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Design and Deployment Considerations for Ethically Advanced Technologies for Human Flourishing in the Workplace
Advanced technologies are increasingly integrated in to modern workplaces in situations to automate mundane tasks, improve safety, increase speed and efficiency in work production. Artificial Intelligence (AI) is playing an increasingly central role in advanced technology design. In parallel, there may be growing concern from workers that AI in workplace technologies will take away jobs and autonomy from humans. This paper proposes how to include key ethical factors in technology design processes and discusses future implications for AI in the workplace. Key ethical factors considered are privacy, security, integrity and equity. We reflect on employee experience factors of belonging, purpose, achievement, happiness and vigour that can underpin discretionary efforts of workers and discuss how these factors relate to low desire behaviours. We review application areas and propose a layered model approach and design and deployment considerations needed for cultivation of ethically advanced technology (ETHAD), that give potential for human flourishing
Smart Health: Sensors, Big Data, and Cloud Computing in the Health Sector in the U.A.E
The role of healthcare is critical in all communities, and the development of efficient healthcare systems is a top priority for governments and health organizations on a world-wide basis. With the technological advances of the past decades transforming almost every aspect of our lives, it is unsurprising that healthcare has become the subject of rapid, technologically-driven transformations under the concept of smart health. This is an umbrella term covering a range of underlying concepts and technologies, such as wearable devices and sensors and the use of big data and cloud computing in the broader context of health services and infrastructures [1]. The purpose of this study is to explore how these three main components of the smart health model, are integrated into, and affecting the smart health systems in the U.A.E
Excitement lies elsewhere: Teenage film-makers and popular culture
When teenagers are given access to digital media equipment, their teachers and film club leaders may
hope that they will take the opportunity to make films of personal significance. Instead, young people
often choose to engage in a parodic dialogue with popular culture, in a process which feels more
familiar and/or comfortable to them, providing as it does a creative space unburdened by expectations
of sincere expression. From a survey of numerous short films made in Scotland, it is evident that
the use of pastiche and parody facilitates both progressive and reactionary perspectives, often within the
same film. Exploring a series of detailed case studies of films made by young people in Scotland in the
early 2000s, this article argues that parody can provide for young people an aesthetic distance from
personal expression, which, ironically, is unexpectedly revealing of generalised teenage sociocultural
attitudes
Illustration Research Methods
For years illustration has lacked a strong critical history in which to frame it, with academics and media alike assessing it as part of design rather than a discipline in its own right. Illustration Research Methods addresses this void and adds to a fast-emerging discipline, establishing a lexicon that is specific to discussing contemporary illustration practice and research.
The chapters are broken down into the various roles that exist within the industry and which illustration research can draw from, such as 'Reporting' and 'Education'. In doing so, users are able to explore a diverse range of disciplines that are rich in critical theory and can map these existing research methodologies to their own study and practice.
Supported by a wealth of case studies from international educators, student projects sit alongside those of world-renowned illustrators. Thus allowing users the opportunity to put what they have learnt into context and offering insight into the thinking and techniques behind some of illustrations' greats
Virtual and Augmented Reality: Enhancing the Learning Experience in Higher Education in the UAE. Current Standing & Research Directions
Virtual and Augmented Reality: Enhancing the learning experience in higher education in the U.A.E. Current standing & research direction
Illustration research
Defining illustration practice, principles and methods. A framework for researching as an illustrator
Inhabiting the Instrument
This study presents an ecosystemic approach to music interaction, through the practice-based development of a mixed reality installation artwork. It fuses a generative, immersive audio composition with augmented reality visualisation, within an architectural space as part of a blended experience. Participants are encouraged to explore and interact with this combination of elements through physical engagement, to then develop an understanding of how the blending of real and virtual space occurs as the installation unfolds. The sonic layer forms a link between the two, as a three-dimensional sound composition. Connections in the system allow for multiple streams of data to run between the layers, which are used for the real-time modulation of parameters. These feedback mechanisms form a complete loop between the participant in real space, soundscape, and mixed reality visualisation, providing a participant mediated experience that exists somewhere between creator and observer
Designing Interfaces for Creative Learning Environments using the Transreality Storyboarding Framework
Modern creatives, producing different media within multiple mediums, could benefit from transmedia-based methodologies that ensure core standards in effective interface design and storyboarding adopted in the production of creative works. This is relevant for students learning creative disciplines and professionals prototyping briefs within the creative industries. Students and professionals must learn to creatively fulfil a brief, express a story or narrative in a transmedia experience space that employs three components that work with different realities, senses and interactions. An approach addressing these components is formalised by the authors into the Transreality Storyboarding Framework (TSF). The first component maps eight realities that students must learn to tell stories across, the Eight Realities Design Methodology (ERDM). The second component, (PAIRS), focuses on the design of user interfaces and experiences (UI/UX) connecting people into creative works, exploring the inclusion of Passive, Active, Interactive, Responsive and Shared interactions. The third component is Contextology, a methodology for exploring how different kinds of senses engage with the narrative within those creative realities. Case studies in Architecture, Art & Design, Engineering, Training as well as Fashion are reviewed showing how workflows used aspects of these approaches for effective storytelling and engaging creative and educational experiences
Accumulate
The Accumulate charity works in collaboration with Ravensbourne University London to deliver creative workshops to people affected by homelessness and living in hostels and temporary accomodation, Accumulate uses creativity as a tool of empowerment to build skills, resilience and wellbeing for its participants and helps them to fulfil their social, cultural and personal
potential. Through creative engagement and exploration Accumulate enables its participants to increase their wellbeing and, in the longer term, facilitates them onto their journey into education, employment and training