Introducción: El empleo de la tecnología de la RV y el vídeo en 360º dentro del ámbito periodístico ha abierto nuevos objetos de estudio y líneas de análisis. Es el caso de la investigación que aquí se propone, la cual aborda distintas cuestiones relacionadas con la elaboración de las piezas que podrían enmarcarse dentro del denominado periodismo inmersivo y cómo éstas se reformulan con respecto a las elaboradas bajo el periodismo tradicional. Metodología: Concretamente se analizan 2.178 piezas realizadas por medios de comunicación nacionales e internacionales, entre el 2012 y 2017. Resultados y conclusiones: Dicho análisis ha permitido avanzar una novedosa propuesta de "géneros periodísticos inmersivos" no abordada hasta el momento, que en este caso ha sido realizada a partir del análisis de los elementos narrativos y de la función que cumplen éstos dentro de una pieza informativa inmersiva. [EN] Introduction: The use of virtual reality and 360-degree video technologies in the field of journalism has led to the emergence of new lines of research, like the one addressed in this article. Objectives: This study focuses on the exploration of the different issues related to the production of pieces of the so-called immersive journalism and examines how the narrative elements of traditional journalism are reformulated in these immersive pieces. Methods: The study is based on the analysis of 2,178 pieces of immersive journalism produced by Spanish and international media companies, between 2012 and 2017. Results and conclusions: This analysis has allowed us to develop an innovative proposal for the classification of immersive journalism genres, which has not been done before. This typology is based on the analysis of the reformulation of the narrative elements of news storytelling within immersive journalism.
Developments in Virtual Reality (VR) technology are currently arousing great scientific interest because in just a few years, VR has found its niche not only in the specialised public, but also in society in general and in different contexts, thanks to its many uses in different contexts and the decreasing price of VR viewing devices. To many, this technology may appear to be a novelty of the 21st century, but its origins go back several decades. Taking into account these aspects, this article aims to analyse the past and present of VR from two perspectives: one focused on its technological development and one on its conceptual evolution. This historical overview, in turn, will allow us to address the future applications of VR in different disciplines. The study provides the reader with an indepth analysis of VR that will contribute to the understanding of this technology and its uses.
<p>Internet ha revolucionado el consumo mediático y a raíz de las potencialidades que ofrece dicho soporte nuevas narrativas interactivas han visto la luz. Es el caso de las denominadas narrativas crossmedia y transmedia. Partiendo de este contexto, se plantea el estudio de caso del proyecto “Las Sinsombrero”. El objetivo planteado es analizar bajo una perspectiva metodológica cualitativa su estructura narrativa multiplataforma y poder con ello determinar la función innovadora que cumplen cada una de las plataformas a través de las cuales se expande la historia . La citada investigación constata la convivencia, dentro del mismo proyecto, de dos tipos de narrativas multiplataforma: crossmedia y transmedia. En este caso es la variable de interacción-participación-contribución de los usuarios la principal diferencia y lo que permite establecer las innovaciones narrativas más significativas entre ambos tipos de narraciones multiplataforma.</p>
Los medios de comunicación están viviendo profundas innovaciones gracias al desarrollo tecnológico y a la inmediatez de Internet, que están modificando las formas de crear, distribuir y consumir la información. Los formatos periodísticos tradicionales conviven en el escenario digital con una serie de nuevos formatos (newsgames, docugames y webdocs) que suponen una nueva forma de narrar y que dan lugar a un tipo de consumidor más participativo (narrativas transmedia). Este trabajo explora las potencialidades que ofrecen los docugames a través del estudio de caso de dos ejemplos actuales y significativos (MonteLab y Réfugiés), a fin de establecer qué innovaciones introducen en cuanto a interactividad y modos de presentar la información periodística.
Different forms of communication have emerged throughout history and most of them have been linked to technological innovations. This fact has allowed the development, since the 1950s, of a powerful theoretical tradition specialized in the analysis of communication processes, which has resulted in the formulation of different communication theories. Recently, the emergence of Virtual Reality and 360-degree video has opened new analytical perspectives in relation to communication mediated by these technologies. Precisely, this article analyzes the narrative elements that are modified by the intervention of Virtual Reality and the peculiarities caused by the introduction of this technology in the communication process within a specific context such as journalism. This area of study has been selected because Virtual Reality and 360-degree video technologies are increasingly being used in the creation of journalistic content, which has resulted in the emergence of the so-called ‘immersive journalism’. Based on this analysis, the article proposes a new model for ‘immersive communication’ and a model for ‘the structure of immersive journalism’, which is totally novel in the journalistic context.
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