This research paper looks at a selection of science-fiction films and its connection with the progression of the use of television, telephone and print media. It also analyzes statistical data obtained from a questionnaire conducted by the research group regarding the use of communication media.
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Providing users with a sense of place – related to a specific geographic location in which one is situated, or linked to a faraway place, or even giving place-like qualities to virtual spaces such as massively multiplayer online role-playing games – has been deemed central for several forms of digital interactions. In the past decade, studies from human-computer interaction and computer-supported cooperative work have specifically addressed this theme, but the scarcity of works of place specificity focusing expressly on interactive TV suggests a gap in the current research, whereas the latest developments in mobile TV would seem highly coherent with such topic. To contribute to closing this gap, some initial directions are suggested here by pointing at compatible treatments of the notion of place in related fields, for example, the design of pervasive urban games. Game designers and game scholars might provide operational concepts that help understanding the role and the potentialities of places for interactive TV. Two general types of artifacts are selected here: works that are anchored to the experience of faraway places and works that leverage the physical location in which the user is. Their analysis yields three design strategies (experience anchoring, place permeability, and distributed storytelling), offered here as “objects to think with” and to spur further research and design. By pointing at them and at other similar strategies, similarities between digital games, ITV products, and other similar artifacts emerge and allow us to speculatively trace possible future convergences.
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Paper presentatie over onderzoek naar Online Parenting Support: guiding parents towards empowerment through single session email consultation.
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Technology designed to sense behavior, often neglects to directly incorporate subjective input from (elderly) users. This paper presents experiences in deploying technology that considers the elderly user and their subjective input as a way to enrich sensor data systems and empower the user. For this purpose, the paper draws on: (1) Observations of shortcomings in terms of capturing objective data from sensors as experienced in long-term deploymentt in the homes of older adults; (2) The design and evaluation of a wide range of applications especially designed to enable older adults to give subjective input on how they are doing, including an interactive television quiz, a talking picture frame and a tangible mood board, and (3) The development and field study of one application, the ‘Mood button’ in particular, that was tested in real-world sensing settings to work with a commercial sensing system. In doing this, this work aims to contribute towards successful sensing deployments and tools that give more control to the (elderly) end-user.
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Background. A number of parenting programs, aimed at improving parenting competencies, have recently been adapted or designed with the use of online technologies. Although web-based services have been claimed to hold promise for parent support, a meta-analytic review of online parenting interventions is lacking. Method. A systematic review was undertaken of studies (n = 19), published between 2000 and 2010, that describe parenting programs of which the primary components were delivered online. Seven programs were adaptations of traditional, mostly evidencebased, parenting interventions, using the unique opportunities of internet technology. Twelve studies (with in total 54 outcomes, Ntot parents = 1,615 and Ntot children = 740) were included in a meta-analysis. Results. The meta-analysis showed a statistically signifi cant medium effect across parents outcomes (ES = 0.67; se = 0.25) and child outcomes (ES = 0.42; se = 0.15). Conclusions. The results of this review show that web-based parenting programs with new technologies offer opportunities for sharing social support, consulting professionals and training parental competencies. The metaanalytic results show that guided and self-guided online interventions can make a signifi cant positive contribution for parents and children. The relation with other metaanalyses in the domains of parent education and web-based interventions is discussed.
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The purpose of this paper is to reflect on the experiences of safety and security management students, enrolled in an undergraduate course in the Netherlands, and present quantitative data from an online survey that aimed to explore the factors that have contributed to students’ satisfaction with, and engagement in, online classes during the COVID-19 pandemic. The main findings suggest an interesting paradox of technology, which is worth further exploration in future research. Firstly, students with self perceived higher technological skill levels tend to reject online education more often as they see substantial shortcomings of classes in the way they are administered as compared to the vast available opportunities for real innovation. Secondly, as opposed to democratising education and allowing for custom-made, individualistic education schedules that help less-privileged students, online education can also lead to the displacement of education by income-generating activities altogether. Lastly, as much as technology allowed universities during the COVID-19 pandemic to continue with education, the transition to the environment, which is defined by highly interactive and engaging potential, may in fact be a net contributor to the feelings of social isolation, digital educational inequality and tension around commercialisation in higher education.
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Toekomstbestendige business modellen voor mediadiensten zijn lastig te ontwikkelen door het adembenemend tempo waarin de markt zich vernieuwt. Als ondernemer wil je weten welke concepten werken én standhouden. Ondernemers zijn continue op zoek naar het vergroten van het rendement op hun media investeringen. De vraag voor het programma The Future Now is ontstaan vanuit de vraag van mediaondernemers om ‘businesswise’ te kunnen innoveren; generieke business modellen en tools voor handen te hebben waarmee ze nieuwe diensten kunnen ontwikkelen die toekomstbestendig zijn. De vraag naar wat gaat werken, waarom en hoe speelt een terugkerende rol in de ontwikkeling van nieuwe mediadiensten.
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Pressure from politics and the public has created a greater demand for the media to be more accountable. Moreover, growing structural changes in the media landscape – including media concentration, commercialization, fiercer competition, an increasingly fragmented public, and the advent of new media – have also challenged how media should be accountable and responsive. This article looks at how Dutch broadcast media are responding to increasing pressure in terms of accountability and responsiveness through a case-‐study research from two leading broadcast news organizations. The need for more openness to and connection with the public is acknowledged, and among many journalists this is now even considered a necessity. However, when it comes to routinized daily application, there is a general resistance as it does not live within their professional autonomy and authority. New online instruments have created opportunities with more platforms and possibilities for the public to participate. However, at this point the online instruments put new constraints on the social system of organization with unforeseen activities and costs.
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We examine the ways in which a hidden crisis can be exposed from a communication point of view. In which way can organisations create general awareness of a crisis and try to understand the dynamic nature of interactions? With the help of discourse analysis, we have examined the interactional achievements of two crisis entrepreneurs in the domain of education in the Netherlands: a rector of a secondary school and the founders of BON, a social movement aimed at improving the quality of education. In this way, we will illustrate the discursive practices that play an active role when certain players signal a crisis.
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For this exploratory study we aim to provide knowledge and insights concerning the processes of setting up, implementing and managing online communities as a part of the product/services offer of media companies. The goal is to increase their reach amongst target groups, to strengthen involvement with their audiences and to entice their audiences to participate. This information should help us to understand the many different aspects important for developing and managing online communities. The research question for this phase is: Which critical success factors play a role in the process of setting up and managing online communities using social media in order to activate and/or engage target audiences? In this exploratory first phase we looked into literature relating to general guidelines and critical success factors in setting up and managing online communities. These aspects include, communication and interaction options, functionalities for sharing information, the content structure given, the importance of socialization within the community, the policies used and the usability of the platform (Ning Shen & Khalifa, 2008).
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