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Digital media

About: Digital media is a research topic. Over the lifetime, 17508 publications have been published within this topic receiving 266693 citations. The topic is also known as: machine-readable data.


Papers
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Journal ArticleDOI
TL;DR: The author describes the technological, demographic, and market forces shaping this new digital media culture and the rich array of Web sites being created for children and teens and recommends actions to promote development of a quality media culture that would help children become good citizens as well as responsible consumers.
Abstract: A new "children's digital media culture" is swiftly moving into place on the Internet. In this article, the author describes the technological, demographic, and market forces shaping this new digital media culture and the rich array of Web sites being created for children and teens. Many nonprofit organizations, museums, educational institutions, and government agencies are playing a significant role in developing online content for children, offering them opportunities to explore the world, form communities with other children, and create their own works of art and literature. For the most part, however, the heavily promoted commercial sites, sponsored mainly by media conglomerates and toy companies, are overshadowing the educational sites. Because of the unique interactive features of the Internet, companies are able to integrate advertising and Web site content to promote "brand awareness" and "brand loyalty" among children, encouraging them to become consumers beginning at a very early age. The possibility that a child's exploration on the Internet might lead to inappropriate content, aggressive advertising, or even dangerous contact with strangers has given rise to a number of efforts to create "safe zones" for children--that is, places in cyberspace where children can be protected from both marketers and predators. Federal legislation now requires parental permission before commercial Web sites can collect personal information from children under age 13. Several companies offer filtering, blocking, and monitoring software to safeguard children from harmful content or predators. Generally lacking in debates concerning children's use of the Internet, however, is a more proactive definition of quality--one that would help ensure the creation and maintenance of Web sites that enhance children's learning and development and not merely keep them from harm. In the concluding section of this article, the author recommends actions to promote development of a quality media culture that would help children become good citizens as well as responsible consumers.

72 citations

Journal Article
TL;DR: Qualitative analysis of immediately retrospective verbal reports showed that learners do indeed play and replay the media texts as they, for example, perform, fool around, and establish signposts.
Abstract: Adopting a literacy perspective towards student interactions with digital media can extend and develop views of second language (L2) listening comprehension. In this case study, variations in play are grounded in a media literacy perspective as a way to frame student work with authentic videotext. Twenty-two Australian students of Japanese watched three digitized news clips as they talked aloud. Qualitative analysis of their immediately retrospective verbal reports showed that learners do indeed play and replay the media texts as they, for example, perform, fool around, and establish signposts. The article concludes with a discussion urging language teachers and researchers to adopt media literacy perspectives in their use of electronic media.

72 citations

Journal ArticleDOI
TL;DR: The factors that can predict citizen-initiated contact with e-government are examined as an attempt to identify important differences between service channel selections.
Abstract: Purpose – This paper aims to examine the factors that can predict citizen-initiated contact with e-government as an attempt to identify important differences between service channel selections. Although more than two decades have passed since the initiation of e-government, digital channel choice is still being questioned, compared to traditional channels, and the level of selection with channels is being investigated. Design/methodology/approach – This study states three research questions that are answered through a literature review and statistical analysis of a survey in a developed country. More specifically, it identifies the factors that impact channel choice and validates them with survey results. To this end, this paper utilizes data from a national Canadian survey, where citizens empirically evaluated their channel choice – e-government, new digital media and traditional service channels – for government contacts. Findings – Statistical analysis over this data return valuable findings such as th...

72 citations

Patent
03 Dec 2008
TL;DR: In this article, a system and method for creating an integrated digital media management and reproduction device comprised of a database with key data values for a plurality of records, and a module with search controls that include sets of compound parallel attribute queries that can execute instructions for a data category, and concurrently retrieve and display records across related categories.
Abstract: A system and method for creating an integrated digital media management and reproduction device comprised of a database with key data values for a plurality of records, and a module with search controls that include sets of compound parallel attribute queries that can execute instructions for a data category, and concurrently retrieve and display records across a plurality of related categories—thereby revealing the associations between discrete records. The invention also has a plurality of software instantiated media players which, through instructions managed by a “master container” design, function as if they were dynamically aware of user actions and the quantifiable states of each other player object—and respond according to logic rules, visually guiding event workflow. The system has a memory module for storing query information, a processor configured to retrieve data, a display unit for retrieved data and a digital-to-analog converter for providing capability for connection to loudspeakers.

72 citations

Patent
01 Mar 2005
TL;DR: In this paper, a system for managing fond raising activities by various types of organizations through the promotion and sale of digital media content is provided, where vouchers or media cards for redemption of songs, videos, animation, games, etc., may be provided to non-profit organizations or other organizations for subsequent sale to consumers to raise monies associate with an event or promotion.
Abstract: A system (100) and method for managing fond raising activities by various types of organizations (210) through the promotion and sale of digital media content (160) is provided. Vouchers or media cards (152), for redemption of songs, videos, animation, games, etc., may be provided to non-profit organizations (210) or other organizations for subsequent sale to consumers (215) to raise monies associate with an event or promotion. The vouchers (152) may have an identifier that permits a consumer to redeem the voucher (152) either on-line (e.g., a web site) (140) or through in-store locations (145). The vouchers (152) may be tracked and accounted for along the process and checks are made to determine validity of a (voucher152) presented for redemption. When a valid voucher (152) is redeemed, a download of the associated digital media (160) may occur to a consumer's device (135). Accounting of fees received and paid to media providers and the organizations may also be provided.

72 citations


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Performance
Metrics
No. of papers in the topic in previous years
YearPapers
20241
2023400
2022944
20211,133
20201,363
20191,221