Advanced methodologies and technologies in media and communications
"This book provides emerging research on the modern effects of media on cultures, individuals, and groups. While highlighting a range of topics such as social media use and marketing, media influence, and communication technology, this book explores how these advancements shape and further the...
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| Format: | eBook |
| Language: | English |
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Hershey, PA
Information Science Reference,
[2019]
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| Series: | Advances in multimedia and interactive technologies (AMIT) book series.
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| Subjects: | |
| Online Access: | EBSCOhost Перейти в каталог НБ ТГУ |
Table of Contents:
- Section 1. Communications theory. Chapter 1. Communication, information, and pragmatics ; Chapter 2. Data journalism ; Chapter 3. Investigating diachronic variation and change in new varieties of English ; Chapter 4. Negotiating local norms in online communication
- Section 2. Gaming. Chapter 5. Application of gamification to blended learning in higher education ; Chapter 6. Chemistry learning through designing digital games ; Chapter 7. Clinical use of video games ; Chapter 8. Leveraging the arduino platform to develop information technology devices ; Chapter 9. Educational serious games design ; Chapter 10. Exposure to video games and decision making ; Chapter 11. Learning with games and digital stories in visual programming ; Chapter 12. The process model of gameplay to understand digital gaming outcomes ; Chapter 13. Serious games advancing the technology of engaging information ; Chapter 14. Towards modelling effective educational games using multi-domain framework
- Section 3. Language studies. Chapter 15. Mobile testing system for developing language skills ; Chapter 16. Nominalizations in requirements engineering natural language models ; Chapter 17. Word formation study in developing naming guidelines in the translation of English medical terms into Persian
- Section 4. Multimedia technology. Chapter 18. Adaptive hypermedia systems ; Chapter 19. Group synchronization for multimedia systems ; Chapter 20. Metadata standards in digital audio ; Chapter 21. Multimedia-enabled dot codes as communication technologies ; Chapter 22. Semantically enhanced authoring of shared media ; Chapter 23. Transmedia and transliteracy in nemetical analysis
- Section 5. Social networking and computing. Chapter 24. Adolescents' food communication in social media ; Chapter 25. Agent-based social networks ; Chapter 26. Aspects of various community detection algorithms in social network analysis ; Chapter 27. Classification of traffic events notified in social networks' texts ; Chapter 28. Communication privacy management and mediated communication ; Chapter 29. The dual nature of participatory web and how misinformation seemingly travels ; Chapter 30. Effective cultural communication via information and communication technologies and social media use ; Chapter 31. From the psychoanalyst's couch to social networks ; Chapter 32. The internet behavior of older adults ; Chapter 33. Issues and challenges in enterprise social media ; Chapter 34. Mapping the dissemination of the theory of social representations via academic social networks ; Chapter 35. The netlab network ; Chapter 36. Online dating/dating apps ; Chapter 37. Online prosocial behaviors ; Chapter 38. Online social networking behavior and its influence towards students' academic performance ; Chapter 39. Parental mediation of adolescent technology use ; Chapter 40. The qualities and potential of social media ; Chapter 41. Short history of social networking and its far-reaching impact ; Chapter 42. Social media and business practices ; Chapter 43. Social media credit scoring ; Chapter 44. Social network analysis and the study of university industry relations ; Chapter 45. Social networking and knowledge sharing in organizations ; Chapter 46. Understanding the potentials of social media in collaborative learning ; Chapter 47. Using social media to increase the recruitment of clinical research participants ; Chapter 48. Why it is difficult to disengage from Facebook
- Section 6. Sports and entertainment. Chapter 49. Mining sport activities ; Chapter 50. Sport exergames for physical education.
