scholarly journals A Snapshot of Bystander Attitudes about Mobile Live-Streaming Video in Public Settings

Informatics ◽  
2020 ◽  
Vol 7 (2) ◽  
pp. 10
Author(s):  
Cori Faklaris ◽  
Francesco Cafaro ◽  
Asa Blevins ◽  
Matthew A. O’Haver ◽  
Neha Singhal

With the advent of mobile apps such as Periscope, Facebook Live, and now TikTok, live-streaming video has become a commonplace form of social computing. It has not been clear, however, to what extent the current ubiquity of smartphones is impacting this technology’s acceptance in everyday social situations, and how mobile contexts or affordances will affect and be affected by shifts in social norms and policy debates regarding privacy, surveillance, and intellectual property. This ethnographic-style research provides a snapshot of attitudes about the technology among a sample of US participants in two public contexts, both held outdoors in August 2016: A sports tailgating event and a meeting event. Interviews with n = 20 bystanders revealed that many are not fully aware of when their image or speech is being live-streamed in a casual context, and some want stronger notifications of and ability to consent to such broadcasting. We offer design recommendations to help bridge this socio-technical gap.

Think India ◽  
2019 ◽  
Vol 22 (3) ◽  
pp. 1036-1041
Author(s):  
Steffi Santhana Mary. S ◽  
Dr Anita Albert

Human behaviour is constructed by unconscious drives and impulses. To Freud, thoughts are supposed to be guided by desires and these desires are the fundamental basis of humankind, life, and psyche. Not being expressed directly, they take other shapes in order to be expressible in personal and social situations. They are repressed because they could not be fitted into social norms and laws. Freud believes that many of our actions are motivated by psychological forces unknown to others which he calls ‘the unconscious’. The objective of the present paper is to read Munro's Runaway in the mirror of Sigmund Freud to detect the psychological aspects of the characters.


2017 ◽  
Vol 77 ◽  
pp. 95-109 ◽  
Author(s):  
Katherine Payne ◽  
Mark J. Keith ◽  
Ryan M. Schuetzler ◽  
Justin Scott Giboney

2016 ◽  
Author(s):  
Aaron Perzanowski

The U.S. tattoo industry generates billions of dollars in annual revenue. Like the music, film, and publishing industries, it derives value from the creation of new, original works of authorship. But unlike rights holders in those more traditional creative industries, tattoo artists rarely assert formal legal rights in disputes over copying or ownership of the works they create. Instead, tattooing is governed by a set of nuanced, overlapping, and occasionally contradictory social norms enforced through informal sanctions. And in contrast to other creative communities that rely on social norms because of the unavailability of formal intellectual property protection, the tattoo industry opts for self-governance despite the comfortable fit of its creative output within the protections of the Copyright Act.This Article relies on qualitative interview data drawn from more than a dozen face-to-face conversations with professionals in the tattoo industry. Based on those interviews, it offers a descriptive account of the social norms that have effectively displaced formal law within the tattoo community, provides a set of complementary cultural and economic explanations for the development of those norms, and outlines the broader implications of this research for intellectual property law and policy.


2019 ◽  
Vol 5 (2) ◽  
pp. 85-102
Author(s):  
Bonnie Ruberg ◽  
Amanda L. L. Cullen

Abstract The practice of live streaming video games is becoming increasingly popular worldwide (Taylor 2018). Live streaming represents more than entertainment; it is expanding the practice of turning play into work. Though it is commonly misconstrued as “just playing video games,” live streaming requires a great deal of behind-the-scenes labor, especially for women, who often face additional challenges as professionals within video game culture (AnyKey 2015). In this article, we shed light on one important aspect of the gendered work of video game live streaming: emotional labor. To do so, we present observations and insights drawn from our analysis of instructional videos created by women live streamers and posted to YouTube. These videos focus on “tips and tricks” for how aspiring streamers can become successful on Twitch. Building from these videos, we articulate the various forms that emotional labor takes for video game live streamers and the gendered implications of this labor. Within these videos, we identify key recurring topics, such as how streamers work to cultivate feelings in viewers, perform feelings, manage their own feelings, and use feelings to build personal brands and communities for their streams. Drawing from existing work on video games and labor, we move this scholarly conversation in important new directions by highlighting the role of emotional labor as a key facet of video game live streaming and insisting on the importance of attending to how the intersection of play and work is tied to identity.


2002 ◽  
Vol 12 (5) ◽  
pp. 377-382 ◽  
Author(s):  
Alejandro Gandsas ◽  
Katherine McIntire ◽  
Guillermo Palli ◽  
Adrian Park

2019 ◽  
Vol 9 (3) ◽  
pp. 35-40
Author(s):  
Mitra Unik ◽  
Soni Soni ◽  
Randra Aguslan Pratama

Abstract One of the popular internet services in use today is video streaming, either live (live streaming) or pre-recorder. Streaming video is a type of streaming media where data from video files is continuously transmitted over the internet to remote users. This fundamental problem appears to be influenced by the biggest factor which is the limited infrastructure of network resources which causes poor video quality. The process of digital video communication is known to consume quite a large resource, because in general the bandwidth requirements for sending Video and Audio signals. To maintain the quality of the video being played, there are several instruments needed, one of which is a data connection that is required to have Quality of Service (QoS). The parameters used in the measurement of QoS are delay, jitter, packet loss, throughput. This study uses the PPDIO method as a workflow with a Network Lifecycle approach. In this research, there are many factors that influence the quality of video, namely network factors and hardware factors. The test results obtained are not absolute, so it is possible that there will be differences in subsequent testing. Encoding also affects the quality of the video. Bandwidth equalization according to priority when the traffic conditions of all packets are full. Based on a comparative analysis of QoS parameter calculations using HTB and Diffserv methods, a comparison of throughput, jitter and delay does not differ greatly between clients. Keywords: Video Streaming, Diffserv, HTB, QoS Abstrak Salah satu layanan dari internet yang populer digunakan saat ini adalah video streaming, baik secara langsung (live streaming) atau pre-recorder. Streaming video merupakan jenis streaming media dimana data dari file video secara terus menerus dikirimkan melalui jaringan internet ke pengguna jarak jauh. Permasalahan mendasar ini muncul dipengaruhi oleh faktor terbesar yaitu terbatasnya infrastruktur sumber daya jaringan yang menyebabkan kualitas video yang buruk. Proses  komunikasi  digital  video,  diketahui  menghabiskan  resource  yang  cukup  besar, dikarenakan Secara umum kebutuhan bandwidth untuk mengirimkan sinyal Video dan Audio. Guna menjaga kualitas dari video yang dimainkan, terdapat beberapa instrument yang dibutuhkan, salah satunya adalah koneksi data yang wajib memiliki Quality of Service (QoS). Adapun Parameter yang digunakan dalam pengukuran QoS adalah delay, jitter, packet loss, Throughput. Penelitian ini menggunakan metode PPDIO sebagai alur kerja dengan pendekatan Network Lifecycle. Pada penelitian ini didapat Banyak faktor yang mempengaruhi kualitas dari video yaitu faktor jaringan dan faktor dari Hardware. Hasil pengujian didapat tidaklah mutlak sehingga tidak menutup kemungkinan akan ada perbedaan pada pengujian selanjutnya. Encoding juga mempengaruhi kualitas dari video. pemerataan Bandwidth sesuai prioritasnya saat kondisi traffic seluruh paket penuh. Berdasarkan analisa perbandingan perhitungan parameter QoS menggunakan metode HTB dan Diffserv, didapatkan  perbandingan troughput, jitter dan delay yang tidak berbeda jauh antara klien. Kata kunci: Video streaming, Diffserv, HTB, QoS  


2018 ◽  
Vol 4 (01) ◽  
pp. 59-72
Author(s):  
Sumarjoko Sumarjoko ◽  
Eka Mahargiani ◽  
Amin Nasrulloh

Pernikahan merupakan hal yang sangat sakral. Diawali dengan akad “ijâb” dan“qabûl” yang konsekuensinya adalah terbentuknya perjanjian yang mengikat antara seorang laki-laki dan wanita. Perjanjian tersebut dipresentasikan sebagai “mitsaqan ghalidlan.” Akad ijâb dan qabûl merupakan bagian rukun dalam perkawinan.Teknis pelaksanaannya dilakukan secara serentak dan menyambung “muttaṣil”antara ijâb dan qabûl. Dalam kajian fikih, muttaṣil-nya ijâb dan qabûl terkait pada dua keterangan yaitu “maf’ûl fîh” atau ẓaraf zamân (waktu) dan ẓaraf makân(tempat). Kesatuan waktu dan tempat ini diungkapkan dengan bahasa “satu majelis”. Dalam pemikian fiqh klasik akad “ijâb” dan “qabûl” yang “muttaṣil” ini sudah terjadi ragam interpretasi. Mazhab Syafi'iyah, berpendapat, salah satu syarat penting dalam suatu akad pernikahan itu adanya kesegeraan terkait “ijâb” dan“qabûl”. Untuk itu, kesatuan antara tempat (al-makan) dan kurun waktu (azzamân) dimanifestasikan dalam ungkapan “ittiḣâd al-majlis” “satu majelis”.Berbeda dengan Mazhab Hanafiyah yang tidak mensyaratkan kesegeraan. Mazhab Hanafiyah menginterpretasikan tentang Ittiḣâd al-majlis itu bersatu majelis pada akad pernikahan terkait kesinambungan waktu (az-zamân) diantara ijâb dan qabûl bukan menyangkut kesatuan tempat. Dalam perkembangan sistem informasi danteknologi, yang saat ini diatas garis era revolusi industri 4.0 tidak menutup kemungkinan akad ijâb dan qabûl suatu pernikahan dengan menggunakan sarana teknologi berbasis internet. Baik melalui video streaming, video teleconference atau pun lainnya. Bahkan dengan dukungan jaringan 4G atau 5G akan terasa seperti bertatap muka secara langsung. Peralihan perbuatan (hukum) mempengaruhi interpretasi “satu majelis” dan menimbulkan makna baru. Tulisan ini akan mengupas lebih lanjut dari segi takhrij al-ahkam-nya.


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