Topic: Media (Page 2)

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🔗 Whataboutism

🔗 United States 🔗 International relations 🔗 Soviet Union 🔗 Russia 🔗 Politics 🔗 Media 🔗 Journalism

Whataboutism, also known as whataboutery, is a variant of the tu quoque logical fallacy that attempts to discredit an opponent's position by charging them with hypocrisy without directly refuting or disproving their argument. It is particularly associated with Soviet and Russian propaganda. When criticisms were leveled at the Soviet Union during the Cold War, the Soviet response would often be "What about..." followed by an event in the Western world. As Garry Kasparov noted, it is a word that was coined to describe the frequent use of a rhetorical diversion by Soviet apologists and dictators, who would counter charges of their oppression, "massacres, gulags, and forced deportations" by invoking American slavery, racism, lynchings, etc. It has been adopted by other politicians and countries.

🔗 The Covox Speech Thing

🔗 Media

The Covox Speech Thing is an external audio device attached to the computer to output digital sound. It was composed of a primitive 8-bit DAC using a resistor ladder and an analogue signal output, and plugged into the printer port of the PC.

The Speech Thing was introduced on December 18, 1987 by Covox, Inc of Eugene, Oregon, for about US$70 (US$79.95 as of 1989), but as its parts were much cheaper than the complete plug, and as its design was fairly simple, people soon started to build their own variants. The plug was used long into the 1990s, as sound cards were still very expensive at that time. The plug was also quite popular in the demoscene.

An inherent problem of the design is that it requires very precise resistors. If normal parts are used, the values get shuffled, especially for quiet sounds, resulting in distortion. Nevertheless, the sound quality of the Covox plug is far superior compared to the PC speaker; even today, a self-built Covox plug is still an inexpensive way to give old computers sound capabilities.

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🔗 Overchoice

🔗 Business 🔗 Psychology 🔗 Marketing & Advertising 🔗 Sociology 🔗 Media 🔗 Retailing 🔗 Home Living

Overchoice or choice overload is the paradoxical phenomenon that choosing between a large variety of options can be detrimental to decision making processes. The term was first introduced by Alvin Toffler in his 1970 book, Future Shock.

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🔗 Parasocial Interaction

🔗 Psychology 🔗 Sociology 🔗 Media

Parasocial interaction (PSI) refers to a kind of psychological relationship experienced by an audience in their mediated encounters with performers in the mass media, particularly on television and on online platforms. Viewers or listeners come to consider media personalities as friends, despite having no or limited interactions with them. PSI is described as an illusionary experience, such that media audiences interact with personas (e.g., talk show hosts, celebrities, fictional characters, social media influencers) as if they are engaged in a reciprocal relationship with them. The term was coined by Donald Horton and Richard Wohl in 1956.

A parasocial interaction, an exposure that garners interest in a persona, becomes a parasocial relationship after repeated exposure to the media persona causes the media user to develop illusions of intimacy, friendship, and identification. Positive information learned about the media persona results in increased attraction, and the relationship progresses. Parasocial relationships are enhanced due to trust and self-disclosure provided by the media persona. Media users are loyal and feel directly connected to the persona, much as they are connected to their close friends, by observing and interpreting their appearance, gestures, voice, conversation, and conduct. Media personas have a significant amount of influence over media users, positive or negative, informing the way that they perceive certain topics or even their purchasing habits. Studies involving longitudinal effects of parasocial interactions on children are still relatively new, according to developmental psychologist Sandra L. Calvert.

Social media introduces additional opportunities for parasocial relationships to intensify because it provides more opportunities for intimate, reciprocal, and frequent interactions between the user and persona. These virtual interactions may involve commenting, following, liking, or direct messaging. The consistency in which the persona appears could also lead to a more intimate perception in the eyes of the user.

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