology influences the forms of representation of the documentary and has led to the evolution of narrative forms that must be rethought in their context of creation. This means that research on non-fiction productions based on the digital medium needs an open and interdisciplinary framework that can encompass its complexity.Thanks to the international character that the co-tutelage agreement contributes to this work, visual methods are inserted in in a research within the framework of visual studies. All this shapes the epistemological approach of this work.We have opted for a visual methodology with the objective of analyzing the contribution of digital technologies to the communicative qualities of the documentary and of knowing the evolution of the forms of representation. We rely on three case studies in which we apply our own method. It is a composite method in which we include the creation of an interactive audiovisual piece. All this is complemented finally with the analysis of a sample of selected documentaries.The results of the work tell us how the evolution of the documentary, in parallel with the advancement of technology, puts the viewer at the center of the story. The documentary becomes a multisensory experience created for an individual consumption in which the user acquires a central role
Gli stili APA, Harvard, Vancouver, ISO e altri
5

Sun, Jiangeng. "Un journalisme d’immersion limité et contraint : étude de la pratique des correspondants français en Chine". Thesis, Rennes 1, 2015. http://www.theses.fr/2015REN1G020.

Testo completo
Abstract (sommario):
Dans un contexte de « mondialisation », les échanges entre cultures différentes favorisent une meilleure compréhension mutuelle entre les peuples du monde. Les correspondants de presse étrangers constituent des acteurs clés dans ce processus de médiation culturelle transnationale. Leur travail journalistique permet en effet à un public national de mieux connaître la culture dans laquelle ces correspondants sont immergés. Et par là contribuer à la compréhension culturelle entre le pays d’origine des correspondants et leur pays d’accueil. Notre recherche s’intéresse aux pratiques journalistiques des correspondants de presse français en Chine. Cet exemple permet de mettre en lumière des logiques de travail et des dispositifs de contrôle qui contraignent, directement ou indirectement, le travail de production de l’information. Nourries de nos enquêtes de terrain et d’approches théoriques, nos analyses permettent de montrer que les journalistes français présents en Chine constituent un microcosme social, à la fois relativement fermé sur lui-même et isolé de la société chinoise. Il s’agit le plus souvent de journalistes professionnels à la fois très diplômés et très expérimentés. Toutefois, en Chine, ils ne peuvent jamais exercer un « journalisme d’immersion » malgré leur présence sur place sur des durées relativement longues. Leur faible maîtrise du chinois opérationnel empêche une bonne partie des journalistes français de communiquer directement avec des Chinois. Ensuite, les conditions de réalisation de reportages subissent souvent des contraintes liées à la politique chinoise de régulation des journalistes étrangers en Chine. Enfin, leur accès aux sources d’information pèse également de manière décisive sur la production de l’information sur place
In a context of globalisation, cultural exchanges foster and increase a mutual understanding between peoples and cultures, all around the world. Foreign correspondents are key players in the transnational process of cultural mediation. Indeed, their journalistic work helps a national audience to achieve a better understanding of the culture in which these correspondents are immersed, and thereby contributes to cultural understanding between their home country and the host country. Our research focuses on the journalistic practices of French correspondents in China, and highlights the logics of work and the control devices that influence, directly or indirectly, the production of information and, generally speaking, the journalistic practice of foreign correspondents. Based on our field studies and theoretical approaches, our analysis aims at demonstrating that French journalists in China constitute a social microcosm, relatively closed on itself and isolated from the Chinese society. They are often professionals both highly qualified and very experienced. However, they can never really have recourse to the method of "immersion journalism" despite long periods of presence in China. Lots of French journalists cannot directly communicate with the Chinese population, because of their insufficient knowledge of the everyday language. Then their working conditions often face constraints of the Chinese's regulation policy towards foreign journalists. Finally, their limited access to information sources also has a major impact on the process of information production in China
Gli stili APA, Harvard, Vancouver, ISO e altri
6

Ramirez, Alba Miguel Fernando. "Análisis del tratamiento informativo en los reportajes televisivos de inmersión sobre el tema de la discapacidad que abordaron los programas Punto Final y Al Sexto Día durante la emisión de los segmentos: Cincox24 (2012) y En Carne Propia (2016)". Bachelor's thesis, Universidad Peruana de Ciencias Aplicadas (UPC), 2019. http://hdl.handle.net/10757/635431.

Testo completo
Abstract (sommario):
El presente trabajo de investigación está enfocado en analizar los reportajes televisivos de inmersión sobre la representación de la discapacidad en los segmentos televisivos: Cincox24 y En carne Propia. En ese sentido se busca conocer cómo se realizó el proceso de producción informativa. Asimismo, detectar las estrategias y tácticas que posee el género periodístico de inmersión para que se pueda emplear de manera correcta en los reportajes periodísticos, sin dejar de lado los principios básicos del periodismo.
The present research work focuses on analyzing immersive television reports on the representation of disability in television segments: Cincox24 and In Own Flesh. The aim is to find out how the information production process was carried out. Also, to detect the strategies and tactics that the journalistic immersion genre possesses so that it can be used correctly in journalistic reporting, without neglecting the basic principles of journalism.
Trabajo de investigación
Gli stili APA, Harvard, Vancouver, ISO e altri
7

Ferchak, Rachel M. "The Tighza Valley: A Traditional Culture in a Changing Morocco". Ohio University Honors Tutorial College / OhioLINK, 2012. http://rave.ohiolink.edu/etdc/view?acc_num=ouhonors1331224389.

Testo completo
Gli stili APA, Harvard, Vancouver, ISO e altri
8

Atkins, Daniel Aaron. "Investigating Cognitive and Persuasive Effects of 360-degree Virtual Reality Community News Narratives on Memory Performance, Presence, Perception of Credibility, and Attitude Change". Ohio University / OhioLINK, 2020. http://rave.ohiolink.edu/etdc/view?acc_num=ohiou1573830322607172.

Testo completo
Gli stili APA, Harvard, Vancouver, ISO e altri
9

Parreira, Maria João Horta. "Exploring interactive narrative for science communication: a design approach using interactive documentary as a proposal XploreDesign4SciComm". Master's thesis, 2018. http://hdl.handle.net/10362/47435.

Testo completo
Abstract (sommario):
This study explores interactive narrative, manifested through multimodality in the format of the interactive documentary (i-doc), as a proposal to science communication, in a specific context. The oldest botanical garden in Portugal celebrates, in 2018, 250 years of existence and is the scenario for that proposal. This choice was preponderant because the subject to be communicated is in the ambit of Botany and Biodiversity Conservation and point out the importance of citizenship in the mobilization of efforts that can minimize the complex problems and challenges associated with those fields. In science communication the format of the interactive documentary has been little explored and in this sense this work has been developed to produce an original empirical contribution that opens the way to new approaches in this sense. 360 video, virtual reality and augmented reality can be explored and remixed with traditional media trying to promote more engagement of people with Botany and related sciences. Transdisciplinarity is a key component of this project that aims to explore Design, not only in the several perspectives as a discipline, but also as a scientific area of extreme utility and that enables to build bridges between different areas. Articulating storytelling, gaming and multimodality, one prototype was produced and its respective proof of concept was carried out in two classes: Biology and Geology students from regular secondary school and Journalism students from university level, and the respective teachers were involved in the process. Action-research was applied in an original way that intends to add value to practical case studies, and plan targeted actions. Bibliographic review, questionnaires, semi-structured interviews, participation observation and focus group were the used techniques to test and evaluate the inherent project concept. The results obtained are favorable to the usefulness and viability of the idea and it will be interesting to investigate in a more systematic way, to better understand opportunities in the intersection between science, technology and art. Emotions, cognition, and human-centered design are very interesting fields to investigate. The author argues that i-doc rather than being only a media or digital media channel, which represents reality, can be interpreted as a builder and enabler of knowledge. Besides i-doc can facilitate the teaching and understanding of the curricular contents, the exploitation of i-doc can be also a great method to develop innovative contents that promote a differentiating journalism and that reinforce its social function, as this project proposed in environmental education. Another point of view suggested by the author, is that UX Design is essential to the planning of communicative relations between people, digital objects and real life. At the present, with all the technological evolutions established more and more faster, will be important to understand better how users interact, immerse and participate with those evolutions. Digital and physical interactions are both essential, and the author intends to interconnect them, creating one digital object about Ajuda botanical garden, that may promote the interest of users to visit it, physically, and be more awareness for its importance.
Este estudo explora a narrativa interactiva utilizando a multimodalidade no formato do documentário interactivo (i-doc), que se materializa numa proposta para comunicar ciência, num contexto específico. O jardim botânico mais antigo de Portugal celebra, em 2018, 250 anos de existência e é o cenário dessa proposta. Essa escolha foi preponderante, pois o assunto a ser comunicado é no âmbito da Botânica e da Conservação da Biodiversidade e salienta a importância da cidadania na mobilização de esforços que possam minimizar os problemas complexos e os desafios associados a essas temáticas. Em Comunicação de Ciência, o formato i-doc tem sido pouco explorado e, nesse sentido, este trabalho pretende obter uma contribuição empírica original que abra caminho a novas abordagens, nesse sentido. Vídeos 360, realidade virtual e realidade aumentada podem ser explorados e remixados com os meios tradicionais, com vista à promoção de um maior envolvimento das pessoas com a Botânica e ciências relacionadas. A transdisciplinaridade é uma componente chave deste projecto que interpreta o Design, não apenas nas diversas perspectivas como disciplina, mas também como uma área científica de extrema utilidade e que permite construir pontes entre diferentes áreas. Articulando narrativa, jogos e multimodalidade, foi produzido um protótipo e realizada a sua prova de conceito, em duas turmas: estudantes de Biologia e Geologia do ensino secundário e estudantes de mestrado em Jornalismo e Novos Media, e os respectivos professores estiveram envolvidos no processo. A pesquisa-acção foi aplicada de uma maneira original, pretendendo agregar valor a contextos práticos e planear acções direccionadas. A revisão bibliográfica, questionários, entrevistas semiestruturadas, observação participante e focus group foram as técnicas utilizadas para testar e avaliar o conceito inerente ao projecto. Os resultados obtidos são favoráveis à utilidade e viabilidade da ideia e será interessante investigar de forma mais sistemática, para compreender melhor as oportunidades na intersecção entre ciência, tecnologia e arte. As emoções, cognição e design centrado no ser humano são áreas de estudo muito interessantes para investigar. O autor argumenta que o i-doc, em vez de ser apenas um canal ou um meio digital, que representa a realidade, pode ser interpretado como um construtor e um facilitador do conhecimento. Além de poder facilitar o ensino e a compreensão dos conteúdos curriculares, a exploração do i-doc também pode ser um método muito útil para desenvolver conteúdos inovadores que promova um jornalismo diferenciador e reforce sua função social, como é proposto na educação ambiental. Outro ponto de vista sugerido pelo autor, é que o UX Design é essencial para o planeamento das relações comunicativas entre as pessoas, os objectos digitais e a vida real. No presente, com todas as evoluções tecnológicas estabelecidas cada vez mais rápidas, será importante entender melhor como os utilizadores interagem, imergem e participam nos conteúdos, com todas essas evoluções. Interacções físicas e digitais são essenciais, e este projecto pretende interligá-las, criando um objecto digital sobre o jardim botânico da Ajuda, que possa promover o interesse dos utilizadores em visitá-lo pessoalmente e uma maior consciência da sua importância e valorização.
Gli stili APA, Harvard, Vancouver, ISO e altri
10

Mergulhão, Alfredo Henrique Rodrigues. "A Batalha de Carenque: um estudo exploratório do i-Doc hipertextual para comunicação de ciência". Master's thesis, 2020. http://hdl.handle.net/10362/101393.

Testo completo
Abstract (sommario):
Faz parte deste trabalho vídeos que só podem ser consultados presencialmente na Biblioteca Mário Sottomayor Cardia
Este estudo explora a narrativa interativa, mais especificamente o uso do documentário interativo de modelo hipertextual para a comunicação de conteúdos com temáticas científica e/ou educativa. Para essa pesquisa, foi criado um protótipo que utiliza uma narrativa interativa para contar a história do Monumento Natural de Carenque. Trata-se de uma pedreira situada entre Lisboa e Sintra, que está em situação de abandono apesar de ser um patrimônio geológico de relevância mundial, com centenas de pegadas de dinossauros. O trabalho foi desenvolvido por meio de uma proposta metodológica ainda pouco utilizada nas pesquisas em Comunicação Social, a Practice Based Research. Com base nesta metodologia, a pesquisa consistiu na revisão bibliográfica, na concepção da narrativa interativa com uso de vídeos imersivos (em 360º), na criação do protótipo e na realização de testes com utilizadores. Esta última etapa teve o objetivo de testar e avaliar os conceitos aplicados no planejamento e na realização do protótipo. Os resultados obtidos nos testes permitem afirmar que os conceitos aplicados no projeto foram validados. O estudo também mostrou que, analisadas separadamente, as respostas dos utilizadores mais e menos experientes com narrativas interativas foram discrepantes. Isso indica a necessidade de aprofundar a pesquisa para compreender melhor as razões pelas quais há diferenças no comportamento dos utilizadores que já tinham e os que jamais haviam experimentado um documentário interativo anteriormente.
This study explores interactive narrative, specifically the use of hypertextual mode of interactive documentary to communicate scientific and / or educational content. In this research, a prototype was created to tell the story of the Monumento Natural de Carenque through an interactive narrative. It is a quarry located between Lisbon and Sintra, which is neglected despite being an important geological heritage worldwide, with hundreds of dinosaur footprints. The work was developed through a methodological proposal a few times used in media research, the Practice Based Research. Based on this methodology, the research included a literature review, the design of interactive narrative using immersive videos (360º), the creation of the prototype and testing with users. This last stage aimed to test and evaluate the concepts applied in the planning and creation of the prototype. The results obtained from the tests allow us to state that the concepts applied in the project were validated. The study also showed that, analyzed separately, responses from users with more experience were different from those with less experience in interactive narratives. This implies the need for further research to better understand why there are differences between users who have already had and those who have never tried an interactive documentary before.
Gli stili APA, Harvard, Vancouver, ISO e altri

Libri sul tema "Immersive journalism"

1

A field guide for immersion writing: Memoir, journalism, and travel. Athens: University of Georgia Press, 2012.

Cerca il testo completo
Gli stili APA, Harvard, Vancouver, ISO e altri
2

Immersive Journalism. Taylor & Francis Group, 2018.

Cerca il testo completo
Gli stili APA, Harvard, Vancouver, ISO e altri
3

Laws, Ana Luisa Sánchez. Conceptualising Immersive Journalism. Routledge, 2019. http://dx.doi.org/10.4324/9780429199394.

Testo completo
Gli stili APA, Harvard, Vancouver, ISO e altri
4

Jones, Sarah, Turo Uskali, Astrid Gynnild e Esa Sirkkunen. Immersive Journalism As Storytelling. Taylor & Francis Group, 2020.

Cerca il testo completo
Gli stili APA, Harvard, Vancouver, ISO e altri
5

Immersive Journalism As Storytelling. Taylor & Francis Group, 2020.

Cerca il testo completo
Gli stili APA, Harvard, Vancouver, ISO e altri
6

Uskali, Turo, Astrid Gynnild, Sarah Jones e Esa Sirkkunen, a cura di. Immersive Journalism as Storytelling. Routledge, 2021. http://dx.doi.org/10.4324/9780429437748.

Testo completo
Gli stili APA, Harvard, Vancouver, ISO e altri
7

Jones, Sarah, Turo Uskali, Astrid Gynnild e Esa Sirkkunen. Immersive Journalism As Storytelling: Ethics, Production, and Design. Taylor & Francis Group, 2020.

Cerca il testo completo
Gli stili APA, Harvard, Vancouver, ISO e altri
8

Jones, Sarah, Turo Uskali, Astrid Gynnild e Esa Sirkkunen. Immersive Journalism As Storytelling: Ethics, Production, and Design. Taylor & Francis Group, 2020.

Cerca il testo completo
Gli stili APA, Harvard, Vancouver, ISO e altri
9

Jones, Sarah, Turo Uskali, Astrid Gynnild e Esa Sirkkunen. Immersive Journalism As Storytelling: Ethics, Production, and Design. Taylor & Francis Group, 2020.

Cerca il testo completo
Gli stili APA, Harvard, Vancouver, ISO e altri
10

Jones, Sarah, Turo Uskali, Astrid Gynnild e Esa Sirkkunen. Immersive Journalism As Storytelling: Ethics, Production, and Design. Taylor & Francis Group, 2020.

Cerca il testo completo
Gli stili APA, Harvard, Vancouver, ISO e altri

Capitoli di libri sul tema "Immersive journalism"

1

Soler-Adillon, Joan, e Carles Sora. "Immersive Journalism and Virtual Reality". In Interaction in Digital News Media, 55–83. Cham: Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-96253-5_4.

Testo completo
Gli stili APA, Harvard, Vancouver, ISO e altri
2

Bösch, Marcus, Stephan Gensch e Linda Rath-Wiggins. "Immersive Journalism: How Virtual Reality Impacts Investigative Storytelling". In Digital Investigative Journalism, 103–11. Cham: Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-97283-1_10.

Testo completo
Gli stili APA, Harvard, Vancouver, ISO e altri
3

Pérez Seijo, Sara. "Immersive Journalism: From Audience to First-Person Experience of News". In Advances in Intelligent Systems and Computing, 113–19. Cham: Springer International Publishing, 2016. http://dx.doi.org/10.1007/978-3-319-46068-0_14.

Testo completo
Gli stili APA, Harvard, Vancouver, ISO e altri
4

Pérez-Seijo, Sara, e Xosé López-García. "Five Ethical Challenges of Immersive Journalism: A Proposal of Good Practices’ Indicators". In Advances in Intelligent Systems and Computing, 954–64. Cham: Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-11890-7_89.

Testo completo
Gli stili APA, Harvard, Vancouver, ISO e altri
5

Hardee, Gary M. "Immersive Journalism in VR: Four Theoretical Domains for Researching a Narrative Design Framework". In Lecture Notes in Computer Science, 679–90. Cham: Springer International Publishing, 2016. http://dx.doi.org/10.1007/978-3-319-39907-2_65.

Testo completo
Gli stili APA, Harvard, Vancouver, ISO e altri
6

Vázquez-Herrero, Jorge, e Xosé López-García. "Immersive Journalism Through Mobile Devices: How Virtual Reality Apps Are Changing News Consumption". In Advances in Intelligent Systems and Computing, 3–12. Cham: Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-56541-5_1.

Testo completo
Gli stili APA, Harvard, Vancouver, ISO e altri
7

Wilson, Christopher P. "Immersion Journalism and the Second-Order Narrative". In The Routledge Companion to American Literary Journalism, 345–59. London ; New York : Routledge, [2020] |: Routledge, 2019. http://dx.doi.org/10.4324/9781315526010-24.

Testo completo
Gli stili APA, Harvard, Vancouver, ISO e altri
8

Laws, Ana Luisa Sánchez. "Enter immersive journalism". In Conceptualising Immersive Journalism, 30–49. Routledge, 2019. http://dx.doi.org/10.4324/9780429199394-3.

Testo completo
Gli stili APA, Harvard, Vancouver, ISO e altri
9

Uskali, Turo, e Pasi Ikonen. "Teaching immersive journalism". In Immersive Journalism as Storytelling, 163–75. Routledge, 2021. http://dx.doi.org/10.4324/9780429437748-18.

Testo completo
Gli stili APA, Harvard, Vancouver, ISO e altri
10

Laws, Ana Luisa Sánchez. "Introduction". In Conceptualising Immersive Journalism, 1–10. Routledge, 2019. http://dx.doi.org/10.4324/9780429199394-1.

Testo completo
Gli stili APA, Harvard, Vancouver, ISO e altri

Atti di convegni sul tema "Immersive journalism"

1

Bujic, Mila, e Juho Hamari. "Satisfaction and willingness to consume immersive journalism". In AcademicMindtrek '20: Academic Mindtrek 2020. New York, NY, USA: ACM, 2020. http://dx.doi.org/10.1145/3377290.3377310.

Testo completo
Gli stili APA, Harvard, Vancouver, ISO e altri
2

Meira, Joao, Joao Marques, Joao Jacob, Rui Nobrega, Rui Rodrigues, Antonio Coelho e A. Augusto de Sousa. "Video annotation for immersive journalism using masking techniques". In 2016 23o Encontro Portugues de Computacao Grafica e Interacao (EPCGI) [2016 23rd Portuguese Meeting on Computer Graphics and Interaction]. IEEE, 2016. http://dx.doi.org/10.1109/epcgi.2016.7851189.

Testo completo
Gli stili APA, Harvard, Vancouver, ISO e altri
3

Greber, Hannah. "[DC] Immersive Journalism - The Future of the News". In 2021 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW). IEEE, 2021. http://dx.doi.org/10.1109/vrw52623.2021.00253.

Testo completo
Gli stili APA, Harvard, Vancouver, ISO e altri
4

Ibrayeva, G. Z. "Immersive journalism as a new digital media communication platform". In FIT-M 2020. Знание-М, 2020. http://dx.doi.org/10.38006/907345-75-1.2020.79.82.

Testo completo
Abstract (sommario):
В «мультиплатформенной» среде цифровых медиа возникает иммерсивная журналистика. Она позволяет «глубоко погружаться» в виртуальную реальность, создает эффект присутствия со звуковым и видео сопровождением.
Gli stili APA, Harvard, Vancouver, ISO e altri

Rapporti di organizzazioni sul tema "Immersive journalism"

1

Paíno-Ambrosio, A., e MI Rodríguez-Fidalgo. A proposal for the classification of immersive journalism genres based on the use of virtual reality and 360-degree video. Revista Latina de Comunicación Social, luglio 2019. http://dx.doi.org/10.4185/rlcs-2019-1375en.

Testo completo
Gli stili APA, Harvard, Vancouver, ISO e altri
2

Baluk, Nadia, Natalia Basij, Larysa Buk e Olha Vovchanska. VR/AR-TECHNOLOGIES – NEW CONTENT OF THE NEW MEDIA. Ivan Franko National University of Lviv, febbraio 2021. http://dx.doi.org/10.30970/vjo.2021.49.11074.

Testo completo
Abstract (sommario):
The article analyzes the peculiarities of the media content shaping and transformation in the convergent dimension of cross-media, taking into account the possibilities of augmented reality. With the help of the principles of objectivity, complexity and reliability in scientific research, a number of general scientific and special methods are used: method of analysis, synthesis, generalization, method of monitoring, observation, problem-thematic, typological and discursive methods. According to the form of information presentation, such types of media content as visual, audio, verbal and combined are defined and characterized. The most important in journalism is verbal content, it is the one that carries the main information load. The dynamic development of converged media leads to the dominance of image and video content; the likelihood of increasing the secondary content of the text increases. Given the market situation, the effective information product is a combined content that combines text with images, spreadsheets with video, animation with infographics, etc. Increasing number of new media are using applications and website platforms to interact with recipients. To proceed, the peculiarities of the new content of new media with the involvement of augmented reality are determined. Examples of successful interactive communication between recipients, the leading news agencies and commercial structures are provided. The conditions for effective use of VR / AR-technologies in the media content of new media, the involvement of viewers in changing stories with augmented reality are determined. The so-called immersive effect with the use of VR / AR-technologies involves complete immersion, immersion of the interested audience in the essence of the event being relayed. This interaction can be achieved through different types of VR video interactivity. One of the most important results of using VR content is the spatio-temporal and emotional immersion of viewers in the plot. The recipient turns from an external observer into an internal one; but his constant participation requires that the user preferences are taken into account. Factors such as satisfaction, positive reinforcement, empathy, and value influence the choice of VR / AR content by viewers.
Gli stili APA, Harvard, Vancouver, ISO e altri
Offriamo sconti su tutti i piani premium per gli autori le cui opere sono incluse in raccolte letterarie tematiche. Contattaci per ottenere un codice promozionale unico!

Vai alla bibliografia