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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.

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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.
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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.

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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.
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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.

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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.
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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.

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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.
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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.

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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.

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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.
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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.

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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.

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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.

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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.
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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.

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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
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Bujić, Mila, Mikko Salminen, Joseph Macey e Juho Hamari. "“Empathy machine”: how virtual reality affects human rights attitudes". Internet Research 30, n. 5 (30 giugno 2020): 1407–25. http://dx.doi.org/10.1108/intr-07-2019-0306.

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PurposeThis study aims to investigate how media content consumed through immersive technology may evoke changes in human rights attitudes. It has been proposed that our inability to empathize with others could be overcome by stepping into another's shoes. “Immersive journalism” has been postulated as being able to place us into the shoes of those whose feelings and experiences are distant to us. While virtual reality (VR) and 360-degree news videos have become widely available, it remains unclear how the consumption of content through immersive journalism affects users' attitudes.Design/methodology/approachUtilizing a between-subject laboratory-controlled experiment (N = 87) this study examined participant scores on the Human Rights Questionnaire before and after consuming 360-degree video immersive journalism content via VR (n = 31), 2D (n = 29), and Article (n = 27) formats. Collected data were analysed using statistical inference.FindingsResults indicate that immersive journalism can elicit a positive attitudinal change in users, unlike an Article, with mobile VR having a more prominent effect than a 2D screen. Furthermore, this change is more strongly affected by users' higher Involvement in the content.Originality/valueThese findings are relevant for grasping the distinct effects novel and recently popularized technologies and media have on attitudinal change, as well as inform the current debate on the value of VR as “empathy machines”.
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Cochrane, Thomas, e Helen Sissons. "An Introduction to Immersive Reality". Pacific Journal of Technology Enhanced Learning 2, n. 1 (5 novembre 2019): 6. http://dx.doi.org/10.24135/pjtel.v2i1.28.

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Immersive reality (XR) encompasses the spectrum of enhancing learning through augmented reality to virtual reality. Although there has been much hype around the transformative potential of AR and VR the adoption of these technologies in higher education learning environments has been limited (Cochrane, 2016). With a lack of models of how to integrate XR in higher education AR has fallen into the trough of disillusionment on the Gartner hype cycle for emerging technologies 2018, while VR is on the ‘slope of enlightenment’ (Daniel, 2018). In response, this workshop will provide participants with a hands on experience of creating their own simple immersive reality scenario using the web-based VR platform SeekBeak (https://seekbeak.com). The workshop is a generic version of a workshop run with Journalism students that introduced them to the concepts of immersive journalism practice and the implications for immersive storytelling (Sissons & Cochrane, 2019a, 2019b). The workshop will introduce participants to the state of the art of immersive journalism, and demonstrate a BYOD approach to user-generated virtual reality in higher education as a model of integrating authentic learning within the curriculum. Schedule (100 mins) Introductions (5 min) Participant survey (5 min) Introduction to 360 video and VR (10 min) XR Journalism examples Demo of initial Media Centre VR https://seekbeak.com/v/kvPq47DpjAw (5 min) VR project development (60 min) Google Cardboard Headsets, using participants’ own smartphones Introduction to the Toolkit Participants create SeekBeak accounts Hands on with the 360 cameras Participants choose a topic to work on as a mobile VR production team Sharing and review of participant projects(participants share SeekBeak links) (10 min) Reflections via brief SurveyMonkey survey, and sharing of project URLs and reflections via Twitter and the #SOTELNZ hashtag (5 min) END References Cochrane, T. (2016). Mobile VR in Education: From the Fringe to the Mainstream. International Journal of Mobile and Blended Learning (IJMBL), 8(4), 45-61. doi:10.4018/IJMBL.2016100104 Daniel, E. (2018, 21 August 2018). Gartner hype cycle 2018: Mixed reality to overtake VR and AR. Retrieved from https://www.verdict.co.uk/gartner-hype-cycle-2018-mixed-reality/ Sissons, H., & Cochrane, T. (2019a, 22 November). Immersive Journalism: Playing with Virtual Reality. Paper presented at the AUT Teaching and Learning Conference: Authentic Assessment - Time to Get Real?, Auckland University of Technology. Sissons, H., & Cochrane, T. (2019b). Newsroom Production: XRJournalism Workshop. Retrieved from https://tinyurl.com/XRJournalism
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Pavlik, John V. "Drones, Augmented Reality and Virtual Reality Journalism: Mapping Their Role in Immersive News Content". Media and Communication 8, n. 3 (27 luglio 2020): 137–46. http://dx.doi.org/10.17645/mac.v8i3.3031.

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Drones are shaping journalism in a variety of ways including in the production of immersive news content. This article identifies, describes and analyzes, or maps out, four areas in which drones are impacting immersive news content. These include: 1) enabling the possibility of providing aerial perspective for first-person perspective flight-based immersive journalism experiences; 2) providing geo-tagged audio and video for flight-based immersive news content; 3) providing the capacity for both volumetric and 360 video capture; and 4) generating novel content types or content based on data acquired from a broad range of sensors beyond the standard visible light captured via video cameras; these may be a central generator of unique experiential media content beyond visual flight-based news content.
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Woolley, Bruce. "WIL-power". Asia Pacific Media Educator 24, n. 2 (dicembre 2014): 157–73. http://dx.doi.org/10.1177/1326365x14555279.

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This article examines journalism students’ learning experience that is intercultural, immersive and intensive. Accounts of ‘intercultural’ experience date back to Herodotus of Halicarnassus; ‘immersion’ is integral to contemporary practice in language learning; and ‘intensive’ delivery has been refined to an art by postgraduate business education. Together they can be grouped under the broader pedagogical concept of work-integrated learning (WIL). This article examines two WIL projects that involved a field trip by University of Queensland journalism students to Vietnam in 2012 and 2014, and its implications for future WIL initiatives.
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Fonseca, Adalton, Luciellen Lima e Suzana Barbosa. "Immersive Journalism: Ten years of research and productions". International Journal on Stereo & Immersive Media 3, n. 1 (19 dicembre 2019): 72–89. http://dx.doi.org/10.24140/ijsim.v3.n1.05.

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Toursel, Angelina, e Useille Philippe. "Immersive Journalism, a “New Frontier” of Information Experience?" Brazilian Journalism Research 15, n. 2 (31 agosto 2019): 336–57. http://dx.doi.org/10.25200/bjr.v15n2.2019.1230.

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Jones, Sarah. "Disrupting the narrative: immersive journalism in virtual reality". Journal of Media Practice 18, n. 2-3 (2 settembre 2017): 171–85. http://dx.doi.org/10.1080/14682753.2017.1374677.

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Littlefield, Christina. "Upping the Ante at Small Colleges: Utilizing Class Websites as Journalism Teaching Clinics". Journalism & Mass Communication Educator 73, n. 3 (27 luglio 2017): 308–21. http://dx.doi.org/10.1177/1077695817720761.

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Journalism as a field has been revolutionized toward online, interactive, and immersive storytelling experiences. Multimedia storytelling requires adaptive journalists who are always learning new skills. While many universities utilize student-led news organizations to train students, this article explores the added value of a journalism class website to further encourage students to develop their multimedia skills. It shows how Eric Newton’s teaching hospital vision can be brought to the classroom in clinic form by smaller, liberal arts colleges. This two-part case study showcases how a class website can spur deeper reporting and multidimensional storytelling at the introductory and senior levels.
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McQueen, Kate. "Moved to Tears: Erwin Koch and Emotional Engagement in Literary Journalism". Recherches en Communication 51 (10 settembre 2020): 21–34. http://dx.doi.org/10.14428/rec.v51i0.58513.

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Journalism research broadly has begun to acknowledge a fact long accepted in the field of literary journalism: that emotional engagement can be an advantageous trait of a reported story. But there is still much to learn about how journalistic texts facilitate emotional involvement in readers. This article adds to this body of knowledge in two ways. It explores the history and theory of emotional appeals in literary journalism, and it offers an analysis of the stylistic strategies of emotive Swiss literary journalist Erwin Koch. Koch succeeds in eliciting both strong emotion and critical acclaim by using a condensed yet distanced narrative style, which is particularly effective at mirroring his subjects’ experience of being in the world. Through analysis of Koch’s work and its reception, this article offers insight into the nature of immersive reading experiences and points to opportunities for future research on the topic of affect in literary journalism.
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Laakso, Maria. "Helsinki kuin Aleppo". Lähikuva – audiovisuaalisen kulttuurin tieteellinen julkaisu 32, n. 1 (1 aprile 2019): 46–66. http://dx.doi.org/10.23994/lk.80166.

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Helmikuussa 2017 Ylen Kioski-ohjelma tuotti virtuaaliteoksen, jossa Helsingin Kolmen sepän patsaan aukio levittäytyy teoksen kokijan eteen sodan runtelemana. Teoksen aloittaa vastaanottajan silmien eteen avautuva teksti ”What if Helsinki was like Aleppo in Syria?”, joka rakentaa kytköksen Syyrian sotaan. Helsinki kuin Aleppo -virtuaaliteos kytkeytyy ajankohtaisiin journalismin trendeihin: immersiiviseen journalismiin, VR-journalismiin ja digitaaliseen narratiiviseen journalismiin. Näissä journalismin muodoissa on kyse pyrkimyksestä perinteisempiä journalismin muotoja voimakkaampaan kokemuksellisuuteen. Tällaista samanlaista kokemuksellisuuden efektiä tavoittelee Ylen ja Teatime Researchin virtuaaliteos.Artikkelissa tarkastelen kyseisen virtuaaliteoksen kokemuksellisuutta kysyen, minkälaisin keinoin teoksessa pyritään synnyttämään kokemuksellisuutta. Kokemuksellisuutta lähestyn kertomuksentutkimuksen välinein erittelemällä ensinnäkin virtuaaliteoksen immersiivisyyttä, toiseksi sen kertovuutta ja kolmanneksi niitä kulttuurisia (kirjallisia ja audiovisuaalisia) konteksteja, joihin teos kiinnittyy.The Experientiality of Yle’s Virtual Reality Piece “What if Helsinki was like Aleppo in Syria”In February 2017 Kioski-program (produced by Finland’s broadcasting company YLE) published a virtual reality piece on their website. In this virtual world the well-known Three Smiths Square in Helsinki is represented as warzone. This virtual reality piece is framed by a text that begins the whole experience: ”What if Helsinki was like Aleppo in Syria?”. With this question the virtual work invites the user to combine two known words: war in Syria and peace in Finland. The user is thus also invited to empathize to imagine what it would be like to experience your own home town being torn apart in war. Yle’s virtual reality piece is part of the recent trends of journalism: immersive journalism, VR-journalism, and digital narrative journalism. All these new forms of journalism lay emphasis on the experientiality of the narrated actions.In this article I take a look at the experientiality of this particular work by asking, what kinds of devices are utilized in order to mediate the feelings and experiences. In the article I use the tools of narrative studies and examine first immersion, second narrativity, and third the cultural contexts of this virtual reality piece.
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Longhi, Raquel Ritter. "Immersive narratives in web journalism. Between interfaces and virtual reality". Estudos em Comunicação, n. 25 (22 dicembre 2017): 13–22. http://dx.doi.org/10.20287/ec.n25.v1.a02.

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Sánchez Gonzales, Hada M., e Andrea Benítez Gutiérrez. "Immersive and brand journalism in educational and cultural information. The case of RTVE Lab". Comunicación y Sociedad 2021 (21 aprile 2021): 1–28. http://dx.doi.org/10.32870/cys.v2021.7728.

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The aim of this research is to analyze the use of immersive and brand journalism in the information published by RTVE Lab. The case study method has been used, which combines both qualitative and quantitative techniques. The results reveal that virtual reality (VR) is an attractive format for disseminating cultural news because it enhances the immersive experience of the user; yet approximately only 20% of VR is used to provide information about branded content.
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Wu, Yanfang. "Social news: Connecting virtuality with reality in cyberspace". Journal of Applied Journalism & Media Studies 8, n. 3 (1 novembre 2019): 331–47. http://dx.doi.org/10.1386/ajms_00005_1.

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This study seeks to understand how American journalists integrate social media in news production by conducting semi-structured qualitative interviews. Thirteen journalists and editors from thirteen newsrooms of variety size, and multiple platforms (newspaper, radio, television, magazine to online-only news organizations) were interviewed. Based on the media richness theory, the study shed light on how journalists delve into the virtual world, build connections between virtuality and reality through finding sources, interacting with audiences, constructing communities in the virtuality and integrating virtuality with reality into the news production process. With its rich multimedia features that allow immediate interaction between journalists and audiences, social media has become a rich medium that connects virtuality to reality in social news and, in particular, immersive journalism.
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Mabrook, Radwa, e Jane B. Singer. "Virtual Reality, 360° Video, and Journalism Studies: Conceptual Approaches to Immersive Technologies". Journalism Studies 20, n. 14 (17 gennaio 2019): 2096–112. http://dx.doi.org/10.1080/1461670x.2019.1568203.

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Godulla, Alexander, Rosanna Planer, Cornelia Wolf, Annika Lück e Fiona Vaaßen. "An Immersive Journey through Flawed Technology: Users’ Perceptions of VR in Journalism". Journalism and Media 2, n. 3 (4 agosto 2021): 454–68. http://dx.doi.org/10.3390/journalmedia2030027.

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Virtual reality (VR) has had the reputation of being a revolutionising technology ever since it emerged in the early 1960s, but virtual is not yet a successful reality in journalistic practice. Examining VR’s current situation and the factors preventing it from reaching its predicted potential in digital journalism, this paper analyses the user comments (n = 770) on 15 journalistic VR apps offered by media organizations, with the help of a qualitative-reductive content analysis. Deductive categories of analysis contain the constructs of immersion, emotion, usability, and utility, which are further specified by inductive subcategories in the course of the analysis. Results show that users positively highlight different aspects of emotion and immersion that the VR apps elicit, and criticize journalistic VR apps for their low levels of utility and usability. Implications for journalistic practice and research are subsequently drawn.
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Sidorenko-Bautista, Pavel, José María Herranz de la Casa e Juan Ignacio Cantero de Julián. "Use of New Narratives for COVID-19 Reporting: From 360º Videos to Ephemeral TikTok Videos in Online Media". Tripodos 1, n. 47 (5 febbraio 2021): 105–22. http://dx.doi.org/10.51698/tripodos.2020.47p105-122.

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The disruptive evolution of technology has impacted on all aspects of commu­nication. Consequently, various alterna­tives are being developed for storytelling, delivering messages, and connecting to people. The evolution of social media and mul­timedia technologies is evident. Since 2014, we have witnessed changes both in the concept of immersion over the 360º format and virtual reality. Such changes aim at much closer proximity between user and content, strengthen­ing possible empathic bonds. Even so, emerging audiences, especial­ly Generation Z, spend time in digital environments that do not support this type of content. As a consequence, their interactions and multimedia behavior focus on vertical, ephemeral content, rendering TikTok as an innovative alter­native with a significant growth trend. This study proposes a review of media outlets and journalists’ work report­ing on the COVID-19 pandemic using 360º multimedia narratives and Tik­Tok. Research shows evidence of the limited use of the immersive multime­dia format and the increase of produc­tions in the ephemeral vertical format of TikTok —whose audience reach has grown significantly. Keywords: COVID-19, 360 video, ephemeral video, journalism, Genera­tion Z.
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27

Dowling, David O. "Documentary games for social change: Recasting violence in the latest generation of i-docs". Catalan Journal of Communication & Cultural Studies 12, n. 2 (1 ottobre 2020): 287–99. http://dx.doi.org/10.1386/cjcs_00033_1.

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The evolutionary trajectory of digital journalism has been fuelled by the convergence of visual storytelling unique to documentary filmmaking with the graphics and procedural rhetoric of digital games. The reciprocal influences between gaming and documentary forms coalesce in this new highly engaging interactive journalism. This research demonstrates how game mechanics, design and logics combine with cinematic storytelling conventions in documentary games published since 2014. As forms of civic engagement more intimate and immersive than traditional print and broadcast journalism, documentary games leverage alternative depictions of violence for social critique. Case studies examine products of independent developers including the documentary games We Are Chicago by Culture Shock Games and iNK Stories’ 1979 Revolution: Black Friday along with its related vérité virtual reality experience, Blindfold. These cases represent major advances in the activist depiction of oppressed populations in narrative documentary journalism. All these projects feature atypical video game protagonists anathema to those of mainstream games.
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Niblock, Sarah. "From the high ground to the swamp: A model for immersive journalism research". Journal of Applied Journalism & Media Studies 4, n. 2 (1 aprile 2015): 223–37. http://dx.doi.org/10.1386/ajms.4.2.223_1.

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Krstić, Aleksandra. "Augmented and virtual reality in the media: Questioning the concept of 'immersive' journalism". CM: Communication and Media 12, n. 41 (2017): 81–104. http://dx.doi.org/10.5937/comman12-15747.

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30

Oliveira, Sheila Borges de, e Diego Gouveia Moreira. "UM RESGATE DO JORNALISMO: do surgimento à imersão". Revista Observatório 3, n. 1 (30 marzo 2017): 352. http://dx.doi.org/10.20873/uft.2447-4266.2017v3n1p352.

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RESUMO Este artigo pretende contribuir para o debate em torno do futuro do jornalismo em tempos de convergência tecnológica: como se reconfigurar para continuar a ser reconhecido como o campo de construção do real, dando sentido ao emaranhado de informações que circulam no mundo virtual? Este trabalho considera que uma das respostas pode estar no uso da realidade virtual, que não se restringe mais ao mundo dos jogos eletrônicos. As reportagens produzidas com realidade virtual levam a audiência a ter experiências imersivas. Com a realidade virtual, o jornalismo convida o cidadão para uma nova experiência: estar no local do acontecimento. Por fim, a pesquisa constata que a cultura imersiva pode levar o jornalismo para uma revisão de suas fases históricas. PALAVRAS-CHAVE: Jornalismo; notícia; convergência; cultura participativa; imersão. ABSTRACT This article aims to contribute to the debate on the future of journalism in times of technological convergence: how to reconfigure to continue to be recognized as the actual construction field, giving meaning to the tangle of information circulating in the virtual world? This paper considers that one of the answers may be in the use of virtual reality, which is no longer restricted to the world of video games. The reports produced with virtual reality lead the audience to have immersive experiences. With virtual reality, journalism invites citizens to a new experience: being in the event site. Finally, the research finds that the immersive culture can bring journalism to a review of its historical phases. KEYWORDS: Journalism; news; convergence; participatory culture; immersion. RESUMEN Este artículo tiene como objetivo contribuir al debate sobre el futuro del periodismo en tiempos de convergencia tecnológica: cómo adaptar para continuar a ser reconocido como el campo de la construcción actual, dando sentido a la maraña de información que circula en el mundo virtual? En este trabajo se considera que una de las respuestas pueden estar en el uso de la realidad virtual, que ya no se limita al mundo de los videojuegos. Los informes producidos con la realidad virtual de llevar al público a tener experiencias de inmersión. Con la realidad virtual, el periodismo invita a los ciudadanos a una nueva experiencia: estar en el lugar del evento. Por último, la investigación concluye que la cultura de inmersión puede traer el periodismo a una revisión de sus fases históricas. PALABRAS CLAVE: Periodismo; noticias; convergencia; cultura participativa; inmersión.
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Żyrek-Horodyska, Edyta. "Wszystko za Everest Jona Krakauera w kontekście głównych założeń Nowego Nowego Dziennikarstwa". Media Biznes Kultura, n. 1 (10) (2021): 51–65. http://dx.doi.org/10.4467/25442554.mbk.21.003.13969.

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Into Thin Air by Jon Krakauer in the Context of the Main Features of New New Journalism The aim of this article is to present Jon Krakauer’s reportage Into Thin Air in the context of the main features of New New Journalism. The author critically discusses the most important elements of this paradigm, which refers on the one hand to the legacy of muckrakers from the beginning of 20th-century, and on the other hand – to the tradition of American reporters from the 1960s and 1970s. Detailed research was devoted to the Krakauer’s book Into Thin Air, which has been described as a journalistic syncretic form, combining elements of auto-reportage, immersive reportage and paraliterature.
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32

Sukhodolov, Alexander, e Sergey Timofeev. "Mass Media and Virtual Reality: New Opportunities and Prospects". Theoretical and Practical Issues of Journalism 7, n. 4 (15 ottobre 2018): 567–80. http://dx.doi.org/10.17150/2308-6203.2018.7(4).567-580.

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The sphere of mass communication is changing rapidly nowadays. To estimate the situation correctly and forecast changes to follow one needs to apply modern research methods. Among such methods there is mathematical modelling. The logical construction that is a mathematical model can substitute and at the same time describe different aspects of the phenomenon studied. Analysis of the model can provide researchers with new information about the phenomenon and allows one to discover regularities not found before. The raticle considers the opportunity of a new media channel appearing in the new future as a result of applying modelling to research into evolution of mass media. The article proves that the main difference between media channels is the fact that they affect different senses connected to the type of the representative system of a particular person. The authors conclude that the fast-developing technologies of virtual reality provide the recipient with an opportunity to receive information at a new level owing to the multisensory perception experience. The article gives examples of effective applying of this technologies to science and production, as well as to the new trend in journalism, i.e. immersive journalism. Immersive technologies are the reason for a new informative-communicative environment to emerge, i.e. VRmedia.
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Kishore, Sameer, Xavi Navarro, Eva Dominguez, Nonny De La Pena e Mel Slater. "Beaming into the News: A System for and Case Study of Tele-Immersive Journalism". IEEE Computer Graphics and Applications 38, n. 2 (marzo 2018): 89–101. http://dx.doi.org/10.1109/mcg.2017.2801407.

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34

Steinfeld, Nili. "To Be there when it Happened: Immersive Journalism, Empathy, and Opinion on Sexual Harassment". Journalism Practice 14, n. 2 (20 dicembre 2019): 240–58. http://dx.doi.org/10.1080/17512786.2019.1704842.

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35

Sacco, Vittoria, Valérie Gorin e Nicolae Schiau. "Immersive journalism and the migrant crisis: The case of Exils as a mobile radio reportage". Journal of Applied Journalism & Media Studies 7, n. 1 (1 marzo 2018): 197–213. http://dx.doi.org/10.1386/ajms.7.1.197_1.

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36

López-García, Xosé, Ana-Isabel Rodríguez-Vázquez e Xosé Pereira-Fariña. "Technological skills and new professional profiles: Present challenges for journalism". Comunicar 25, n. 53 (1 ottobre 2017): 81–90. http://dx.doi.org/10.3916/c53-2017-08.

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The paper aims at understanding the intersections between technology and the professional practices in some of the new trends in journalism that are using the new tools: multimedia journalism, immersive journal-ism and data journalism. The great dilemma facing journalism when training new professionals -especially the youngest- is not anymore the training in new technologies anymore. The main concern lies in taking ad-vantage of their skills to create a new computational model while keeping the essence of journalism. There is a twofold objective: answering questions about which tools are being used to produce pieces of news, and which kind of knowledge is needed in the present century. Based on the review of reports from profes-sional organizations and institutes, it was developed an exploratory research to 25 European and American journalists was developed. We have selected three cases of study. They allowed us to conclude that the technology matrix is going to remain and that change and digital process is not turning back and demands to evolve and adapt to new dynamics of work in multidisciplinary teams where the debate between journal-ists and technologists must be ongoing. Different approaches nourish the double way of skills and compe-tences in the profiles of the current technological journalist, which professionals perceive as a demand in the present ecosystem. Este trabajo pretende conocer cómo se producen las intersecciones de la tecnología con la práctica profe-sional en algunas de las corrientes periodísticas que más emplean las nuevas herramientas: el periodismo multimedia, el periodismo inmersivo y el periodismo de datos. El gran dilema del periodismo en la prepara-ción de los profesionales (especialmente jóvenes) no pasa tanto por la incorporación de tecnologías y he-rramientas como por mejorar sus competencias y habilidades con un perfil que aproveche las oportunida-des del modelo computacional manteniendo la esencia periodística. El objetivo es doble: responder a las preguntas sobre qué herramientas emplean los profesionales para elaborar piezas periodísticas con estas técnicas y qué conocimientos y habilidades tecnológicas no eran precisas para el periodismo del siglo XX pero sí en el del siglo XXI. Partiendo de la revisión de informes de las organizaciones profesionales o insti-tutos de relevancia internacional se diseñó una investigación exploratoria sobre el trabajo de 25 periodistas europeos y americanos, y se eligieron tres casos de estudio que permiten concluir que la matriz tecnológica no solo no desaparecerá, sino que puede incrementarse porque el proceso de cambio y tecnologización no tiene marcha atrás y exige evolucionar y adaptarse a nuevas dinámicas de trabajo en equipos multidiscipli-nares donde el diálogo entre periodistas y tecnólogos debe ser fluido. Diferentes perspectivas alimentan la doble vía de las competencias y habilidades en los perfiles del actual periodista tecnólogo que los profe-sionales perciben que demanda el ecosistema actual.
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37

Sundar, S. Shyam, Jin Kang e Danielle Oprean. "Being There in the Midst of the Story: How Immersive Journalism Affects Our Perceptions and Cognitions". Cyberpsychology, Behavior, and Social Networking 20, n. 11 (novembre 2017): 672–82. http://dx.doi.org/10.1089/cyber.2017.0271.

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38

Paíno-Ambrosio, Adriana, e M. ª. Isabel Rodríguez-Fidalgo. "Del espectador pasivo al experiencial: la realidad virtual en la información deportiva". INDEX COMUNICACION 10, n. 1 (1 ottobre 2020): 219–40. http://dx.doi.org/10.33732/ixc/10/01delesp.

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Virtual Reality (VR) and 360º video have been introduced in a novel way in recent years in the journalistic field thanks to their narrative potentialities. Their characteristics have not gone unnoticed within the field of sports reporting, which already has a high audience in any traditional or cybernetic media, giving it a greater attraction now. One of the changes introduced by these productions is their form of consumption. Within this context, this research arises, focused on immersive journalism. Under a qualitative and quantitative perspective, 225 sports productions randomly selected from the main technical platforms that provide VR and video content in 360º are analyzed. The perspective of the analysis focuses on the changes produced in the sports viewer. The main findings show that one of the innovations of this type of immersive storytelling directly affects the role of the spectator, who no longer adopts a passive attitude but becomes a protagonist of the sport. New experiences of sports consumption are beginning to be generated where the treatment of information, to a certain extent, is relegated to second place, in relation to traditional journalistic criteria. We are in front of a new sports spectator.
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39

Woolley, Bruce. "Teaching Undergraduate Journalism Students Foreign Correspondence: Can It Be Done?" Asia Pacific Media Educator 27, n. 1 (21 aprile 2017): 85–102. http://dx.doi.org/10.1177/1326365x17701794.

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The University of Queensland has conducted five international field reporting courses in India and Vietnam since 2012,1 as well as three more courses based on similar work integrated learning principles (i.e., intensive, immersive and experiential) on campus at St Lucia in Brisbane during the same period. Previous research has found them to be valuable pedagogical innovations that have led to solid academic outcomes. The students themselves have also reported enjoying greater self-confidence, better reporting and technical skills, and increased employment prospects as a direct result of taking part in these courses. Some of that research is re-examined in this article but in a new light, given that the main focus here is on whether these courses in fact deliver on another important promise: to teach the core skills required of a foreign correspondent. To discover what those core skills might be, the researcher explored the extensive literature written by former and current correspondents about their experiences and their lessons learned. He also approached 12 former colleagues at the British Broadcasting Corporation (BBC), the Australian Broadcasting Corporation (ABC) and the Canadian Broadcasting Corporation (CBC), all of whom have been high profile international reporters, correspondents and producers, and invited them to offer their unstructured reflections on this question. These insights have then been filtered and assessed through the researcher’s own reflections of working as a foreign correspondent for the ABC in London between 1984 and 1987. The results are both encouraging and challenging. They suggest that while the students and their teachers are largely satisfied with the reporting, technical and personal skills that have been taught and learned, many correspondents consider that their core attributes include extensive experience in senior reporting roles prior to heading overseas, where the basic skills have been honed to the highest degree. That, of course, is something that no undergraduate could ever claim to have achieved.
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40

Bødker, Henrik. "Vice Media Inc.: Youth, lifestyle – and news". Journalism 18, n. 1 (9 luglio 2016): 27–43. http://dx.doi.org/10.1177/1464884916657522.

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The powerful and interesting mixture of Vice Media Inc. – youth, (cool) lifestyles, and journalism within a diversified global media company – has, naturally, attracted a considerable amount of both hopeful and critical journalistic commentary. Vice Media Inc. has, however, attracted little scholarly attention. This article seeks to address this through a contextual reading of Vice News’ coverage of the events in Ferguson (from 12 August to 28 September 2014). This coverage largely alternates between minute-by-minute, long-form video coverage and incensed, media-reflexive analysis and thus mixes amateur aesthetics, immersive approaches, and ethics of witnessing with commentary. This mixture, it will be argued, in certain ways mirrors the collaborative flow found on social media. The article employs an analytical framework that revolves around aspects of hybridity – from the systemic to the textual – and also draws on notions of cosmopolitanism in relation to the global audience of Vice.
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41

Cochrane, Thomas, e Vickel Narayan. "A Model for Developing a SOTEL Research Cluster". Pacific Journal of Technology Enhanced Learning 2, n. 1 (11 novembre 2019): 11–12. http://dx.doi.org/10.24135/pjtel.v2i1.31.

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This case study critically reflects upon the development of a scholarship of technology enhanced learning (SOTEL) research cluster in clinical sciences higher education. The research cluster has grown from an initial community of practice established in 2015 in the context of Paramedicine education (Cochrane, Cook, Aiello, Harrison, & Aguayo, 2016), to a collaborative transdisciplinary research cluster that now encompasses: the School of Clinical Sciences, Journalism, the Centre for Teaching And Learning, the AppLAB, and international research partners (Cochrane, 2019; Cochrane et al., 2018). The MESH360 research cluster (initially standing for the Multiple Environment Simulation VR Hub, but now covering the growing body of immersive reality enhanced learning projects) focuses upon the common domain of the exploration of immersive reality to enhance higher education to develop student creativity, critical thinking, and problem-solving capabilities. The research cluster is built upon the shared ontology, epistemology, and research methodology of the wider SOTEL research cluster hub (https://sotel.nz/about-the-cluster/). We established an ecology of resources to support the research cluster (Cochrane & Narayan, 2018), and encourage open educational practice via social media, publishing in open access channels, and regular project showcases. Outcomes from the MESH360 research cluster include: innovative curriculum design, journal articles, conference proceedings, 2 Vice Chancellors teaching innovation awards, a Prime Minister’s research scholarship, and award of a variety of internal project funding. The activity of the research cluster is curated in a ResearchGate Project at https://www.researchgate.net/project/MESH360 and on social media via the #MESH360 hashtag. While the activity of the MESH360 has been predominantly within the Faculty of Health and Environmental Sciences, we are seeing wider impact into Schools within the other Faculties at the university, and potential national and international collaborations. The SOTEL model includes the following main elements: An online hub - The SOTEL Research Cluster https://sotel.nz/ An annual Symposium showcasing SOTEL in practice https://sotel.nz The Pacific Journal of Educational Technology (PJTEL) The CMALT cMOOC and the MOSOMELT cMOOC A weekly webinar series Brokering international TEL networks such as the ASCILITE Mobile Learning Special Interest Group A series of TEL workshops and showcases The presentation will outline the above elements of the SOTEL Research Cluster. We believe the MESH360 research cluster model can be applied to a wide variety of higher education domains. References Cochrane, T. (2019). How AUT is Designing Authentic Student Learning Experiences with Immersive Reality. Paper presented at the 2nd New Zealand Digital Campus and Blended Learning Transformation From K6 to Higher education: Immersive AR/VR, blended learning innovations and next generation learning spaces, Stamford Plaza, Auckland, New Zealand. https://tinyurl.com/SOTELprojects Cochrane, T., Cook, S., Aiello, S., Harrison, D., & Aguayo, C. (2016, 28-30 November). Designing Virtual Reality Environments for Paramedic Education: MESH360. Paper presented at the Show Me The Learning. Proceedings ASCILITE 2016 Adelaide, University of South Australia, Adelaide, Australia. Cochrane, T., & Narayan, V. (2018, 25-29 June, 2018). The Scholarship of Technology Enhanced Learning: Reimagining SOTL for the Social Network Age. Paper presented at the EdMedia: World Conference on Educational Media and Technology 2018, Amsterdam, Netherlands. Cochrane, T., Stretton, T., Aiello, S., Britnell, S., Cook, S., & Narayan, V. (2018). Authentic Interprofessional Health Education Scenarios using Mobile VR. Research in Learning Technology, 26, 2130. doi:http://dx.doi.org/10.25304/rlt.v26.2130
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Da Conceição, Cintia Silva, e Myrian Regina Del Vecchio-Lima. "HYBRID GENDER IN METAMORPHOSIS: analysis of literary journalism characteristics in online editions of the UOL TAB platform (2014–2018)". Brazilian Journalism Research 17, n. 2 (30 agosto 2021): 306–35. http://dx.doi.org/10.25200/bjr.v17n2.2021.1371.

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ABSTRACT – In the current scenario where long-form journalism is now an online narrative form, this work sought to understand if and how the characteristics of literary journalism (LJ), as defined by authors Kramer (1995), Wolfe (2005), Lima (2009) and Pena (2017), are integrated into the multimedia content of webjournalism. Both quantitative and qualitative approaches were used to perform this, and the content analysis methodology was applied to a final sample of four reports from the UOL TAB platform. We found that LJ in digital writing uses multimedia features to enhance readers’ experiences and, even though the written text remains a key element to the narrative, the multimedia resources attached to it make the genre original, and thus provide for a more immersive reading experience.RESUMO – Em um cenário em que o jornalismo longform já faz parte das narrativas na web, este trabalho buscou compreender se e como as características do jornalismo literário (JL), definidas pelos autores Kramer (1995), Wolfe (2005), Lima (2009) e Pena (2017), são integradas ao conteúdo multimídia do webjornalismo. Para isso, foram utilizadas as abordagens quantitativa e qualitativa e aplicou-se a metodologia análise de conteúdo em uma amostra final de quatro reportagens da plataforma UOL TAB. Verificou-se que o JL na escrita digital se apropria dos elementos multimídia com a intencionalidade de potencializar a experiência do leitor; e, embora o texto escrito continue como elemento central da narrativa, são os recursos multimídia acoplados a ele, que inovam o gênero, tornando a experiência do leitor mais imersiva.RESUMEN – En un escenario donde el periodismo de larga duración ya forma parte de las narrativas en la web, el trabajo buscó comprender si y cómo las características del periodismo literario (JL), definidas por los autores Kramer (1995), Wolfe (2005), Lima (2009) y Pena (2017), se integran en el contenido multimedia del periodismo web. Para ello, se utilizaron los enfoques cuantitativos y cualitativos y se aplicó la metodología de análisis de contenido a una muestra final de cuatro reportajes periodísticos de la plataforma UOL TAB. Se encontró que la JL en escritura digital se apropia de los elementos multimedia con la intención de mejorar la experiencia del lector; y, aunque el texto escrito sigue siendo un elemento central de la narrativa, son los recursos multimedia adjuntos que innovan el género, haciendo que la experiencia del lector sea más inmersiva.
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Adams, Catherine. "Dual Control: Investigating the Role of Drone (UAV) Operators in TV and Online Journalism". Media and Communication 8, n. 3 (27 luglio 2020): 93–100. http://dx.doi.org/10.17645/mac.v8i3.2980.

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At a time when TV and online journalism embraces more moving images filmed from drones than ever before, this article seeks to explore the thoughts and actions of those who produce them. It builds on earlier research into how aerial images impact on the viewer through the lens of ‘quality journalism’ (Adams, 2018). It investigates how drone operators are involved in the journalistic process, what meanings and effects they seek and who controls their work in a market-driven environment. Qualitative analysis was carried out of seventeen in-depth interviews with drone operators, journalists and editors working in UK and around the world. Data revealed a high degree of creative freedom among the operators, a passion for using drones and some desire to immerse and impress the viewer. It showed that aerial images have become paramount in video journalism amid market pressures to find ever more sophisticated and ‘cinematic’ shots. Interviewees felt drones had been “good for journalism,” by providing raw data, exciting new perspectives, context and story-telling techniques and “space to think.” The article explores the significant yet often unplanned contribution to the journalistic process of the drone operator and recommends more is done to increase understanding between journalist and pilot, such as providing training courses designed to teach quality drone journalism, as the media approaches ‘peak drone.’
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Miguel, Katarini Giroldo, e Mylena Fraiha Machado. "JORNALISMO E AFETOS NA EXPERIÊNCIA TRANSMÍDIA DO MOVIMENTO AMBIENTAL". Revista Observatório 5, n. 4 (1 luglio 2019): 280–308. http://dx.doi.org/10.20873/uft.2447-4266.2017v5n4p280.

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Nosso trabalho parte da hipótese de que o movimento ambiental, ao assumir as mudanças tecnológicas da contemporaneidade, tem se apropriado das Tecnologias da Informação e Comunicação e dos novos formatos e gêneros narrativos que elas possibilitam. Com isso, produzem um tipo de jornalismo ambiental engajado, e que comporta os problemas socioambientais com mais profundidade e empatia, em um contexto de experiências tecnológicas como as narrativas transmidiáticas, as longforms, a realidade virtual, a gamificação. Levantamos aqui as produções multimídias desenvolvidas pelas organizações ambientalistas Instituto Socioambiental, WWF e Greenpeace, no período de julho de 2017 a julho de 2018, e constatamos investimento em recursos imersivos tanto na técnica como no discurso, que colocamos em discussão. PALAVRAS-CHAVE: Jornalismo ambiental; afetos; transmídia; movimento ambiental. ABSTRACT Our work is based on the hypothesis that the environmental movement, when assuming the technological changes of contemporaneity, has appropriated Information and Communication Technologies and the new formats and narrative genres that they enable. As a result, they produce a kind of journalism that engages, and which brings socio-environmental problems more deeply and empathically, in a context of technological experiences such as longforms, virtual reality, gamification. We raised the multimedia productions developed by the environmental organizations Instituto Socioambiental, WWF and Greenpeace, from July 2017 to July 2018, and we noticed investment in immersive resources both in the technique and in the discourse, that we put in analysis. KEYWORDS: Environmental journalism; affections; multimedia; environmental movement. RESUMEN Nuestra investigación parte de la hipótesis de que el movimiento ambiental, al asumir los cambios tecnológicos de la contemporaneidad, se ha apropiado de las Tecnologías de la Información y Comunicación y de los nuevos formatos y géneros narrativos que posibilitan. Con eso, producen un tipo de periodismo ambiental comprometido, y que comporta los problemas socioambientales con más profundidad y empatía, en un contexto de experiencias tecnológicas como las narrativas transmediaticas, la realidad virtual, la gamificación. En el período de julio de 2017 a julio de 2018, levantamos las producciones multimedia desarrolladas por las organizaciones ambientalistas Instituto Socioambiental, WWF y Greenpeace, y constatamos la inversión en recursos inmersivos tanto en la técnica y en el discurso, que ponemos en discusión. PALABRAS CLAVE: Periodismo ambiental; afectos; transmedia; movimiento ambiental.
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SOBRINHO, Ailton. "LE JOURNALISME LITTÉRAIRE ET LE PERSONNAGE: un nouveau rapport d’altérité entre l’auteur et la source journalistique". ÂNCORA - Revista Latino-americana de Jornalismo 7, n. 1 (8 luglio 2020): 511–26. http://dx.doi.org/10.22478/ufpb.2359-375x.2020v7n1.53843.

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Le journalisme littéraire, par le biais du reportage narratif, a promu une nouvelle approche relationnelle entre le journaliste et sa source. L’utilisation de nouveaux procédés pour l’élaboration du texte journalistique a contribué au retour du journaliste sur le terrain – là où s’opère toute démarche d’altérité –, tout en lui apportant de nouvelles expériences dans l’exercice de son activité. En concevant la pratique du journalisme comme terrain d’échange avec autrui, cet article vise à discuter de la place du personnage dans les textes qui s’inscrivent dans le journalisme littéraire, à l’exemple du reportage Hiroshima, de John Hersey. Mots-clés Altérité, journalisme, personnage, immersion, expérientialité
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Santos, Marcio Carneiro dos. "INTERNET DAS COISAS E SISTEMAS INTELIGENTES NO JORNALISMO: Explorando novas formas narrativas para reinventar a percepção de valor das novas gerações". Revista Observatório 3, n. 3 (1 maggio 2017): 85. http://dx.doi.org/10.20873/uft.2447-4266.2017v3n3p85.

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Discute-se a capacidade de integração de redes e fluxos informativos no ambiente das cidades a partir de sistemas inteligentes no suporte ao processo de produção jornalística. Partindo de uma hierarquia expandida de emissores, que inclui entes não humanos conectados a partir da categoria que se convencionou chamar de internet das coisas (IoT), apresentamos o modelo de jornalismo de inserção e sua possível utilidade para aumentar a percepção de relevância entre os consumidores de conteúdo, permitindo também a exploração de novas formas narrativas. O trabalho relata ainda a iniciativa, ora em andamento, de transpor o modelo teórico descrito em uma prova de conceito aplicada chamada de projeto Jumper, um ambiente imersivo para a distribuição de notícias, suportado por espaços urbanos com alta densidade de conexões. PALAVRAS-CHAVE: Internet das Coisas, Narrativas Digitais, Realidade Virtual. ABSTRACT It discusses the network integration capabilities and information flows in the cities environment from intelligent systems in supporting the journalistic production process. Starting from an expanded hierarchy of issuers, including ones nonhuman, connected from the category so-called Internet of Things (IoT), we present the insertion journalism model and its possible use to increase the perception of relevance among consumers content, also allowing the exploration of new narrative forms. The paper also reports the initiative, now underway, to transpose the theoretical model described in a proof of concept applied called Jumper project, an immersive environment for the distribution of news, supported by urban environments with a high density of connections. KEYWORDS: Internet of Things, Digital Narratives, Virtual Reality. RESUMEN Este artículo analiza las capacidades de integración de redes y flujos de información en el entorno de las ciudades y los sistemas inteligentes de apoyo a proceso de producción periodística. A partir de una jerarquía ampliada de las entidades, incluidas las entidades no humanas conectadas de la categoría de los llamados a Internet de los objetos (IOT), se presenta el modelo de periodismo de inserción y su posible uso para aumentar la percepción de relevancia entre los consumidores de contenido, que también permite la exploración de nuevas formas narrativas. El documento también informa de la iniciativa, ahora en curso, para adaptar el modelo teórico descrito en una prueba de concepto que se llama proyecto Jumper, un entorno inmersivo para la distribución de noticias, con el apoyo de las áreas urbanas con alta densidad de conexiones. PALABRAS CLAVE: Internet de las cosas, las narrativas digitales, realidad virtual.
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47

Zafra, Norman. "Backpack reporting of Typhoon Haiyan in the Philippines: Implications of convergent technologies on disaster journalism". Pacific Journalism Review : Te Koakoa 24, n. 1 (17 luglio 2018): 102–22. http://dx.doi.org/10.24135/pjr.v24i1.397.

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This article offers an analysis of digital technologies’ implications on disaster reporting using the perspective of a journalism-documentary practitioner. The study uses Typhoon Haiyan disaster as a case study and is based on an ethnographic analysis of the author’s backpack news production in post-disaster regions in the Philippines. It supports the notion that media convergence adds valuable new elements to storytelling and presentation of news but it only refines and not replaces traditional newsgathering methodologies. Drawing on the theories of emotional discourses in disaster reporting (Pantti, Wahl-Jorgensen & Cottle, 2012), media convergence and technological determinism, this article argues that journalists practising the backpack-style are confronted with more technical issues and even higher stress-level working in disaster zones, but being solo provides more opportunities to practise humanistic storytelling. Backpack journalists immersing in disaster zones can collect more personal narratives from survivors of a disaster who feel less intimidated by their use of informal equipment.
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48

Toursel, Angelina, e Philippe Useille. "Le journalisme immersif, nouvelle forme d’incommunication ?" Hermès 84, n. 2 (2019): 123. http://dx.doi.org/10.3917/herm.084.0123.

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49

Mason, Nicholas A., Rebecca M. Brunner, Cissy J. Ballen e Irby J. Lovette. "Cognitive and Social Benefits Among Underrepresented First-Year Biology Students in a Field Course: A Case Study of Experiential Learning in the Galápagos". Frontiers: The Interdisciplinary Journal of Study Abroad 30, n. 3 (15 novembre 2018): 1–19. http://dx.doi.org/10.36366/frontiers.v30i3.422.

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Student attrition is a persistent challenge in the life sciences, particularly among underrepresented minorities, first-generation students, and women. Experiential learning through short-term study abroad opportunities diversify curricula by immersing students into non-traditional academic environments. However, most experiential learning and study abroad opportunities are primarily available to upper-division undergraduates. Here, we present a qualitative analysis of an experiential learning opportunity offered exclusively to first-year U.S. undergraduate students from underrepresented demographics. We performed ethnographic observations of a 10-day field component in the Galápagos Islands, and analyzed self-reported survey results and field journals. Students consistently reported strong cognitive gains in their understanding of basic evolutionary concepts. Most students also benefited socially, although we observed higher variation in self-reported social gains. Our findings suggest that immersive field courses may increase scientific literacy and retention of underrepresented students by engaging them in experience-driven learning.
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50

Currie, Susan. "A Field Guide for Immersion Writing: Memoir, Journalism and Travel". Life Writing 14, n. 1 (19 maggio 2016): 119–22. http://dx.doi.org/10.1080/14484528.2016.1185205.

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