- Research Article
27
- 10.1016/s0306-4573(97)00018-6
The role of feedback in the assessment of news
- Sep 01, 1997
- Information Processing & Management
- John E Newhagen
The role of feedback in the assessment of news
We develop an interaction framework for huge public displays with multiple users in public spaces such as concourses, lobbies in buildings, and rendezvous spots. Based on this framework, we introduce an interactive system for public spaces called Mirai-Tube. This system creates a scalable interactive media space and has a scalable real-time recognizer. A Mirai-Tube system was installed in the underground concourse of Minato Mirai Station in Yokohama. We conducted a demonstration experiment from 1st Feb. to 31st Oct. 2004. This trial represents the world’s first experiment in a real public space in terms of its scale and its time period. We evaluate our interactive media system from three points of view: acceptability as a public media, how much attention the public pays to it, and its understandability as an advertising media. This paper describes the features, implementation, and operation of the interactive media system and the results of the evaluation.Keywordsinteractive public displaysambient displaysinteractive advertisingpattern recognitionsubtle interaction
The role of feedback in the assessment of news
The role of feedback in the assessment of news
Code of the Streets: Videogames and the City
Code of the Streets: Videogames and the City
Reimagining public space: co-designing the future of inclusive media
This article explores a collaboration between The Diversified Project at the University of New South Wales and Sydney-based digital creativity & design group Studio Esem which involved neurodivergent participants in creating digital stories for display in public spaces using STORYBOX, a public space media platform challenging conventional digital out-of-home advertising in urban settings. STORYBOX is a tactical urban intervention offering an inclusive citizen-centred alternative to traditional outdoor media. The study focuses on the co-design process between The Diversified Project and Studio Esem. Through workshops, eleven neurodivergent individuals produced content reflecting their unique perspectives on urban life. Guided by pluriversal design and participatory methods, this process demonstrates how public space media can amplify underrepresented voices and foster urban inclusivity. The article examines challenges in measuring impact beyond traditional metrics, highlighting the need for new methodologies in evaluating community-focused public space media. This case study contributes to discourse on digital media's role in public spaces, advocating for more equitable, engaging, and representative urban environments. This approach has significant applications for urban planners, local governments, media practitioners, and policymakers seeking to create inclusive cities through innovative use of digital technologies in public spaces.
Read moreImprovement of an Interactive Media System "RAKUGACKY"
RAKUGACKY is an interactive media system that could generate sounds from a hand-drawn sketch. It is necessary to analyze a sketch to generate sounds suitable for the sketch. The former system used colors and simple shape feature values of objects in a sketch such a circularity and an area, to recognize each object. Thus the system could recognize only simple objects in a sketch. In this paper, we improve our system to use more complex features of objects and recognize complex objects in a sketch by extracting and learning features of complex objects in a machine learning method. For example, the improved method could analyze hand-drawn animals such as cat, dog and sheep, and could synthesize cries of each animal interactively.
Read moreTRANSFORMATION OF LEISURE TIME IN NEW MEDIA: BINGE WATCH
Communication has been in existence since the beginning of human history. It is impossible to think of communication without humans, and humans without communication. Throughout time, individuals have developed their communication skills. By obligation to these developments, the environment where the message is tranferred also changes. Media is updated everyday with technical novelties. Bolter’s statement “each improvement is a mediation” models the transformation in media and new media. Content, relationships and interaction in new media are mediations, while what concerns systems and technology is considered as remediation. The increase in content and interaction in the media, and the update of relationships creates mediation. The transformation in the technological substructure of the media is expressed as remediation. The most obvious example to give is television. Television has had a linear communication process as a conventional media tool. However, television has undergone the processes of remediation and mediation, where it has now incorporated an interactive structure. With characteristics such as internet, 3 dimensions, digitalization, high resolution, television can now be characterized as ‘smart’. Technology, which is defined as socialized information, has turned television into an interactive system. Due to this novelty, television watching habits are changing. In this context, new terminology is also emerging. This study examines binge watching, as a new television watching habit as a result of television’s changing characteristics. This study further examines the concept of binge watching according to the uses and gratification theory, where New Media practices have transformed television show watching patterns as a free time activity. In the study, the concept is discussed through a literature review and evaluated through a survey prepared to understand individual television show watching habits.
Read moreThe use of smartphones in public spaces in the Smart Cities Era
Nowadays the possibility of being ubiquitous connected generates new patterns in the relation between people and the built environment. In a time when cities around the globe claim to be smart, it is crucial to be conscious and highlight the value of its inhabitant’s collective wisdom. Technology can improve efficiency in many aspects but cities cannot be understood without its people. We are reorganizing our lives around mass mobile communications. Given that the research scope needs to be updated. Some studies on the use of mobiles in urban spaces have been done, however they have rarely been used to describe this phenomena at a street level, understanding how users interact with public spaces (or not), while online. The research sought to investigate how the widespread use of smartphones frames people’s behavior and interaction with public spaces and create new forms of urban dynamics in the Smart Cities era. In this context, we compared the different social groups (tourists, temporary and permanent residents) that inhabit the city. Taking El Born area in the city of Barcelona as case study we have analyzed the use of public spaces and how mobile technology affects the way people relate to the city while online. Adopting traditional methods of field observation and combining them with surveys we have extended and improved existing methodologies, generating a singular comprehensive dataset, consisting of more than 5000 observations. The analysis of all collected data provided insightful outcomes both at street level and from the users’ point of view. The results evince that behavioral patterns on the use of technology in public spaces are tightly linked to the social group each person belongs to and to the relation each one has to a place. Although online information about places is getting progressively more accurate, there is still a valuable intangible layer of knowledge held by locals that can not be replaced by any map, recommendation system or app. Despite the infinite possibilities of being online, mediated perception do not replace the intangible value of face-to-face relations.
Read moreMis(sed)information in Public Space
The success of interactive media architecture projects is contingent on the participation of the public. However, a fundamental question faced by designers of such systems is how open should their work be to public manipulation, while still providing adequate control so as not to compromise the design intent. This chapter take the position that control and freedom are negotiated constructions developed in real-time between the design’s intentions, the public’s desires for engaging it, and the existing protocols of behavior in public spaces. Questions that it poses include: What is information and how is it constructed? What is the relationship between control and freedom in interactive systems? What role can public participation play in its formulation? How can it be sustained? In response, it proposes an approach for underspecifying a design, in order to collectively construct both information and the public.
Read moreHuman-computer interaction for virtual-real fusion
Human-computer interaction for virtual-real fusion
A City In The Sky: Engaging The Vertical Public Realm
Urban public spaces are synonymous with the social fabric of the city, forming overlapping networks of face-to-face interaction. As population growth in Toronto intensifies, the city is experiencing an increase in developer-driven, private high-rise residential buildings and subsequent loss of public space for social interaction. Face-to-face interaction is vital to human health and well-being as it satisfies the need for self-identity and relationships at the scale of the individual and the community. Architectural design provides the means to explore possibilities for alternative social spaces in contemporary cities through the design of a vertical public realm within high-rise residential towers. The socio-spatial organization and disposition of public and private space can foster social interaction across a variety of scales. This is vital in forming communities within a high-rise residential tower that will grow together over time, creating a cohesive urban system at the scale of the neighbourhood, community and city
Read moreA City In The Sky: Engaging The Vertical Public Realm
Urban public spaces are synonymous with the social fabric of the city, forming overlapping networks of face-to-face interaction. As population growth in Toronto intensifies, the city is experiencing an increase in developer-driven, private high-rise residential buildings and subsequent loss of public space for social interaction. Face-to-face interaction is vital to human health and well-being as it satisfies the need for self-identity and relationships at the scale of the individual and the community. Architectural design provides the means to explore possibilities for alternative social spaces in contemporary cities through the design of a vertical public realm within high-rise residential towers. The socio-spatial organization and disposition of public and private space can foster social interaction across a variety of scales. This is vital in forming communities within a high-rise residential tower that will grow together over time, creating a cohesive urban system at the scale of the neighbourhood, community and city
Read moreFrom servant to survivor: multimodal public service media narratives and restaurant industry identity during the COVID-19 pandemic
PurposeThe purpose of this research is to explore how an industry is represented in multimodal public media narratives and to explore how this representation subsequently affects the formation of public sense-giving space during a persisting crisis, such as a pandemic. The question asked is: how do the use of multimodality by public service media dynamically shape representations of industry identity during a persisting crisis?Design/methodology/approachThis study made use of a multimodal approach. The verbal and visual media text on the restaurant industry during the COVID-19 pandemic that were published in Finland by the public service media distributor Yle were studied. Data published between March 2020 and March 2022 were analysed. The data consisted of 236 verbal texts, including 263 visuals.FindingsThree narratives were identified– victim, servant and survivor – that construct power relations and depict the identity of the restaurant industry differently. It was argued that multimodal media narratives hold three meaning making functions: sentimentalizing, juxtaposing and nuancing industry characteristics. It was also argued that multimodal public service media narratives have wider implications in possibly shaping the future attractiveness of the industry and organizational members' understanding of their identity.Originality/valueThis research contributes to sensemaking literature in that it explores the role of power – explicitly or implicitly constructed through media narratives during crisis. Furthermore, this research contributes to sensemaking literature in that it shows how narratives take shape multimodally during a continuous crisis, and how this impacts the construction of industry identity.
Read moreInteractive Learning Media: Bilingual Science Flipbook For Solar System
This study aims to develop interactive media flipbook bilingual solar system material, describe the feasibility and effectiveness of interactive media, and familiarize English vocabulary to students. The research method used is the research and development method with the ADDIE development model. The subjects of this research were 6th grade students of SD N Kandri 01 Semarang City conducted from April to May 2024. The methods used in this research are interview, observation, questionnaire, test, and documentation. The instruments used were interview guides, documentation, needs and response questionnaires, pretest and posttest questions, and validation sheets. Data analysis was done with a normality test, t-test, and n-gain test. The results of this study show that bilingual flipbook media is feasible to use with a percentage of feasibility from media validators 96%, material validators 91%, and language validators 95%. The result of the small-scale normality test is 0.068, and the large-scale 0.035 means that the data distribution is normal. The results of the small-scale n-gain test were 0.511, a large scale of 0.549, it included a moderate category. The conclusion of this study is that bilingual flipbook media is feasible and effective to use as a medium for learning science in class
Read moreContestation of Online Transportation Actors in Public Spaces
This article discusses the contestation that occurs between online motorcycle taxis and on-the-go taxis (locally known as ojek pangkalan) in gig economy situations in public spaces. Different from previous studies that emphasize aspects of factors, competitive strategies, and ways of adaptation, this paper explains more about their contestation in the public space arena and online media. This paper analyzed it using the concept of Social Network Analysis from Neil Fleigstein (2012), which identifies actor resources and collaborative networks that exist after a contestation situation. Data was collected through mixed methods utilizing digital data using the NVivo, Wordij, and Gephi applications, complemented by in-depth interviews and field observations supplemented by similar literature. Overall, the results show that online motorcycle uses their social skill to develop a strategy for maintaining the resources and access to the market. The resolution of the contestation between social actors operating in the transportation sector in public space produces a dominant group which can control the chaotic situation to win customers.
Read moreRUANG PUBLIK DAN SENI PUBLIK
Public Space and Public art, are two different senses. Public Space is a space that can be spread out because of the existence of a community that has the imagination that engages in it. Society is created and creates public space as a real democratic space. This is because, every actor in it interferes with imagination, and ideas that make that space continue to be spread out as public space. Public art is unconstitutional, so its beauty is a dynamic process. In that, then the public space and the art of public are compounds which have no meaning. Often it is not revealed that what we see on the streets, for example, provides reflective space and gives inspiration to the street performers. Public art, public space and public actors will make public dynamics an aesthetic form.
Read moreCandomblé(s) e espaço público na Ilha de Itaparica, Bahia
Resumo Neste artigo tomamos os conceitos de religião e espaço público como domínios relacionais. A partir dessa abordagem, seguimos as propostas de van de Port no que se refere à circularidade do candomblé de orixá no espaço público baiano, buscando articular as ideias do autor ao reconhecimento de que a circularidade produz uma cartografia atravessada por mediadores heterogêneos, ou seja, de que o candomblé propicia agenciamentos variados, incluindo-se, entre esses, os bens simbólicos de ampla circulação no espaço público. Com base nesses argumentos, procuramos compreender as relações entre candomblé de egun e candomblé de orixá na Ilha de Itaparica, apresentando elementos etnográficos que sugerem uma problematização do argumento de van de Port, indicando que a circulação do candomblé nessa localidade não se processa como em Salvador, mas apresenta assimetrias importantes nos modos de legitimação e visibilização social dessa religião em Itaparica.
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