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In the last decade, the terms "digital scholarship" and "digital humanities" have become commonplace in academia, spurring the creation of fellowships, research centres, and scholarly journals. What, however, does this "digital turn" mean for how you do scholarship as a medievalist? While many of us would never describe ourselves as "DH people," computer-based tools and resources are central to the work we do every day in offices, libraries, and classrooms. This volume highlights the exciting ways digital methods are expanding and re-defining how we understand, represent, and teach the Middle Ages, and provides a new model for how this work is catalogued and reused within the scholarly community. The work of its contributors offers valuable insights into how "the digital" continues to shape the questions medievalists ask and the ways they answer them, but also into how those questions and answers can lead to new tools, approaches, and points of reference within the field of digital humanities itself.
Civilization, Medieval --- Moyen Âge --- Middle Ages --- Computer network resources. --- Étude et enseignement --- Methodologie. --- Study and teaching --- Methodology. --- Digital Humanities. --- Medieval Studies. --- historiographical sources. --- public engagement. --- scholarship. --- Dark Ages --- History, Medieval --- Medieval history --- Medieval period --- World history, Medieval --- World history --- Medievalism --- Renaissance --- Medieval civilization --- Civilization --- Chivalry --- History --- Moyen âge --- Civilisation médiévale --- Étude et enseignement. --- Ressources Internet --- Ressources Internet. --- Moyen âge --- Civilisation médiévale --- Étude et enseignement.
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In the last decade, the terms 'digital scholarship' and 'digital humanities' have become commonplace in academia, spurring the creation of fellowships, research centres, and scholarly journals. What, however, does this 'digital turn' mean for how you do scholarship as a medievalist? While many of us would never describe ourselves as 'DH people,' computer-based tools and resources are central to the work we do every day in offices, libraries, and classrooms. This volume highlights the exciting ways digital methods are expanding and re-defining how we understand, represent, and teach the Middle Ages, and provides a new model for how this work is catalogued and reused within the scholarly community. The work of its contributors offers valuable insights into how 'the digital' continues to shape the questions medievalists ask and the ways they answer them, but also into how those questions and answers can lead to new tools, approaches, and points of reference within the field of digital humanities itself.
Civilization, Medieval --- Moyen Âge --- Middle Ages --- Computer network resources. --- Étude et enseignement --- Methodologie. --- Study and teaching --- Methodology. --- Medieval civilization --- Civilization --- Chivalry --- Renaissance --- Dark Ages --- History, Medieval --- Medieval history --- Medieval period --- World history, Medieval --- World history --- Medievalism --- History --- Digital Humanities. --- Medieval Studies. --- historiographical sources. --- public engagement. --- scholarship. --- Digital humanities. --- Medievalists. --- Historiography. --- Research --- Electronic information resources.
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Video marketing is a practice increasingly used in recent years, especially on social media, which allows to capture the attention of the audience in a foolproof way. Understanding the role that the length of a video has on the attitudes of that same audience as well as on their purchase intentions has therefore become a key challenge for any business. Through a literature review and an experiment with 105 participants, this study aims to highlight and compare the effect of a 15-second video from TikTok and a 2-minute video from Youtube on consumers' purchase intentions. In addition, the effect of the two videos is also studied on the parameters of perceived informativeness, emotional appeal, entertainment and advertising value. For this purpose, a model using the Theory of Reasoned Action as well as the Uses and Gratifications theory has been created. First of all, this study revealed that a longer video has more impact on informativeness, entertainment, emotional appeal and advertising value. Similarly, a 2-minute video also leads to a more favorable attitude towards it as well as a stronger purchase intention towards the promoted product or service. Finally, this research found that entertainment, emotional appeal, and advertising value were variables that had a positive impact on attitude towards video, but informativeness had no significant relationship with it in the context of this study. This thesis then concludes with a discussion of its theoretical and managerial implications, as well as the enumeration of its limitations in order to provide guidance for future research.
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History --- Middle Ages --- Civilization, Medieval --- Moyen âge --- Civilisation médiévale --- Study and teaching --- Methodology. --- Computer network resources. --- Étude et enseignement. --- Ressources Internet --- Ressources Internet.
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