Audiovisual design and the change in content consumption habits: a reinterpretation 2012 – 2022
Autor(a) principal: | |
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Data de Publicação: | 2022 |
Tipo de documento: | Artigo |
Idioma: | por |
Título da fonte: | DATJournal |
Texto Completo: | https://datjournal.anhembi.br/dat/article/view/549 |
Resumo: | In recent years, audiovisual production and consumption have undergone quite significant changes. New platforms, new technologies, new habits are contributing to greater interaction and, currently, an intensification of niche content audience formation is observed. Based on a case developed in an experimental way, the webseries #E_VC? and another case produced by the Gloob channel (Globo Studios) we seek to exemplify how some strategies previously adopted in productions made for broadcasting on the internet were also adopted in television productions. This “hybridization” has been quite recurrent and shows a certain market trend in the adoption of these languages and technologies, promoting virtual and face-to-face interactions to their audiences. Topics such as transmedia, virtual environments, forms of interaction and audiovisual consumer experience have been increasingly discussed in this light. TV channels and media conglomerates have turned their attention to on-demand audiovisual consumption environments, as well as other platforms and websites that provide new information (not only those that are placed in the script and history of audiovisual content) but also experiences in these complementary environments, that is, the production of audiovisual content and design concepts are being worked on together, focusing on their audiences and how this relationship can be approached from the personal interests of this audience. Algorithms, manipulation of information increasingly faster from large databases are of great value to understand communication contexts and changes in this market. |
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Audiovisual design and the change in content consumption habits: a reinterpretation 2012 – 2022El diseño audiovisual y el cambio de hábitos de consumo de contenidos: una reinterpretación 2012 - 2022O design audiovisual e a mudança dos hábitos de consumo de conteúdos: uma releitura 2012 - 2022AudiovisualDesignInteraçãoTecnologias imersivasAudio-visualDesignInteractionImmersive technologiesAudiovisualDiseñoInteracciónTecnologías inmersivasIn recent years, audiovisual production and consumption have undergone quite significant changes. New platforms, new technologies, new habits are contributing to greater interaction and, currently, an intensification of niche content audience formation is observed. Based on a case developed in an experimental way, the webseries #E_VC? and another case produced by the Gloob channel (Globo Studios) we seek to exemplify how some strategies previously adopted in productions made for broadcasting on the internet were also adopted in television productions. This “hybridization” has been quite recurrent and shows a certain market trend in the adoption of these languages and technologies, promoting virtual and face-to-face interactions to their audiences. Topics such as transmedia, virtual environments, forms of interaction and audiovisual consumer experience have been increasingly discussed in this light. TV channels and media conglomerates have turned their attention to on-demand audiovisual consumption environments, as well as other platforms and websites that provide new information (not only those that are placed in the script and history of audiovisual content) but also experiences in these complementary environments, that is, the production of audiovisual content and design concepts are being worked on together, focusing on their audiences and how this relationship can be approached from the personal interests of this audience. Algorithms, manipulation of information increasingly faster from large databases are of great value to understand communication contexts and changes in this market.En los últimos años, la producción y el consumo audiovisual han experimentado cambios bastante significativos. Nuevas plataformas, nuevas tecnologías, nuevos hábitos están contribuyendo a una mayor interacción y, actualmente, se observa una intensificación en la formación de audiencias de contenidos de nicho. A partir de un caso desarrollado de forma experimental, la webserie #E_VC? y otro caso producido por el canal Gloob (Globo Studios) buscamos ejemplificar cómo algunas estrategias adoptadas anteriormente en producciones realizadas para su difusión en internet también fueron adoptadas en producciones televisivas. Esta “hibridación” ha sido bastante recurrente y muestra cierta tendencia de mercado en la adopción de estos lenguajes y tecnologías, fomentando interacciones virtuales y presenciales a sus audiencias. Temas como transmedia, entornos virtuales, formas de interacción y experiencia de consumo audiovisual se han discutido cada vez más bajo esta luz. Las cadenas de televisión y los conglomerados de medios han puesto su atención en los entornos de consumo audiovisual bajo demanda, así como en otras plataformas y webs que aportan nueva información (no sólo la que se sitúa en el guión y la historia de los contenidos audiovisuales) sino también experiencias en estos espacios complementarios. entornos, es decir, se trabaja en conjunto la producción de contenidos audiovisuales y los conceptos de diseño, centrándose en sus públicos y cómo se puede abordar esta relación desde los intereses personales de este público. Los algoritmos, la manipulación de información cada vez más rápida a partir de grandes bases de datos son de gran valor para comprender los contextos de comunicación y los cambios en este mercado.Nos últimos anos, a produção e o consumo audiovisual estão passando por mudanças bastante significativas. Novas plataformas, novas tecnologias, novos hábitos de consumo audiovisual estão contribuindo para uma maior interação e, atualmente, observa-se uma intensificação pela formação de público de conteúdos de nicho. A partir de um case desenvolvido de forma experimental pela 8KA Produções Audiovisuais, a websérie #E_VC?, e de outro case produzido pelo canal Gloob, da Globo Studios, busca-se exemplificar como algumas estratégias antes adotadas em produções realizadas para veiculação na internet foram sendo adotadas também em produções televisivas e vice versa. Essa “hibridização” tem sido bastante recorrente e mostra uma certa tendência de mercado na adoção destas linguagens e tecnologias, promovendo interações virtuais e presenciais às suas audiências. Temas como transmídia, ambientes virtuais, formas de interação e experiência do consumidor de audiovisual tem sido cada vez mais discutidas sob estes prismas. Os canais de TV e conglomerados de mídia tem voltado suas atenções para os ambientes de consumo audiovisual sob demanda, assim como outras plataformas e sites que proporcionem novas informações (não somente àquelas que são colocadas no roteiro e história do conteúdo audiovisual) mas também experiências nestes ambientes de complementação, ou seja, a produção de conteúdos audiovisuais e conceitos de design estão sendo trabalhados em conjunto, focando em seus públicos e como esse relacionamento pode ser aproximado a partir dos interesses pessoais desta audiência. Algoritmos, manipulação de informações cada vez mais rápidas a partir de grandes bases de dados são de grande valia para entender os contextos comunicacionais e as mudanças neste mercado.Universidade Anhambi Murumbi2022-03-23info:eu-repo/semantics/articleinfo:eu-repo/semantics/publishedVersionapplication/pdfhttps://datjournal.anhembi.br/dat/article/view/54910.29147/datjournal.v7i1.549DAT Journal; Vol. 7 No. 1 (2022): Art, Design and Technology + UFAM Dossier; 77-88DAT Journal; Vol. 7 Núm. 1 (2022): Arte, Diseño y Tecnología + Dossier UFAM; 77-88DAT Journal; v. 7 n. 1 (2022): Arte, Design e Tecnologia + Dossiê UFAM; 77-882526-178910.29147/datjournal.v7i1reponame:DATJournalinstname:Universidade Anhembi Morumbi (ANHEMBI)instacron:ANHEMBIporhttps://datjournal.anhembi.br/dat/article/view/549/381Copyright (c) 2022 DAT Journalhttps://creativecommons.org/licenses/by/4.0info:eu-repo/semantics/openAccessBarbosa, Fernando2022-03-29T12:15:34Zoai:ojs.datjournal.anhembi.br:article/549Revistahttps://datjournal.anhembi.br/datPUBhttps://datjournal.anhembi.br/dat/oai||ppgdesign@anhembi.br2526-17892526-1789opendoar:2022-03-29T12:15:34DATJournal - Universidade Anhembi Morumbi (ANHEMBI)false |
dc.title.none.fl_str_mv |
Audiovisual design and the change in content consumption habits: a reinterpretation 2012 – 2022 El diseño audiovisual y el cambio de hábitos de consumo de contenidos: una reinterpretación 2012 - 2022 O design audiovisual e a mudança dos hábitos de consumo de conteúdos: uma releitura 2012 - 2022 |
title |
Audiovisual design and the change in content consumption habits: a reinterpretation 2012 – 2022 |
spellingShingle |
Audiovisual design and the change in content consumption habits: a reinterpretation 2012 – 2022 Barbosa, Fernando Audiovisual Design Interação Tecnologias imersivas Audio-visual Design Interaction Immersive technologies Audiovisual Diseño Interacción Tecnologías inmersivas |
title_short |
Audiovisual design and the change in content consumption habits: a reinterpretation 2012 – 2022 |
title_full |
Audiovisual design and the change in content consumption habits: a reinterpretation 2012 – 2022 |
title_fullStr |
Audiovisual design and the change in content consumption habits: a reinterpretation 2012 – 2022 |
title_full_unstemmed |
Audiovisual design and the change in content consumption habits: a reinterpretation 2012 – 2022 |
title_sort |
Audiovisual design and the change in content consumption habits: a reinterpretation 2012 – 2022 |
author |
Barbosa, Fernando |
author_facet |
Barbosa, Fernando |
author_role |
author |
dc.contributor.author.fl_str_mv |
Barbosa, Fernando |
dc.subject.por.fl_str_mv |
Audiovisual Design Interação Tecnologias imersivas Audio-visual Design Interaction Immersive technologies Audiovisual Diseño Interacción Tecnologías inmersivas |
topic |
Audiovisual Design Interação Tecnologias imersivas Audio-visual Design Interaction Immersive technologies Audiovisual Diseño Interacción Tecnologías inmersivas |
description |
In recent years, audiovisual production and consumption have undergone quite significant changes. New platforms, new technologies, new habits are contributing to greater interaction and, currently, an intensification of niche content audience formation is observed. Based on a case developed in an experimental way, the webseries #E_VC? and another case produced by the Gloob channel (Globo Studios) we seek to exemplify how some strategies previously adopted in productions made for broadcasting on the internet were also adopted in television productions. This “hybridization” has been quite recurrent and shows a certain market trend in the adoption of these languages and technologies, promoting virtual and face-to-face interactions to their audiences. Topics such as transmedia, virtual environments, forms of interaction and audiovisual consumer experience have been increasingly discussed in this light. TV channels and media conglomerates have turned their attention to on-demand audiovisual consumption environments, as well as other platforms and websites that provide new information (not only those that are placed in the script and history of audiovisual content) but also experiences in these complementary environments, that is, the production of audiovisual content and design concepts are being worked on together, focusing on their audiences and how this relationship can be approached from the personal interests of this audience. Algorithms, manipulation of information increasingly faster from large databases are of great value to understand communication contexts and changes in this market. |
publishDate |
2022 |
dc.date.none.fl_str_mv |
2022-03-23 |
dc.type.driver.fl_str_mv |
info:eu-repo/semantics/article info:eu-repo/semantics/publishedVersion |
format |
article |
status_str |
publishedVersion |
dc.identifier.uri.fl_str_mv |
https://datjournal.anhembi.br/dat/article/view/549 10.29147/datjournal.v7i1.549 |
url |
https://datjournal.anhembi.br/dat/article/view/549 |
identifier_str_mv |
10.29147/datjournal.v7i1.549 |
dc.language.iso.fl_str_mv |
por |
language |
por |
dc.relation.none.fl_str_mv |
https://datjournal.anhembi.br/dat/article/view/549/381 |
dc.rights.driver.fl_str_mv |
Copyright (c) 2022 DAT Journal https://creativecommons.org/licenses/by/4.0 info:eu-repo/semantics/openAccess |
rights_invalid_str_mv |
Copyright (c) 2022 DAT Journal https://creativecommons.org/licenses/by/4.0 |
eu_rights_str_mv |
openAccess |
dc.format.none.fl_str_mv |
application/pdf |
dc.publisher.none.fl_str_mv |
Universidade Anhambi Murumbi |
publisher.none.fl_str_mv |
Universidade Anhambi Murumbi |
dc.source.none.fl_str_mv |
DAT Journal; Vol. 7 No. 1 (2022): Art, Design and Technology + UFAM Dossier; 77-88 DAT Journal; Vol. 7 Núm. 1 (2022): Arte, Diseño y Tecnología + Dossier UFAM; 77-88 DAT Journal; v. 7 n. 1 (2022): Arte, Design e Tecnologia + Dossiê UFAM; 77-88 2526-1789 10.29147/datjournal.v7i1 reponame:DATJournal instname:Universidade Anhembi Morumbi (ANHEMBI) instacron:ANHEMBI |
instname_str |
Universidade Anhembi Morumbi (ANHEMBI) |
instacron_str |
ANHEMBI |
institution |
ANHEMBI |
reponame_str |
DATJournal |
collection |
DATJournal |
repository.name.fl_str_mv |
DATJournal - Universidade Anhembi Morumbi (ANHEMBI) |
repository.mail.fl_str_mv |
||ppgdesign@anhembi.br |
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1797239921865392128 |