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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.


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Journal ArticleDOI
TL;DR: In this paper, a qualitative study of 20 consumers was conducted to explore their perceptions of digital advertising within the intrusiveness context, and the linking of perceived consumer intusiveness with strategic marketing implications relating to the push/pull context was discussed.
Abstract: With the growth of advertising utilizing digital media, negative consumer perceptions relating to intrusiveness are believed to be challenging the claimed added-value of this medium over traditional media. Building from this context, there has been little empirical work that addresses inherent strategic marketing challenges – indeed this can be applied more generally to strategic marketing challenges surrounding various aspects of new media, such as blogs and social networks. Building from this, internet and mobile digital media platforms form the locus of a qualitative study of 20 consumers, which explores perceptions of digital advertising within the intrusiveness context. A unique contribution of this study is the linking of perceived consumer intrusiveness, with strategic marketing implications relating to the push/pull context. Key outputs of this study then, are strategic implications for marketers in utilizing digital media for advertising, while also providing a unique contribution to extant think...

131 citations

20 Oct 2014
TL;DR: In 2013, the Games and Learning Publishing Council conducted a national survey among nearly 700 K-8 teachers as mentioned in this paper, which revealed key findings from the survey, and looked at how often and why teachers use games in the classroom, as well as issues they encounter in their efforts to implement digital games into their practice.
Abstract: Digital games have the potential to transform K-12 education as we know it. But what has been the real experience among teachers who use games in the classroom? In 2013, the Games and Learning Publishing Council conducted a national survey among nearly 700 K-8 teachers. The report reveals key findings from the survey, and looks at how often and why teachers use games in the classroom, as well as issues they encounter in their efforts to implement digital games into their practice.

131 citations

Journal ArticleDOI
TL;DR: In this article, the authors used data from the Longitudinal study of Australian children (LSAC) to study the development of vocabulary and traditional literacy in children aged from 0 to 8 years; their access to digital devices; parental mediation practices; children's use of digital devices as recorded in time-diaries; and the association between patterns of media use and family contexts on children's learning.
Abstract: The current generation of young children has been described as 'digital natives', having been born into a ubiquitous digital media environment. They are envisaged as educationally independent of the guided interaction provided by 'digital immigrants': parents and teachers. This article uses data from the Longitudinal Study of Australian Children (LSAC) to study the development of vocabulary and traditional literacy in children aged from 0 to 8 years; their access to digital devices; parental mediation practices; children's use of digital devices as recorded in time-diaries; and, finally, the association between patterns of media use and family contexts on children's learning. The analysis shows the importance of the parental context in framing media use for acquiring vocabulary, and suggests that computer (but not games) use is associated with more developed language skills. Independently of these factors, raw exposure to television is not harmful to learning.

131 citations

Journal ArticleDOI
TL;DR: The authors proposes a contrast between technologies for learning and technologies for learners to explain how technologies influence teaching and learning in and out of schools, and considers how these contrasting models of technology use will come to shape schools and learning.
Abstract: Information technologies have reshaped teaching and learning in schools, but often not in ways anticipated by technology proponents. This paper proposes a contrast between technologies for learning and technologies for learners to explain how technologies influence teaching and learning in and out of schools. Schools have made significant use of assessment and instructional technologies that help promote learning for all students, whereas technologies for learners, such as mobile devices, video games, and social networking sites, are typically excluded from school contexts. The paper considers how these contrasting models of technology use will come to shape schools and learning in a pluralistic society. (Keywords: school reform, digital media, accountability policies, virtual charter schools, assessment)

131 citations

Journal ArticleDOI
TL;DR: A "media actors" software architecture is developed used in conjunction with real-time computer-vision-based body tracking and gesture recognition techniques to choreograph digital media together with human performers or museum visitors.
Abstract: The future of artistic and expressive communication in the varied forms of film, theater, dance, and narrative tends toward a blend of real and imaginary worlds in which moving images, graphics, and text cooperate with humans and among themselves in the transmission of a message. We have developed a "media actors" software architecture used in conjunction with real-time computer-vision-based body tracking and gesture recognition techniques to choreograph digital media together with human performers or museum visitors. We endow media objects with coordinated perceptual intelligence, behaviors, personality, and intentionality. Such media actors are able to engage the public in an encounter with virtual characters that express themselves through one or more of these agents. We show applications to dance, theater, and the circus, which augment the traditional performance stage with images, video, music, and text, and are able to respond to movement and gesture in believable, aesthetical, and expressive manners. We also describe applications to interactive museum exhibit design that exploit the media actors' perceptual abilities while they interact with the public.

130 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