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1.
论科学技术学的研究纲领   总被引:1,自引:0,他引:1  
科学技术学是以科学技术系统整体为对象、以认识科学技术的性质扣规律为目的,并采用人文社会科学的视角和方法,从哲学、基础科学、应用科学和应用技术四个层面对科学技术进行全面的人文社会科学维度研究的一个新学科群.这些研究构成了内容丰富、结构完整的学科体系.走向科学技术学,要尽量继承和发展自然辩证法、科学技术与社会研究、科学学和技术学等现有学科的成果,并尽快实现组织化和建制化.  相似文献   

2.
李和畅 《科教文汇》2012,(22):59-59,78
随着数字化信息技术的飞速发展,全媒体的媒介环境和传播形态发生了深刻变化,全媒体传播背景已经对动漫学科产生了深远的影响,而且这种影响必将逐步渗透到动画学科的各级层面。本文从全媒体的概念入手,运用归纳与演绎的方法,尝试找出全媒体背景下动画学科的时代特征,为动漫学科的发展提供新的理论参照。  相似文献   

3.
汪海波 《科教文汇》2012,(20):186-188
本文通过对数字媒体艺术设计专业核心竞争力的定义与内涵的描述和分析,综合此专业的学科特点和目前的办学实践,从管理学和结构主义教育理论的角度入手,提出数字媒体艺术设计专业核心竞争力的系统评价量化方法和培育原则,以及构建其专业核心竞争力体系的具体策略。  相似文献   

4.
阮海红 《现代情报》2010,30(10):33-35,43
从文化研究视角探索媒介素养教育的学科建设,拓展多学科平台研究,以积极推进媒介素养教育学科建设理论与实践。针对多元文化环境下媒介素养教育的不足与问题,从学科特性切入,以期实现媒介素养教育学科的宏观构建,提出信息素养教育学科发展的可实施对策。  相似文献   

5.
本文基于理论视角与研究范式(由资源视角到内容视角)的转变过程,简要梳理了媒体规制理论的思想流派与发展脉络,其中早期的资源视角与经济学范式以科斯定理为集中代表,数字化背景下的内容视角则以文化规制理论以及网络环境下围绕数字媒体规制所展开的诸多争论为主线,并分析了数字媒体规制的融合趋势;在数字媒体规制的动机研究方面,分析了规制俘获理论对数字媒体规制动机的质疑及其意义。最后,依据已有研究的成果与局限性,本文提出了未来数字媒体规制理论发展的可能方向。  相似文献   

6.
阮海红 《现代情报》2008,28(1):152-154
从图书馆的知识服务出发,来研究数字媒体的知识管理机制.给出了一个基于数字媒体学科知识集成的知识管理框架,该框架由三层面构成--数字媒体知识库、数字媒体知识环境及数字媒体知识资产.  相似文献   

7.
Research exploring the means by which new media technologies can shape development within marginalized communities worldwide has began to move away from discussion limited to technical and infrastructural, to consider the interactions, beliefs, and values of local communities. Yet most projects continue to focus on enabling communities to access external information, rather than on the possibility of using media to catalyze community reflection and thereby developmental activity from within. This article shows how this promise can be actualized by providing an overview of an experimental project that made available a set of video cameras to a carefully selected group of community members in a ritualized, largely nonliterate village in Andhra Pradesh, India. It concludes that policymakers, researchers, and practitioners would benefit from considering the possibilities that reflective media hold to generate collective action and consensus building, and that these possibilities can synergize with the need to develop scalable projects.  相似文献   

8.
This article argues that a mutual shaping lens enables a more encompassing account of the joint processes of technological and social change in new media than the diffusion of innovations and social shaping of technology perspectives. Drawing from recent work in sociology and history of technology, organization studies, social informatics, and computer-supported cooperative work, this article suggests that the shaping and diffusion of media artifacts are so intimately tied that they should be seen as the two sides of the same innovation coin. Using examples from the history of videotex newspapers in the United States, the analysis shows that actors simultaneously pursued interdependent technological and social transformations, that this was an ongoing process in which partial outcomes in the technological domain influenced social events at a later phase—and vice versa—and that such process was influenced by historical developments.  相似文献   

9.

Within media theory the worldwide shift from a 19th-century print culture via a 20th-century electronic culture to a 21st-century digital culture is well documented. In this essay the emergence of a digital culture as amplified and accelerated by the popularity of networked computers, multiple-user software, and Internet is investigated in terms of its principal components. A digital culture as an underdetermined praxis is conceptualized as consisting of participation, remediation, and bricolage. Using the literature on presumably “typical” Internet phenomena such as the worldwide proliferation of independent media centers (indymedia) linked with (radical) online journalism practices and the popularity of (individual and group) weblogging, the various meanings and implications of this particular understanding of digital culture are explored. In the context of this essay, digital culture can be seen as an emerging set of values, practices, and expectations regarding the way people (should) act and interact within the contemporary network society. This digital culture has emergent properties with roots in both online and offline phenomena, with links to trends and developments predating the World Wide Web, yet having an immediate impact and particularly changing the ways in which we use and give meaning to living in an increasingly interconnected, always on(line) environment.  相似文献   

10.
Within media theory the worldwide shift from a 19th-century print culture via a 20th-century electronic culture to a 21st-century digital culture is well documented. In this essay the emergence of a digital culture as amplified and accelerated by the popularity of networked computers, multiple-user software, and Internet is investigated in terms of its principal components. A digital culture as an underdetermined praxis is conceptualized as consisting of participation, remediation, and bricolage. Using the literature on presumably “typical” Internet phenomena such as the worldwide proliferation of independent media centers (indymedia) linked with (radical) online journalism practices and the popularity of (individual and group) weblogging, the various meanings and implications of this particular understanding of digital culture are explored. In the context of this essay, digital culture can be seen as an emerging set of values, practices, and expectations regarding the way people (should) act and interact within the contemporary network society. This digital culture has emergent properties with roots in both online and offline phenomena, with links to trends and developments predating the World Wide Web, yet having an immediate impact and particularly changing the ways in which we use and give meaning to living in an increasingly interconnected, always on(line) environment.  相似文献   

11.
邵旦 《科教文汇》2014,(12):215-216
随着科学技术的快速发展,博物馆数字视觉媒体逐渐成为保护和传承文化的重要手段。凭借数字电视、网络、互动媒体、虚拟空间、交互游戏等新信息传播媒体技术,特别是数字视觉媒体技术的发展,将博物馆的建设工作重心逐步转移到数字媒体技术上。科技与艺术完美结合的最终目的就是达到广泛传播,本文重点分析博物馆数字视觉媒体和文化传播等方面内容,阐述其重要意义。  相似文献   

12.
王颖 《科教文汇》2013,(28):92-93
随着科学技术的逐渐发展,数字媒体的应用领域正在逐渐扩大。数字媒体的视觉交互性研究的目的是功能与形式美感的结合。数字媒体已经不单单是以电脑为载体,目前数字媒体新的传播方式逐渐在发展。  相似文献   

13.
[目的/意义]为了帮助信息系统学者厘清媒介丰富度理论的发展脉络及其应用现状,填补国内在媒介丰富度理论相关文献综述上的缺失。[方法/过程]本文对国内外基于媒介丰富度理论的实证研究文献进行检索和梳理,归纳了当前MIS领域应用媒介丰富度理论的主要研究问题,并总结了研究取得的成果、存在的问题以及未来值得关注的研究方向。[结果/结论]研究发现:MIS领域应用媒介丰富度理论研究的文献主要集中在媒介丰富度对于表现绩效的影响、媒介丰富度对于用户信任感及诚信行为的影响、媒介丰富度理论在系统设计中的应用和媒介丰富度理论在信息/沟通技术使用研究中的应用4个方面;研究中存在"媒介丰富度理论对于社会因素、个人/技术因素的考量未完善"、"相关实证研究多使用媒介丰富度理论作为分类依据,往往忽略理论的核心观点"等问题;媒介丰富度对表现绩效影响的时序分析、多媒介嵌套的混合效应等是未来值得关注的研究问题。  相似文献   

14.
The evolution of science policy and innovation studies   总被引:1,自引:1,他引:0  
Ben R. Martin 《Research Policy》2012,41(7):1219-1239
This article examines the origins and evolution of the field of science policy and innovation studies (SPIS). Like other studies in this Special Issue, it seeks to systematically identify the key intellectual developments in the field over the last 50 years by analysing the publications that have been highly cited by other researchers. The analysis reveals how the emerging field of SPIS drew upon a growing range of disciplines in the late 1950s and 1960s, and how the relationship with these disciplines evolved over time. Around the mid-1980s, substantial parts of SPIS started to coalesce into a more coherent field centred on the adoption of an evolutionary (or neo-Schumpeterian) economics framework, an interactive model of the innovation process, and (a little later) the concept of ‘systems of innovation’ and the resource-based view of the firm. The article concludes with a discussion of whether SPIS is perhaps in the early stages of becoming a discipline.  相似文献   

15.
In the reconciliation of rational-choice and social-influence approaches to media choice offered here, the choice process is decomposed into two subprocesses. In the first subprocess—that of rational choice—decisional ambiguity frustrates complete optimization. Optimization is partial, yielding a set of effectively interchangeable media alternatives over which the user is indecisive. In the second subprocess—that of social influence—imitation, deference, and other cues act on the set of interchangeables, yielding a single ultimate choice. If in the social-influence subprocess there are benefits to coordinating with others, group choice crystallizes around a single media alternative. If these benefits are absent, individual choice remains idiosyncratic, with each decision maker making random choices within the set of interchangeables. In organizational life, media choice transpires sequentially, with each choice conditioning a succeeding one. In its dynamic form, the present model explicitly incorporates such sequential environments: The twofold choice process transpires iteratively within individual decision sites (in the multiple purchasing decisions of a committee, for example) and sequentially across decision sites (from committee to individual, for example). The model generates considerable empirical implications. As decisional ambiguity grows, the rational-choice component of the choice process shrinks, implying upper-bound conditions for the explanatory power of rational-choice statistical models.  相似文献   

16.
[目的/意义] 本研究对国内外政务社交媒体相关研究进行梳理,分析现有研究的特点及不足,以期为政务社交媒体研究提供参考和借鉴。[方法/过程] 通过文献调研,对2014-2019年的国内外政务社交媒体研究进行系统归纳,梳理现有研究的特点及不足,以期为政务社交媒体研究提供参考和借鉴。[结果/总结] 分析发现近年的政务社交媒体研究多为量化研究,分析方法包括内容分析法、统计分析法、社会网络分析法、机器学习方法,研究主题集中于政务社交媒体的运营管理、内容挖掘、应急管理、功能与作用。现有研究存在着数据来源较为单一、数据分析方法有待优化、缺乏系统规范的研究范式等方面的不足,并从政府和公众两个视角为政务社交媒体的未来研究提供思路。  相似文献   

17.
Interactivity has been identified as a core concept of new media, yet despite nearly three decades of study and analysis, we scarcely know what interactivity is, let alone what it does, and have scant insight into the conditions in which interactive processes are likely to be consequential for members of a social system. This article attempts to address this deficiency by critiquing three self-defeating tendencies and an erroneous assumption of interactivity research, then proposes four basic propositions around which systematic knowledge regarding interactivity in society may be built. In the spirit of bridging mass and interpersonal processes, a model of interactivity is proposed to initiate discussion about the concept as a cross-level and multivalent phenomenon—one with both positive and negative consequences—and to spur more socially relevant research. For interactivity to succeed as a concept, it must have some meaningful social and psychological relevance beyond its technical status as a property of media systems or message exchanges.  相似文献   

18.
马广军  宋珊 《情报杂志》2022,41(2):140-145
[研究目的]当今舆论场尤其是互联网舆论场中难以进行有效、冷静的对话和沟通,互联网媒介及群体传播是这种情况出现的重要原因。[研究方法]基于媒介环境学和媒介学的基本思路,并结合“中美贸易摩擦”等舆论案例分析,研究互联网媒介特性及其传播组织形态的群体化转向,以及由此带来合法化认同向抗拒性认同的变化及其影响。[研究结论]研究发现,互联网媒介特性构建了“无组织的组织力量”的群体传播,互联网群体之间的认同是以抗拒性认同为主,而与传统群体相比互联网群体中个体情绪、意见、观点等情感化因素成为了其主要认同机制,情感认同和情绪表达成为互联网舆论场域中的主要特点。  相似文献   

19.
A Korean version of broadcast-type mobile TV service called digital mobile/multimedia broadcasting (DMB) that started in 2005 is now considered a failure. Existing studies approach DMB's failure in commercial terms. This study discusses DMB in the sociocultural context of the new media environment into which it was inserted, where it struggled and eventually declined. With the rapid spread of smartphones and social media, the media environment was reshaped toward interactive and decentralized communication practices that were radically different than those of broadcasting-centric times. DMB with a centralized mass communication structure did not fit in well with this environment. This study shows that the success or failure of new media services may well depend on how they fit in within the larger media environment. More broadly, it shows that a contextual approach to analyzing new media technologies that employs the concept of fitness formation can be very useful.  相似文献   

20.
数字馆藏存储媒体之选择   总被引:1,自引:0,他引:1  
董光彩 《现代情报》2007,27(9):99-102
针时目前数字资源存储媒体选择中存在的问题.通过比较几种常见数字存储媒体的特性.阐述了数字馆藏存储媒体的选择策略。  相似文献   

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