Description of a book titled "Wikipedia and the Representation of Reality":
"This book presents a contemporary examination of what information is represented and discusses how that information is presented and who gets to participate (and serve as gatekeeper) in the world’s largest online repository for information, Wikipedia.
Bridging contemporary education research that addresses the ‘experiential epistemology’ of learning to use Wikipedia with an understanding of how the inception and design of the platform assists this, the book explores the complex disconnect between the encyclopedia’s formalized policy and the often unspoken norms that govern its knowledge-making processes. At times both laudatory and critical, this book illustrates Wikipedia’s struggle to combat systemic biases and lack of representation of marginalized topics as it becomes the standard bearer for equitable and accessible representation of reality in an age of digital disinformation and fake news.
Being an important and timely contribution to the field of media and communication studies, this book will appeal to academics and researchers interested in digital disinformation, information literacy, and representation on the Internet, as well as students studying these topics."
Wikipedia and the Representation of Reality
First paragraph of the Abstract of a paper titled "Comics and Conflict: War and Patriotically Themed Comics in American Cultural History From World War II Through the Iraq War"
"Illustration has been an integral part of human history. Particularly before the advent of media such as photography, film, television, and now the Internet, illustrations in all their variety have been the primary visual way to convey history. The comic book, which emerged in its modern form in the 1930s, was another form of visual entertainment that gave readers, especially children, a form of escape."
Description of a book titled "Hands On Media History":
"Hands on Media History explores the whole range of hands on media history techniques for the first time, offering both practical guides and general perspectives. It covers both analogue and digital media; film, television, video, gaming, photography and recorded sound.
Understanding media means understanding the technologies involved. The hands on history approach can open our minds to new perceptions of how media technologies work and how we work with them. Essays in this collection explore the difficult questions of reconstruction and historical memory, and the issues of equipment degradation and loss. Hands on Media History is concerned with both the professional and the amateur, the producers and the users, providing a new perspective on one of the modern era’s most urgent questions: what is the relationship between people and the technologies they use every day?
Engaging and enlightening, this collection is a key reference for students and scholars of media studies, digital humanities, and for those interested in models of museum and research practice."
Description of a book titled "Immersive Journalism as Storytelling":
"This book sets out cutting- edge new research and examines future prospects of 360- degree video, virtual reality (VR), and augmented reality (AR) in journalism, analyzing and discussing virtual world experiments from a range of perspectives.
Featuring contributions from a diverse range of scholars, Immersive Journalism as Storytelling highlights both the opportunities and the challenges presented by this form of storytelling. The book discusses how immersive journalism has the potential to reach new audiences, change the way stories are told, and provide more interactivity within the news industry. Aside from generating deeper emotional reactions and global perspectives, the book demonstrates how it can also diversify and upskill the news industry. Further contributions address the challenges, examining how immersive storytelling calls for reassessing issues of journalism ethics and truthfulness, transparency, privacy, manipulation, and surveillance, and questioning what it means to cover reality when a story is told in virtual reality. Chapters are grounded in empirical data such as content analyses and expert interviews, alongside insightful case studies that discuss Euronews, Nonny de la Peña’s Project Syria, and The New York Times’ VR application NYTVR.
This book is written for journalism teachers, educators, and students, as well as scholars, politicians, lawmakers, and citizens with an interest in emerging technologies for media practice."
Immersive Journalism as Storytelling