Garantie de satisfaction à 100% Disponible immédiatement après paiement En ligne et en PDF Tu n'es attaché à rien 4.2 TrustPilot
logo-home
Resume

Summary People Interactive Media & Entertainment

Note
-
Vendu
-
Pages
23
Publié le
09-01-2022
Écrit en
2020/2021

Overzicht van de belangrijkste namen en hun opvattingen.











Oups ! Impossible de charger votre document. Réessayez ou contactez le support.

Infos sur le Document

Publié le
9 janvier 2022
Nombre de pages
23
Écrit en
2020/2021
Type
Resume

Sujets

Aperçu du contenu

PEOPLE IME




Herman Hollerith & James  (History of computers) Developed a computational
Powers machine/computer in 1890; uses punch-card technology for
computations (1st used by US census bureau to speed up
populationcounts).
 1890: machine that could perform computations using punch-card
technology.
 Used for the next 50yrs for business analysis + scientific research
(was a specific-purpose comp --> only perfomed one specific
tast/break specific code or solve specific equation. New
code/equation = build new machine).




US army + Pennsylvania  (History od computers) Designed the Electronic Numeric
University Intergrator& computer (ENIAC) in 1946 (trigger --> WWII + need for
complex computers to break code).
 1st multi-purpose computer & 1000x faster than predecessors. US
army’s first ENIAC programme was thermonuclear weaponry.
 But --> was cumbersome & bulky + difficult to programme.




US DoD  (History of Internet) Introduced the Advanced Research Project
Association Network (ARPANET) in 1969 (Cold War context);
connects computers to exchange info despite geographical distance
(later used for scientific/academic work).
 1990; ARPANET decommisioned, dubbed internet & opened to the
public.




People IME 1

, Tim Berners Lee (History of internet) Creates the WWW in 1991 (system that disseminates info
over the internet) --> has 3 tools;

1. Uniform resource locators/URL’s (webadress/ reference to
webresource, its location & how to retrieve it);
2. Hypertext Markup language/HTML (language that creates webpages
& -apps);
3. Hypertext transfer protocol/HTTP (distribution & collaboration f
hypermedia). Responsible for rise of new media & SNS.




Steve Rusell (History of digital games); MIT student, develops 1st computer gamein 1962
called spacewar (2 person game, duel btn 2 spaceships).




Salen & Zimmerman List 4 types interactivity within media:

1. Cognitive interacticity (interpretative participation e.g. remote
control);
2. Functional interactivity (utilitarian use e.g. TV remote);
3. Explicit interactivity (shaping/exerting influence on media, eg
following a hyperlink, playing a game);
4. Beyond-the-game interactivity (interacting with media outside
content itself eg fan pages, fan art etc).




The development of the modern computer gave birth to a brand-new form of
interactive entertainment: entertainment made possible through digital
media that allow for explicit interactivity.




People IME 2

, Masahiro Mori Uncanny valley --> phenomenon where animated figure/robot that looks &
behaves almost human (but not quite) arouses a sense of unease, eeriness or
revulsion in the person viewing it.




Mary Beth Oliver Discredits the assumption that entertainment media is primarily focussed on
enjoyment, via her concept sad film paradox --> the voluntary seeking and
enjoyment of content that evokes sad feelings leading to meaningful or
positively experiences bcs causes an elevation due to reflection and
appreciation of own life after the sad movie.




Theory of meta-emotions --> states that emotion is expressed on two levels
(direct level & reflective level). Individuals first asses and appraise their
emotional experience and consequently experience a second level of
emotional response based on their appraisal (direct response to sad films =
sadness, secondary, cognitive response =appreciation, reflection, eventually
enjoyment.




Knoblock-Westerwick et al (related to sad film paradox) states that tragedy-induced sadness causes
viewers to reflect on positive elements of their own lives (eg close
relationships) therefore resulting in positive emotions towardssad films.




Hofer Mortality salience --> the awareness that your mortality/death is inevitable
(derived from the terror management theory, a fear that is evoked when
one’s instinct to avoid death clashes with the intellectual knowledge that
death is inevitable). Awareness of deathdrives one to seek comfort in culture
(eg watching sad films) to deal with sadness/searching for meaning of life.




People IME 3

Faites connaissance avec le vendeur

Seller avatar
Les scores de réputation sont basés sur le nombre de documents qu'un vendeur a vendus contre paiement ainsi que sur les avis qu'il a reçu pour ces documents. Il y a trois niveaux: Bronze, Argent et Or. Plus la réputation est bonne, plus vous pouvez faire confiance sur la qualité du travail des vendeurs.
mariederick1 Universiteit Gent
Voir profil
S'abonner Vous devez être connecté afin de suivre les étudiants ou les cours
Vendu
71
Membre depuis
5 année
Nombre de followers
46
Documents
0
Dernière vente
3 mois de cela

4,7

7 revues

5
5
4
2
3
0
2
0
1
0

Récemment consulté par vous

Pourquoi les étudiants choisissent Stuvia

Créé par d'autres étudiants, vérifié par les avis

Une qualité sur laquelle compter : rédigé par des étudiants qui ont réussi et évalué par d'autres qui ont utilisé ce document.

Le document ne convient pas ? Choisis un autre document

Aucun souci ! Tu peux sélectionner directement un autre document qui correspond mieux à ce que tu cherches.

Paye comme tu veux, apprends aussitôt

Aucun abonnement, aucun engagement. Paye selon tes habitudes par carte de crédit et télécharge ton document PDF instantanément.

Student with book image

“Acheté, téléchargé et réussi. C'est aussi simple que ça.”

Alisha Student

Foire aux questions