Трансформации журналистской деятельности в контексте культурных и коммуникативных практик
Since the advent of digitization, the conceptual confusion surrounding the semantic galaxy that comprises the media and journalism universes has increased. Journalism across several media platforms provides rapidly expanding content and audience engagement that assist in enhancing the journalistic experience. Exploring Transmedia Journalism in the Digital Age provides emerging research on multimedia journalism across various platforms and formats using digital technologies. While highlighting topics, such as immersive journalism, nonfictional narratives, and design practice, this book explores the theoretical and critical approaches to journalism through the lens of various technologies and media platforms. This book is an important resource for scholars, graduate and undergraduate students, and media professionals seeking current research on media expansion and participatory journalism.
The journalistic coverage of the 2014 Winter Olympic Games in Sochi, Russia, involved various media platforms and the flow of information between mass media and social media. This phenomenon is not new; therefore, the research question that motivates this article is to what extent transmedia strategies were effectively applied to the Russian official news coverage of the Sochi Olympic Games. The theoretical framework focuses on transmedia journalism, and the method is based on the analytical model regarding transmedia news coverage of planned events developed by Gambarato and Tárcia. The research findings demonstrate that, although transmedial features are incorporated in the Russian coverage, there is modest content expansion and limited engagement with the audience.
The article presents an analysis of the possibilities and limitations of the use of information and communication technologies, in particular the Internet of things as an effective tool for artistic and sociocultural practices in the context of transformations of cultural industries. It is revealed that such radical transformations lead to a change in the formats of cultural objects, their content and form. The prospects of technological development are analyzed and the framework of interdisciplinary research is set.
Considering two main trends in the field of culture - the fusion of art with science and the high demand for viewers’ participation in art-projects, we emphasize the role of technology in the development of media and focus on the prospects that can provide the Internet of things. In addition, analyzing the perspectives of contemporary technological tools as creative tools, we argue that the Internet of things and derivative technologies can have a strong influence on design, education and culture: today the society faces exponential innovative growth in all areas, but the most promising among them are those which provide the user with an active position, ability to provide feedback and an option to become co-author of the responsive, recipient-oriented projects that engage complex technical excellence in order to meet the expectations of a contemporary adaptive user, viewer or student.
This article focuses on media art (and specifically - virtual reality) as a powerful tool which allows transforming social agenda into personal meaning for a participating viewer. VR has recently become an intriguing medium which makes one feel present in the artistic “text”; to maximize the effect of immersion many VR projects give the viewer an opportunity to be not just a witness of a scene, but a participant, a one who takes action influencing the course of the narrative. Thus, we argue that VR should be analyzed as “machine” to gather new experiences and “melt” the boundaries of subjectivity including illusion of stability of both one’s body and Weltbild. In virtual reality a user is able to experience the new subjectivity, being-with-the-Other, or – to a certain extent – being the Other. When such “meetings” take place in a safe space of aesthetic experience a spectator can literally take part in these scenarios and experience the affects which would be unimaginable in everyday life, expand his own boundaries of subjectivity and go beyond the limits of an egocentric position.
The author employs a theoretic construct based on Goffman’s (1956) self-presentation approach and a selfconcept which is taken as a complex structure of self-schema and possible selves. Within the framework of this model (or “self-matrix”), self-presentation is observed under the conditions of virtual reality, in which the usual ties between various aspects of one’sself may be lost, producing uncharacteristic performance. The author claims that immersive interaction within the simulated environment of virtual reality may be experienced to such an extent that new properties of the self are obtained, bringing a change in real behavior. The resultant performance might contradict existing social circumstances and vice versa.