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中国无线耳机行业最新发展动态及其新产品
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作者 邱永胜 《电声技术》 北大核心 2004年第3期16-17,共2页
关键词 中国 无线耳机行业 射频耳机 蓝牙芯片 发展动态
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中国耳机新产品发展现状解析
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作者 郭森 徐廷旺 赵璐 《缔客世界》 2019年第1期5-6,共2页
针对当前我国耳机行业发展现状以及涌现的新产品进行解析。对TWS、骨传导等无线运动耳机市场进行了多项全面地分析,包括未来物联网的智能语音入口及涉及的核心产业链厂商等。
关键词 耳机行业 发展现状 降噪耳机 TWS 骨传导
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Digital Game as a New Media, and Digital Game Playing Habits of Youngsters in Turkey
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作者 Deniz Yengin Cem S. Sutcu 《Journalism and Mass Communication》 2011年第2期88-97,共10页
Today, individuals can effectively use all kinds of communication tools with digital transformation. This transformation process is called "The Network Society" by Castells. According to Castells, people are living ... Today, individuals can effectively use all kinds of communication tools with digital transformation. This transformation process is called "The Network Society" by Castells. According to Castells, people are living with long cables or networks that connect each other. With the progressing and spreading technological advances, entertainment sector is booming since 1950s even more dramatically than the computer sector. Digital games sector, in this perspective, has been the intersection area of the entertainment sector and the computer sector. We can include to these three sectors a fourth one: Communication (or Media) sector. With the convergence of these four sectors, there is an enormous sea of possibilities, opportunities and problemles faced by humans. Our information society is turning into games. Today, the traditional understanding of play has been replaced by digital games. Digital games as an independent communication tool differ from traditional play in that they include a new communication medium into action. There is a different communication process in these digital games, which especially is an interest to younger generations. Digital games provide an interactive environment with individuals as they allow electiveness, mobility and non-linearity. In an era of economic angst and where real and virtual identities are being discussed, individuals of the information society are searching for something different other than mass communication. They seek after individual experiences. The main focus in this study will be to analyze the habits of play in digital games. The relationship between digital games and their users will also be examined. The quantitative study of digital games will be a useful source for future studies and will bridge the gap in this area. 展开更多
关键词 GAME new media digital game
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