Crime Media and Reality

We would also like to thank Darrell Seigler, Ltd. for permission to include his photograph in this book. Chapter 1 Introduction A Touch of Reality MEDIA'S SOCIAL CONSTRUCTION ix Crime, Media, and Reality: Acknowledgments.

Author: Venessa Garcia

Publisher: Rowman & Littlefield

ISBN: 9781442260825

Category: Law

Page: 200

View: 729

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Garcia and Arkerson look at the influence of crime news and true crime television series that prevent the public from distinguishing pure entertainment from the realities of crime and justice.
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Reality Media

"Reality Media will explore how we experience our physical and social reality through our media technologies"--

Author: Jay David Bolter

Publisher:

ISBN: 0262045125

Category: Computers

Page: 248

View: 746

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"Reality Media will explore how we experience our physical and social reality through our media technologies"--
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Spatial Multimedia and Virtual Reality

Preface The GISDATA Program of the European Science Foundation brought together researchers interested in the application of multimedia and virtual reality to the solution of spatial problems to a meeting in Rostock in May 1994.

Author: Antonio S. Camara

Publisher: CRC Press

ISBN: 0748408193

Category: Technology & Engineering

Page: 184

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The intersection of two disciplines and technologies which have become mature academic research topics in the 1990s was destined to be a dynamic area for collaboration and publication. However, until now no significant book-length treatment of the meeting of GIS and Virtual Reality has been available. This volume puts that situation to rights by bringing these together to cement some common understanding and principles in a potentially highly promising area for technological collaboration and cross-fertilisation. The result is a volume which ranges in subject matter from studies of a Virtual GIS Room to Spatial Agents, and from an Environmental Multimedia System to Computer-Assisted 3D Geographic Education. All the contributors are well-known international scientists, principally from the computational side of GIS. It will be a valuable resource for any GIS researcher or professional looking to understand the leading edge of this fertile field.
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How Fantasy Becomes Reality

Because of how common this misconception this is, I will spend some more time further elaborating on the role of this “fantasy/reality media myth” and how it relates to storytelling. So get comfortable, and settle in with me for what we ...

Author: Karen E. Dill-Shackleford

Publisher: Oxford University Press

ISBN: 9780190239312

Category: Psychology

Page: 336

View: 851

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From smartphones to social media, from streaming videos to fitness bands, our devices bring us information and entertainment all day long, forming an intimate part of our lives. Their ubiquity represents a major shift in human experience, and although we often hold our devices dear, we do not always fully appreciate how their nearly constant presence can influence our lives for better and for worse. In this revised and expanded edition of How Fantasy Becomes Reality, social psychologist Karen E. Dill-Shackleford explains what the latest science tells us about how our devices influence our thoughts, feelings, and behaviors. In engaging, conversational prose, she discusses both the benefits and the risks that come with our current level of media saturation. The wide-ranging conversation explores Avatar, Mad Men, Grand Theft Auto, and Comic Con to address critical issues such as media violence, portrayals of social groups, political coverage, and fandom. Her conclusions will empower readers to make our favorite sources of entertainment and information work for us and not against us.
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Journalism in the Age of Virtual Reality

How Experiential Media Are Transforming News John V. Pavlik ... As augmentedreality and virtual-reality media forms enter the marketplace, immersive content, including news, is becoming ubiquitous in the physical environment.

Author: John V. Pavlik

Publisher: Columbia University Press

ISBN: 9780231545518

Category: Language Arts & Disciplines

Page:

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With the advent of the internet and handheld or wearable media systems that plunge the user into 360o video, augmented—or virtual reality—technology is changing how stories are told and created. In this book, John V. Pavlik argues that a new form of mediated communication has emerged: experiential news. Experiential media delivers not just news stories but also news experiences, in which the consumer engages news as a participant or virtual eyewitness in immersive, multisensory, and interactive narratives. Pavlik describes and analyzes new tools and approaches that allow journalists to tell stories that go beyond text and image. He delves into developing forms such as virtual reality, haptic technologies, interactive documentaries, and drone media, presenting the principles of how to design and frame a story using these techniques. Pavlik warns that although experiential news can heighten user engagement and increase understanding, it may also fuel the transformation of fake news into artificial realities, and he discusses the standards of ethics and accuracy needed to build public trust in journalism in the age of virtual reality. Journalism in the Age of Virtual Reality offers important lessons for practitioners seeking to produce quality experiential news and those interested in the ethical considerations that experiential media raise for journalism and the public.
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Fundamentals of Wearable Computers and Augmented Reality

Jiang, B., You, S., and Neumann, U., Camera tracking for augmented reality media. IEEE International Conference on Multimedia and Expo, New York, July 30–August 2, 2000, pp. 1637–1640. Lowe, D. G., Distinctive image features from ...

Author: Woodrow Barfield

Publisher: CRC Press

ISBN: 9781482243512

Category: Computers

Page: 739

View: 638

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Data will not help you if you can’t see it where you need it. Or can’t collect it where you need it. Upon these principles, wearable technology was born. And although smart watches and fitness trackers have become almost ubiquitous, with in-body sensors on the horizon, the future applications of wearable computers hold so much more. A trusted reference for almost 15 years, Fundamentals of Wearable Computers and Augmented Reality goes beyond smart clothing to explore user interface design issues specific to wearable tech and areas in which it can be applied. Upon its initial publication, the first edition almost instantly became a trusted reference, setting the stage for the coming decade, in which the explosion in research and applications of wearable computers and augmented reality occurred. Written by expert researchers and teachers, each chapter in the second edition has been revised and updated to reflect advances in the field and provide fundamental knowledge on each topic, solidifying the book’s reputation as a valuable technical resource as well as a textbook for augmented reality and ubiquitous computing courses. New Chapters in the Second Edition Explore: Haptics Visual displays Use of augmented reality for surgery and manufacturing Technical issues of image registration and tracking Augmenting the environment with wearable audio interfaces Use of augmented reality in preserving cultural heritage Human-computer interaction and augmented reality technology Spatialized sound and augmented reality Augmented reality and robotics Computational clothing From a technology perspective, much of what is happening now with wearables and augmented reality would not have been possible even five years ago. In the fourteen years since the first edition burst on the scene, the capabilities and applications of both technologies are orders of magnitude faster, smaller, and cheaper. Yet the book’s overarching mission remains the same: to supply the fundamental information and basic knowledge about the design and use of wearable computers and augmented reality with the goal of enhancing people’s lives.
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Extended Reality in Practice

100+ Amazing Ways Virtual, Augmented and Mixed Reality Are Changing Business and Society Bernard Marr. Endnotes. i. Virtually True: Children's Acquisition of False Memories in Virtual Reality; Media Psychology, Volume 12, Issue 4; ...

Author: Bernard Marr

Publisher: John Wiley & Sons

ISBN: 9781119695172

Category: Business & Economics

Page: 272

View: 319

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EXTENDED REALITY IN PRACTICE As one of the leading business trends today, extended reality (XR) promises to revolutionize the way consumers experience their encounters with brands and products of all kinds. Top brands from Pepsi and Uber to Boeing and the U.S. Army are creating immersive digital experiences that capture the interest and imaginations of their target markets. In Extended Reality in Practice: 100+ Amazing Ways Virtual, Augmented and Mixed Reality are Changing Business and Society, celebrated futurist, technologist, speaker, and author Bernard Marr delivers a robust and accessible explanation of how all kinds of firms are developing innovative XR solutions to business problems. You’ll discover the new ways that companies are harnessing virtual, augmented, and mixed reality to improve consumers’ perception of their brands. You’ll also find out why there are likely to be no industries that will remain untouched by the use of XR, and why these technologies are popular across the commercial, governmental, and non‑profit spectrums. Perfect for Chief Executive Officers, business owners, leaders, managers, and professionals working in business development, Extended Reality in Practice will also earn a place in the libraries of professionals working within innovation teams seeking an accessible resource on the possibilities and potential created by augmented, virtual, and mixed reality technologies. An insightful exploration of extended reality from a renowned thought leader, technologist, and futurist Extended Reality in Practice: 100+ Amazing Ways Virtual, Augmented and Mixed Reality are Changing Business and Society offers readers a front-row seat to one of the most exciting and impactful business trends to find traction in years. Celebrated futurist and author Bernard Marr walks you through the ins and outs of XR, or extended reality, and how it promises to revolutionize everything from the experience of walking through an airport or shopping mall to grabbing a burger at a fast-food restaurant. Discover insightful and illuminating case studies from businesses and organizations in a variety of industries, including Burger King, BMW, Boeing, and the U.S. Army, and see how they’re turning virtual, mixed, and augmented reality experiences into big wins for their stakeholders. You’ll also find out about how XR can help businesses tackle the problems of lackluster engagement and lukewarm customer loyalty with reinvigorated consumer experiences. Ideal for executives, founders, business leaders and owners, and professionals of all sorts, Extended Reality in Practice is an indispensable guide to an indispensable new technology. The book is the leading resource for anyone seeking a one-stop reference for augmented, virtual, and mixed reality tech and their limitless potential for enterprise.
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Research Handbook on the Law of Virtual and Augmented Reality

... allowing users to interact with computer simulated environments.12 In addition to providing realistic sounds and visuals, virtual reality media platforms may also use haptics to create lifelike sensations of touch.

Author: Woodrow Barfield

Publisher: Edward Elgar Publishing

ISBN: 9781786438591

Category: Computers

Page: 712

View: 291

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Virtual and augmented reality raise significant questions for law and policy. When should virtual world activities or augmented reality images count as protected First Amendment ‘speech’, and when are they instead a nuisance or trespass? When does copying them infringe intellectual property laws? When should a person (or computer) face legal consequences for allegedly harmful virtual acts? The Research Handbook on the Law of Virtual and Augmented Reality addresses these questions and others, drawing upon free speech doctrine, criminal law, issues of data protection and privacy, legal rights for increasingly intelligent avatars, and issues of jurisdiction within virtual and augmented reality worlds.
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The Concise Encyclopedia of Communication

Media. content. KariN Wahl-JOrGENSEN Cardiff University truth is a slippery concept, and philosophers since ... 623 privilege of being the masters of our collective truths (→ Objectivity in reporting; reality and Media reality).

Author: Wolfgang Donsbach

Publisher: John Wiley & Sons

ISBN: 9781118789230

Category: Social Science

Page: 704

View: 536

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This concise volume presents key concepts and entries from the twelve-volume ICA International Encyclopedia of Communication (2008), condensing leading scholarship into a practical and valuable single volume. Based on the definitive twelve-volume IEC, this new concise edition presents key concepts and the most relevant headwords of communication science in an A-Z format in an up-to-date manner Jointly published with the International Communication Association (ICA), the leading academic association of the discipline in the world Represents the best and most up-to-date international research in this dynamic and interdisciplinary field Contributions come from hundreds of authors who represent excellence in their respective fields An affordable volume available in print or online
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Augmented Reality Using Appcelerator Titanium Starter

Within Titanium there are a few APIs for the media services of the device. These give straightforward ways of playing music, videos, or accessing thecamera. Foran Augmented Reality application, using the Ti.Media.

Author: Trevor Ward

Publisher: Packt Publishing Ltd

ISBN: 1849693919

Category: Computers

Page: 50

View: 108

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Get to grips with a new technology, understand what it is and what it can do for you, and then get to work with the most important features and tasks. It's a quick start tutorial to help you get started with creating Augmented Reality applications and acquainting yourself with essential aspects of creating AR applications using the Appcelerator Titanium Framework. The instructions are clear with easy to follow examples. This book is for anybody who wishes to understand how to build an Augmented Reality Application. It uses the Appcelerator Titanium mobile development framework, but the techniques and practices can be applied to other frameworks and native code. You will need to have a good working knowledge of development and JavaScript, it is not aimed at the beginner.
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Multimedia and Virtual Reality

This book is primarily a summary of research done over 10 years in multimedia and virtual reality, which fits within a wider interest of exploiting psychological theory to improve the process of designing interactive systems.

Author: Alistair Sutcliffe

Publisher: Psychology Press

ISBN: 9781135644369

Category: Computers

Page: 352

View: 975

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This book is primarily a summary of research done over 10 years in multimedia and virtual reality, which fits within a wider interest of exploiting psychological theory to improve the process of designing interactive systems. The subject matter lies firmly within the field of HCI, with some cross-referencing to software engineering. Extending Sutcliffe's views on the design process to more complex interfaces that have evolved in recent years, this book: *introduces the background to multisensory user interfaces and surveys the design issues and previous HCI research in these areas; *explains the basic psychology for design of multisensory user interfaces, including the Interactive Cognitive Subsystems cognitive model; *describes elaborations of Norman's models of action for multimedia and VR, relates these models to the ICS cognitive model, and explains how the models can be applied to predict the design features necessary for successful interaction; *provides a design process from requirements, user and domain analysis, to design of representation in media or virtual worlds and facilities for user interaction therein; *covers usability evaluation for multisensory interfaces by extending existing well-known HCI approaches of heuristic evaluation and observational usability testing; and *presents two special application areas for multisensory interfaces: educational applications and virtual prototyping for design refinement. To download images and figures free of charge that enhance and clarify materials discussed in chapters 1-7 go to http://www.co.umist.ac.uk/centreULhci/MMVRbook.htm
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The Communicative Construction of Reality

The concept of the medium is not entirely encapsulated by the finger, because we have to make do with a physical objectification. More specifically, by media we mean an “extension of the body”, in a way that does not apply to those ...

Author: Hubert Knoblauch

Publisher: Routledge

ISBN: 9780429775338

Category: Social Science

Page: 312

View: 739

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This volume advocates a shift from the social constructivism found in the work of Thomas Luckmann and Peter Berger, to a communicative constructivism that acknowledges communication as an embodied form of action in its own right, according to which social actors, in engaging in communicative action, construct a material social reality that guides, delimits, and enables actions. A study of the importance of understanding the role of communication in an age in which digitization and mediatization have extended the reach of communication to a global level and brought about the emergence of the communication society, The Communicative Construction of Reality shows how communication society does not merely replace modern society and its hierarchical institutions, but complements it in a manner that continually results in conflicts leading to the refiguration of society. As such, it will appeal to scholars of sociology with interests in the sociology of knowledge, communication, and social theory.
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Mobile Media

In a situated documentary, we combine augmented reality with mobile computing and communications toembed multimedia presentations into the real world, synchronized or stabilized either tothe wearer ofthe MJW or toobjects in the real ...

Author: Jo Groebel

Publisher: Routledge

ISBN: 9781135621964

Category: Technology & Engineering

Page: 280

View: 795

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The proliferation of mobile media in recent years is an international phenomenon, with billions of devices sold annually. Mobile communications are now moving beyond individualized voice to mass media content--text, voice, sound, images, and even video. This will create new types of content that allow media companies and users to interact in new ways. There is a strong interest from the media and telecom industries in what manner of applications and content can be distributed in that fashion, and at what cost. To answer these questions, the book provides 18 chapters from internationally renowned authors. They identify likely types of content such as news, entertainment, peer-to-peer, and location-specific information; evaluate the economics, business models, and payment mechanisms necessary to support these media; and cover policy dimensions such as copyright, competitiveness, and access rights for content providers. This volume takes the reader through the various elements that need to be considered in the development of third generation (3G) content, and explains pitfalls and barriers. The result is a volume of interest to business professionals, academics, and policy makers. The book is international in focus and a glossary of terms is provided. There are few publications available which give an overview of this rapidly changing field.
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Reality TV

What in firstgeneration shows was a curious by-product of observational reality TV – the ordinary person becoming a ... folded back into the casting and formats of second-generation shows, giving them a new role in the media economy.

Author: Misha Kavka

Publisher: Edinburgh University Press

ISBN: 9780748637249

Category: Performing Arts

Page: 200

View: 218

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Is reality TV a coherent genre? This book addresses this question by examining the characteristics, contexts and breadth of reality TV through a history of its programming trends. Paying attention to stylistic connections as well as key concepts, this study breaks reality television down into three main 'generations': the camcorder generation, the competition generation and the celebrity generation. Beginning with a consideration of the applicability of the term 'genre' for this televisual hybrid, the book takes a transnational approach to investigating the forms and formats of reality TV framed by relevant popular and critical discourses.
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An Introduction to Theories of Popular Culture

Popular cultural signs and media images increasingly dominate our sense of reality, and the way we define ourselves and the world around us. Postmodern theory is an attempt to understand a mediasaturated society.

Author: Dominic Strinati

Publisher: Routledge

ISBN: 9781134565078

Category: Social Science

Page: 304

View: 604

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An Introduction to Theories of Popular Culture is widely recognized as an immensely useful textbook for students taking courses in the major theories of popular culture. Strinati provides a critical assessment of the ways in which these theories have tried to understand and evaluate popular culture in modern societies. Among the theories and ideas the book introduces are: mann culture, the Frankfurt School and the culture industry, semiology and structuralism, Marxism, feminism, postmodernism and cultural populism. This new edition provides fresh material on Marxism and feminism, while a new final chapter assesses the significance of the theories explained in the book.
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Corporate Reputation Decoded

—napolean bonaparte60 The 2G scam, Nira Radia case, Anna Hazare-led movement, etc. are some examples of how media can shape audience perceptions by sharing glimpses of reality. Media exposure of organisational activities is an important ...

Author: Asha Kaul

Publisher: SAGE Publications India

ISBN: 9789351500469

Category: Business & Economics

Page: 328

View: 262

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Corporate Reputation Decoded is the first book of its kind that traces the journey of Indian companies in building corporate reputation (CR). The book addresses CR in the Indian context and is in response to the growing interest of companies in this area. The book explains the process of building, maintaining and strategising for CR. It also discusses various aspects of CR—company’s stakeholders, situations demanding CR interventions, and the impact of a company’s culture, ethics and leadership on its CR. The book expounds on these using Indian cases (Tata, Infosys, HUL, Reliance, Aditya Birla Group, HDFC, among others), which enhance the understanding of CR in India as well as benchmark CR best practices in India. The book is of major significance to CR practitioners, scholars, teachers, students and C-Suite professionals who will also find the techniques proposed in the book interesting as they can assess, evaluate, adopt and adapt strategies followed by other companies for reputation enhancement.
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McQuail s Mass Communication Theory

It also relates to the manner in which media portray what passes for the reality of society. They may do this in ways that alter, distort or challenge it. In the end, the question of societal access involves a very complex set of ...

Author: Denis McQuail

Publisher: SAGE

ISBN: 9780857023223

Category: Social Science

Page: 632

View: 472

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"Denis McQuail′s Mass Communication Theory is not just a seminal text in the study of media and society - it is a benchmark for understanding and appreciating the long and winding road people and their media have taken to get us here." - Mark Deuze, Indiana University and Leiden University "This is a unique work tested by time and generations of students around the world - North, South, East and West." - Kaarle Nordenstreng, University of Tampere "McQuail′s Mass Communication Theory continues to be the clearest and best introduction to this sprawling field." - Anders Hansen, University of Leicester With over 125,000 copies sold, McQuail′s Mass Communication Theory has been the benchmark for studying media and communication for more than 25 years. It remains the most authoritative and comprehensive introduction to the field and offers unmatched coverage of the research literature. It covers everything a student needs to know of the diverse forms of mass communication today, including television, radio, newspapers, film, music, the internet and other forms of new media. Denis McQuail shows that more than ever, theories of mass communication matter for the broader understanding of society and culture. Unmatched in coverage and used across the globe, this book includes: Explorations of new media, globalization, work, economy, governance, policy, media audiences and effects New boxed case studies on key research publications, to familiarize students with the critical research texts in the field Definitions, examples, and illustrations throughout to bring abstract concepts to life. McQuail′s Mass Communication Theory is the indispensable resource no student of media and communication studies can afford to be without.
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Media Theory

Thinking about Media and Communications Shaun Moores ... Indeed, Giddens (1991: 27) goes so far as to suggest that 'familiarity generated by mediated experience might perhaps ... produce feelings of “reality inversion”'.

Author: Shaun Moores

Publisher: Routledge

ISBN: 9781134543724

Category: Business & Economics

Page: 208

View: 883

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From an established author with a growing international profile in media studies, Media/Theory is an accessible yet challenging guide to ways of thinking about media and communications in modern life. Shaun Moores draws on ideas from a range of disciplines in the humanities and social sciences, and expertly connects the analysis of media and communications with key themes in contemporary social theory. Examining core issues of time and space, Moores also examines matters of interactions, signification and identity, and argues that media studies is bound up in the wider processes of the modern world and not just about studying the media. This book makes a distinctive contribution towards rethinking the shape and direction of media studies today, and for students at advanced undergraduate or postgraduate level.
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The Reality of the Mass Media

"Luhmann argues that the system of mass media is a set of recursive, self-referential programs of communication, whose functions are not determined by the external values of truthfulness, objectivity, or knowledge, nor by specific social ...

Author: Niklas Luhmann

Publisher: Cultural Memory in the Present

ISBN: 0804740771

Category: Language Arts & Disciplines

Page: 154

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"Luhmann argues that the system of mass media is a set of recursive, self-referential programs of communication, whose functions are not determined by the external values of truthfulness, objectivity, or knowledge, nor by specific social interests or political directives.
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Media Experiences

It is about the people who create the drama, live events and reality entertainment that we experience. This book traverses the relationships between producers and audiences in shared places of a media imagination.

Author: Annette Hill

Publisher: Routledge

ISBN: 9781136245169

Category: Social Science

Page: 224

View: 701

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Media Experiences: Engaging with Drama and Reality Television travels across people and popular culture, exploring the pathways to engagement and the various ways in which we shape and are shaped by the media landscapes in which we move. This exploration includes the voices and bodies, sights and sounds of audiences as they experience entertainment through television drama, reality TV, at live events, and within digital television itself as actors, participants and producers. It is about the people who create the drama, live events and reality entertainment that we experience. This book traverses the relationships between producers and audiences in shared places of a media imagination. Annette Hill’s research draws on interviews and observations with over 500 producers and audience members to explore cultures of viewing across different genres, such as Nordic noir crime drama The Bridge, cult conspiracy thriller Utopia, and reality television audiences and participants in global formats MasterChef and Got to Dance. The research highlights how trends such as multi-screening, catch up viewing, amateur media and piracy work alongside counter-trends in retro television viewing where people relish the social ritual of watching live television, or create a social media blackout for immersive viewing. Media Experiences bridges the divide between industry and academia, highlighting how producers and audiences co-create, shape and limit experiences within emerging mediascapes.
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