scholarly journals (Sub)titles in cinematic virtual reality: a descriptive study

2021 ◽  
Author(s):  
Belén Agulló ◽  
◽  
Anna Matamala ◽  

Virtual reality has attracted the attention of industry and researchers. Its applications for entertainment and audiovisual content creation are endless. Filmmakers are experimenting with different techniques to create immersive stories. Also, subtitle creators and researchers are finding new ways to implement (sub)titles in this new medium. In this article, the state-of-the-art of cinematic virtual reality content is presented and the current challenges faced by filmmakers when dealing with this medium and the impact of immersive content on subtitling practices are discussed. Moreover, the different studies on subtitles in 360º videos carried out so far and the obtained results are reviewed. Finally, the results of a corpus analysis are presented in order to illustrate the current subtitle practices by The New York Times and the BBC. The results have shed some light on issues such as position, innovative graphic strategies or the different functions, challenging current subtitling standard practices in 2D content.

1995 ◽  
Vol 89 (1) ◽  
pp. 23-33 ◽  
Author(s):  
Robert D. Brown

Attempts to determine the impact of party control on state welfare policy have produced mixed and inconclusive results, in part due to our inability to account for variations in the state partisan environments. I used CBS/New York Times surveys combined over the period 1976–88 to offer a detailed examination of the state party systems, resulting in a description of the dominant social group partisan cleavage in each state. This information is then used to examine the impact of party control on state welfare benefits. The findings show that the coalitional bases of the parties vary in important ways, both within and across the states. These differences in the state party systems have an important influence on the relationship between party control and state welfare effort. Specifically, party control has a significantly greater impact in states where partisan divisions reflect class-based New Deal-type coalitions. When examined in the context of state partisan environments, party control has a much greater impact on state welfare effort than has been suggested by previous studies.


Politics ◽  
2021 ◽  
pp. 026339572110129
Author(s):  
Federico Mor ◽  
Erin J Nash ◽  
Fergus Green

We build on the work by Peled and Bonotti to illuminate the impact of linguistic relativity on democratic debate. Peled and Bonotti’s focus is on multilingual societies, and their worry is that ‘unconscious epistemic effects’ can undermine political reasoning between interlocutors who do not share the same native tongue. Our article makes two contributions. First, we argue that Peled and Bonotti’s concerns about linguistic relativity are just as relevant to monolingual discourse. We use machine learning to provide novel evidence of the linguistic discrepancies between two ideologically distant groups that speak the same language: readers of Breitbart and of The New York Times. We suggest that intralinguistic relativity can be at least as harmful to successful public deliberation and political negotiation as interlinguistic relativity. Second, we endorse the building of metalinguistic awareness to address problematic kinds of linguistic relativity and argue that the method of discourse analysis we use in this article is a good way to build that awareness.


Author(s):  
Yongzhi Wang

The application of virtual reality (VR) in higher education has drawn attention. Understanding the state of the art for VR technologies helps educators identify appropriate applications and develop a high-quality engaging teaching-learning process. This chapter provides a comprehensive survey of current hardware and software supports on VR. Secondly, important technical metrics in VR technology are considered with comparisons of different VR devices using identified metrics. Third, there is a focus on software tools and an explore of various development frameworks, which facilitate the implementation of VR applications. With this information as a foundation, there is a VR use in higher education. Finally, there is a discussion of VR applications that can be potentially used in education.


Author(s):  
Marco A. Gómez-Martín ◽  
Pedro P. Gómez-Martín ◽  
Pedro A. González-Calero

A key challenge to move forward the state of the art in games-based learning systems is to facilitate instructional content creation by the domain experts. Several decades of research on computer aided instruction have demonstrated that the expert has to be deeply involved in the content creation process, and that is why so much effort has been devoted to building authoring tools of all kinds. However, using videogame technology to support computer aided instruction poses some new challenges on expertfriendly authoring tools, related to technical and cost issues. In this chapter the authors present the state of the art in content creation for games-based learning systems, identifying the main challenges to make this technology cost-effective from the content creation point of view.


Author(s):  
Nicole B. Ellison

This chapter examines the state of the art in telework research. The author reviews the most central scholarly literature examining the phenomenon of telework (also called home-based work or telecommuting) and develops a framework for organizing this body of work. She organizes previous research on telework into six major thematic concerns relating to the definition, measurement, and scope of telework; management of teleworkers; travel-related impacts of telework; organizational culture and employee isolation; boundaries between “home” and “work” and the impact of telework on the individual and the family. Areas for future research are suggested.


2016 ◽  
Vol 8 (2) ◽  
pp. 60-68 ◽  
Author(s):  
Igor D.D. Curcio ◽  
Anna Dipace ◽  
Anita Norlund

Abstract The purpose of this article is to highlight the state of the art of virtual reality, augmented reality, mixed reality technologies and their applications in formal education. We also present a selected list of case studies that prove the utility of these technologies in the context of formal education. Furthermore, as byproduct, the mentioned case studies show also that, although the industry is able to develop very advanced virtual environment technologies, their pedagogical implications are strongly related to a well-designed theoretical framework.


2020 ◽  
Vol 42 (6) ◽  
pp. 747-775
Author(s):  
Ivanka Pjesivac ◽  
Marlit A. Hayslett ◽  
Matthew T. Binford

This study examined the framing of genetically modified organisms in two American newspapers, The New York Times and the Washington Post (2000-2016) and tested the impact of risk and opportunity framing on attitudes and behaviors regarding genetically modified organisms. The content analysis ( N = 165) showed that the two newspapers did not have a dominant frame type in their coverage. A randomized three-condition experiment ( N = 182) showed that the type of framing significantly affected individuals’ attitudes and was able to change them. The type of framing affected individuals’ behavioral intentions through postexposure attitudes but was not able to significantly affect actual behavior.


Antiquity ◽  
2015 ◽  
Vol 89 (348) ◽  
pp. 1485-1493 ◽  
Author(s):  
David J. Meltzer

Few human remains from the distant past have achieved the public visibility and notoriety of Kennewick Man (the Ancient One). Since his discovery in July 1996 in the state of Washington, he has appeared on one of America's best-known television news programmes,60 Minutes. He has been on the cover ofTimemagazine and in the pages ofPeople,NewsweekandThe New York Times.He has been the subject of popular press books (Downey 2000; Thomas 2000; Chatters 2001), and for many years running there were almost annual updates on his whereabouts and status inScience(some 30 in the decade following his discovery). That is saying nothing of the scholarly notice and debate he has drawn (e.g. Swedlund & Anderson 1999; Owsley & Jantz 2001; Steele & Powell 2002; Watkins 2004; Burkeet al. 2008), including a recently issued tome marking the culmination of almost a decade of study (Owsley & Jantz 2014a).


Author(s):  
Donald G. Godfrey

This chapter focuses on the Jenkins Television Corporation, founded by C. Francis Jenkins on November 16, 1928, under the laws of the State of Delaware. Jenkins Television combined Jenkins' television and Lee De Forest's radio patents, their technology, and their salable names. It was designed for manufacturing and selling equipment created by the Jenkins Laboratories, and was financed to meet the demands for receivers. This chapter begins with a discussion of Jenkins' relocation of W3XK to Wheaton, Maryland, along with some of the station's program innovations. It also considers Jenkins Television's creation of two television stations, W2XCR in Jersey City and WGBS in New York City; demonstrations of a “flying laboratory” for home transmission of radio movies; and lawsuits that hounded Jenkins and Jenkins Television. Finally, it examines the impact of the stock market collapse in 1929 on Jenkins' companies and the eventual downfall of the Jenkins Television Corporation before reflecting on Jenkins' death in 1934.


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