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result(s) for
"Audience participation"
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Learnings from an Iterative Design Process for Technology-Mediated Audience Participation (TMAP) using Smartphones
by
Kayali, Fares
,
Kuhn, Ulrich
,
Wagensommerer, Thomas
in
Audience participation
,
high-frequency sound IDs
,
iterative design
2018
We discuss a setup for technology-mediated audience participation (TMAP)in live music using smartphones and high-frequency sound IDs in a playful setting. The audience needs to install a smartphone app. Using high-frequency sound IDs music samples and colors can be triggered on the audience’s smartphones without the need to have an internet connection. The resulting soundscape is determined by the samples and parameters selected by the artist as well as by the location audience members choose in the performance space. We present the technical basis and iterative explorative design process of such a system for TMAP. The learnings from the perspective of musicians were technical requirements such as low latency, reliability, as well as increasing the number of possible sound samples and sound quality and we further present learnings on creating systems for TMAP from technical and creative perspectives.
Journal Article
Evermore's Unfulfilled Promise: Immersive and Interactive Theater Unsatisfied but Reimagined
2024
Zimmerman owns 0dd-O-Ts Entertainment and has curated shows for SeaWorld, LEGOLAND Florida, Busch Gardens, and Royal Caribbean Group cruise lines, pairing the story spaces with already popular attractions to captivate ticket sales. Notably Native American trope characters or bank robbers did tend to run through passenger cars to give shoot-outs more immediacy in Tweetsie so that the action felt intimate even when on the rolling train passenger car watching distanced show elements accompanied by train conductor narration. Evermore was first announced in 2014 at the Salt Lake Comic Con as a forty-five acre European village set in the Victorian era, plus twentyfive acres of parking, a forty-thousand square foot manor, lush botanical gardens with sculptures, a \"Fairy Quest\" enchanted forest ride, a ride-reservation system, a splash pad, a natural amphitheater, themed costumes rentals (costumes were originally to be required of all visitors for immersion), a three-acre human-made lake, a five-part urban-haunt attraction, \"Ripper's Cover\" a two-hundred-fifty room hotel, horse-drawn carriage rides, a boat ride through a sunken city, an explorable ghost-pirate ship, animatronic fantasy beasts, and exploration and story (Nicholson 00:00:00-00:02:44). \"4 The park described by the 2014 pitch and the concept art would never open.
Journal Article
The “so-called” UGC: an updated definition of user-generated content in the age of social media
PurposeWhen a concept is diffusely defined or, as this article argues, “taken for granted”, it becomes very difficult to track such concept on the literature and have some continuity as researchers build on top of previous results. This article proposes a definition for user-generated content, a term that though has lost some saliency, stands in the center or the social media phenomenon, so it should not be disregarded as an object of study.Design/methodology/approachCelebrating 20 years of the concept, this research performs a multidisciplinary literature review of 61 academic articles on UGC. Through deconstruction of the acronym UGC, it builds on the present converging, conflicting and diverging definitions and/or approaches to UGC on an attempt to consolidate a broader definition that encompasses the complexities of the phenomenon in a context of consolidation of social media, to be applied to social sciences.FindingsFollowing the present analysis, UGC is defined as any kind of text, data or action performed by online digital systems users, published and disseminated by the same user through independent channels, that incur an expressive or communicative effect either on an individual manner or combined with other contributions from the same or other sources.Originality/valueThis is the first academic effort that aims to create an in-depth dialogue over the different approaches to UGC across disciplines on the social sciences field. It should help reignite interest in the acronym, which got somehow eclipsed by the broader field of social media; whilst without UGC, social media would not exist or would not have the same social impact it does in its current form. Analogously, UGC as a topic of research has been deeply affected by the emergence and consolidation of Social Media. As this debate evolves, this contribution should be helpful as a reference to operationalize UGC on future research.Peer reviewThe peer-review history for this article is available at: https://publons.com/publon/10.1108/OIR-06-2020-0258
Journal Article
Association of women surgeons publications committee webinar series: Presenting for journal club
by
Dubin, Aimee
,
Hopp, Morgan J.
,
Maxwell, Jessica
in
Audience participation
,
Check lists
,
Clubs
2025
Make efforts to identify the appropriate checklist for the study design (i.e., CASP checklists, PRISMA 2020 checklist for systematic review). Another evaluation method is PICO(T) (patient, intervention, comparison, outcome and (sometimes) time) questions, which consider the validity of a study, biases, potential pitfalls, and ultimately if the hypothesis is accepted or rejected. The level of context should support an elevated critique-based discussion versus simply a series of clarifying questions at the end. [...]consider the level of knowledge, the audience composition, and their level of engagement. After appropriate context, clearly state the project aims to allow evaluation after the presentation of data and conclusions.
Journal Article
A Systematic Review of Literature on User Behavior in Video Game Live Streaming
by
Liu, Jing
,
Li, Yi
,
Wang, Chongli
in
Addictions
,
Audience participation
,
Broadcasting industry
2020
Video game live streaming is a kind of real-time video social media that integrates traditional broadcasting and online gaming. With the rapid popularity of video game live streaming in the past decade, researchers have started to investigate the relationship between the use of video game live streaming and various psychological variables. In order to fully understand the factors that affected user participation (streamers and audiences) in video game live streaming and provide a reference to the mental health issues of Internet addiction, this paper summarizes the relevant literature on user behavior in video game live streaming. First, we comprehensively searched literature in six social science databases and thus obtained 24 papers that meet our inclusion criteria. Second, the above literature was presented in table form for classification and we found that the effect factors of user behavior in video game live streaming mainly include user demands and platform impact. Based on Use and Satisfaction theory, this paper reviewed the following four aspects: streamer demand, audience demand, interaction behavior and platform impact, then a relevant theoretical framework was constructed. Finally, this paper looks forward to possible future research topics based on the research platform, research data and research content and so on, hoping to provide a foundation and new ideas for future research.
Journal Article
Lunch with Genet
2024
Le Gran Cafe de Paris separated the old part of Tangier from the European part of town. On a corner that offered a view of those going to the Socco Grande and on down into the medina, and those heading to Rue du Pasteur and the European shops, or Madame Port's for the best coffee and pastries--or later in the day, her famous martinis for the Nazarenes. Or maybe the Libraire du Cologne, for English language books, if that's what you were looking for. Genet! A writer who represented everything my life had not been. A thief, an immigration activist, a supporter of the Palestinian cause, the subject of Sartre's Saint Genet, and the author of numerous iconic works. When he died, he was buried in Larache, Morocco. He had become an almost mythological figure to those of us who had read his books, certainly the cult writer most celebrated in our group, a true knight of the underworld.
Journal Article
Catharsis and healing in An Enemy of the People
2024
[...]my friend Maureen Bellare, a Physician Assistant at Mount Sinai West Hospital in Manhattan, had started a programme with health-care providers to be with patients in hospital as they died, because their loved ones could not be there, and to facilitate video calls with families to say their goodbyes. Theater of War Productions is led by Artistic Director Bryan Doerries, a classicist and translator of ancient Greek, who co-founded the company in 2009 at a time when many US service people were returning home traumatised from fighting in Iraq and Afghanistan. Since it was established, this social-impact company has held events for over 500 000 people, reaching more than 100 countries. “By engaging a wide variety of stakeholders—public health leaders, scientists, journalists, elected officials, and community members—to perform and discuss Ibsen's play, the project invites participants, including audience members, to step back from the roles they normally play, try on the roles of others, and interrogate their own complicit roles in the public health and environmental emergencies unfolding around us”, said Doerries. The value and relevance of An Enemy of the People: A Public Health Project was highlighted by Joshua Sharfstein, Vice Dean for Public Health Practice and Community Engagement, Director of the Bloomberg American Health Initiative, and Professor of the Practice in Health Policy and Management at Johns Hopkins Bloomberg School of Public Health.
Journal Article
Beyond the “Fourth Wall”
2024
This study provides a comprehensive overview of the evolutionary journey of interactive films and television, focusing on the dynamic relationship between technological advancements and audience engagement. By analyzing selected case studies, the research examines the historical development of interactive entertainment from the early participatory films of the 20th century to modern digital formats. Key milestones include the introduction of Kinoautomat in 1967 and the rise of second-screen technologies in the 21st century. The integration of virtual reality (VR), augmented reality (AR), and artificial intelligence (AI) has significantly transformed storytelling, enabling more personalized and immersive viewer interactions. This overview supports two hypotheses: (1) The fading “fourth wall” in interactive TV enhances audience immersion by shifting viewers from passive watching to active engagement; and (2) The rise of second-screen devices diversifies content platforms and influences content preferences, correlating with a preference for interactive formats. The findings underscore the impact of these technological innovations on viewer participation and address the challenges and opportunities in the evolving landscape of interactive media, suggesting directions for future research on the psychological and societal implications of interactive storytelling.
Journal Article
Pay attention, please! Person brand building in organized online attention economies
2021
Individuals increasingly seek to establish person brands on digital platforms that create organized online attention economies, which bring together attention seekers and audiences. While prior research has taught us much about how individuals develop person brands, there is limited guidance on how they attract and retain engaged attention (that is, attention that includes interaction) on such platforms. Through an inductive analysis of qualitative data obtained from a digital platform on which more than 16,000 authors compete for the attention of more than 13 million audience members, we develop theory regarding the iterative process by which person brands attract engaged attention in such online attention economies. Our paper offers practical insights to those seeking to attract attention and increase audience engagement online, as well as guidance to marketers and platform managers interested in taking advantage of this phenomenon.
Journal Article
W17 Everything you wanted to know about building a £59 million simulation centre… but were too afraid to ask
2018
Who should attend?Simulation centre leads and managers, clinicians with responsibility for simulation centres, simulation technicians.LevelIntermediate and Advanced.BackgroundIn 2018, Coventry University opened a £59 million building with bespoke simulation areas. This project was initiated five years ago and some unforeseen issues and problems were encountered. This session is intended for anyone considering building or amending simulation areas or using emerging technologies and provides a comprehensive ‘how to’ that we wish we had known at the beginning of the process.Intended learning outcomesOutline common simulation centre audio–visual issues.Describe the principles of a simulation centre Return on Investment model.List common emerging simulation technologies and their advantages and disadvantages in the simulation centre.Structure of workshopThis is a interactive session, using audience participation to inform the structure. It is anticipated that the first part of the session is an overview of the issues we faced, but then participants will have a chance to come up with their own solutions to their individual centre problems and issues.Educational methods to be usedPowerPoint presentation with embedded recordingAudience participation via specialist softwareAudience participation via use of Virtual Reality and linked sites (own laptop or smart phone or tablet required).Abstract W17 Figure 1ReferenceBuzachero VV, Phillips J, Phillips P, Phillips ZL, eds. Measuring ROI in healthcare 2013. New York: McGrawHill Education.
Journal Article