ResearchSPace - Bath Spa University

    The moon's trick (2016-2018) [REF2021 collection]

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    The Moon's Trick is an exhibition of two new commissions (a sound installation, Prayers 1-39, and performance, Looking Down From The Sky), and a series of 6 embroidery works that explore the dialogue between embroidery, sound and musical performance. Drawing on an archive of post war Korean photographs, Young In Hong looks at the unexplored time and space of history by translating it in multiple ways. This Collection comprises a multi-component output with contextualising information, providing evidence of the sound installation, performance, and exhibition of embroidery works. Contextualising information includes a 300 word statement, research timeline, and research questions, as well as documentation of research processes

    Detecting memory performance validity with DETECTS: a computerized performance validity test

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    Evaluating performance validity is essential in neuropsychological and forensic assessments. Nonetheless, most psychological assessment tests are unable to detect performance validity and other methods must be used for this purpose. A new Performance Validity Test (DETECTS – Memory Performance Validity Test) was developed with several characteristics which enhance test utility. Moreover, precise response time measurement was added to DETECTS. Two groups of participants (normative and simulator group) completed DETECTS and three memory tests from the Wechsler Memory Scale III. Simulators achieved considerably lower scores (hits) and higher response times in DETECTS compared with the normative group. All participants in the normative group were classified correctly and no simulator was classified as having legitimate memory deficits. Thus, DETECTS seems to be a valuable computerized Performance Validity Test with reduced application time and effective cut-off scores as well as high sensitivity, specificity, and positive and negative predictive power values. Lastly, response time may be a very useful measure for detecting memory malingering

    Scaffolding preschool children’s multiliteracies through the use of iPads: bridging home and (pre)school practices

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    This paper presents findings from a study that examined and described young children’s early multiliteracy experiences at a laboratory preschool affiliated with a research-intense university in a large city in western Canada. The study first identified the different forms of technology and literacy practices that young children participated in within their homes. It then examined how young children engaged in multiliteracy practices in preschool contexts, with a focus on how these practices were scaffolded by their teachers. These experiences were documented over a four-month period in which the children were involved in an ongoing inquiry project on puppets. During the period of the study, there was evidence of teacher and peer scaffolding, as well as independent use of iPads and apps in the classroom. This paper is focused on the process of teacher scaffolding to support children’s use of iPads in their learning and creation of multimodal texts and videos as part of the puppet inquiry project. The study, grounded in Vygotsky’s (1978) sociocultural theory of learning and Green’s (1988, 2012) three-dimensional view of literacy, was guided by the following research questions: What multiliteracy practices do preschool children bring from home, and how do teachers build on and scaffold these practices in a preschool environment

    "It's not just about the writing": effective personal and professional development for creative writing PhD candidates

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    The report draws on the findings of a small Higher Education Academy (HEA) funded project that examined the ambitions and professional development needs of creative writing doctoral researchers at Bath Spa University through a series of online surveys and video dialogues with both doctoral researchers and their supervisors. The aim of the research was to identify challenges and to highlight approaches that work well with a distinctive practice-led field

    danceroom Spectroscopy 2.0 (2014 - 2018) [REF2021 collection]

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    danceroom Spectroscopy (dS) is an arts/science collaborative project exploring molecular dynamics, allowing users to interact with a scientifically-accurate molecular simulation through movement in real time. Hyde’s contribution is the sound and music for the project, involving a complex interactive system (for a public installation) and an hour long interactive score for a dance-based performance using the system. The project has was previously performed in an earlier iteration from 2012. In 2014, danceroom Spectroscopy 2.0 was developed, creating new outputs, which form the basis of this portfolio. This Collection comprises a multi-component output with contextualising information, evidencing the outputs in the form of a full video of the Hidden Fields performance (via Vimeo link), photo documentation of danceroom Spectroscopy events at Z-Space (San Francisco, CA, USA), the Bhutan International Festival, and ZKM (Karlsruhe, Germany), a performance video excerpt via Vimeo link (ZKM event), and the Hidden Fields video trailer (via Vimeo link). Contextualising information includes a 300-word statement, Research Timeline and Research Questions, a contextualising article (Leonardo Music Journal, MIT Press), and documentation of the danceroom Spectroscopy exhibition at We the Curious, Bristol, UK

    Slower, squashed and six months late: Japanese videogames in the UK, 1991-2019

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    There is a growing body of English language materials on game history, whether scholarly overviews and readers (e.g. Lowood and Guins 2016; Wolf 2007); investigations of specific platforms (Arsenault 2017; Ruggill and McAlister 2015), more popular accounts of the industry and market (e.g. DeMaria and Wilson 2012; Forster et al 2005) including particular companies (e.g. Ryan 2012; Sheff 1993) and even the influence of Japanese games outside Japan (Kohler 2016). However, while such a detailed interest in gaming’s past is encouraging given the almost breathless futurism of industry discourse (see Kline et al 2009), there is, as Grabarczyk ( 2018) and Wade and Webber (2016) note, a decidedly US focus to much of this work. This paper seeks to address this issue in two ways. First, it presents a more nuanced account of the availability, role and meaning of Japanese videogames in the UK throughout the 1990s and beyond. To do this, this paper begins by exploring the institutional, infrastructural and technological conditions that gave rise to distinctive market and retail contexts that are unaccounted for in the largely US centric work on game history. The paper considers the impact of the staggered release schedules that saw Japanese games and systems launched months and even years later in the UK. By moving on to examine the practices of ‘grey importing' and the production and advertising of devices intended to modify consoles and circumvent region and copy protection, the paper discusses techniques that allowed the cognoscenti some means of accessing titles prior to their official UK/European releases. By surveying UK print magazines from the 1990s, I hope to offer insight into the repertoire of expert practices undertaken by Japanese videogame fans in the UK and the spaces and contexts that shaped these manifest performances of connoisseurship. What is especially notable about this distinctive UK-Japanese grey import marketplace, however, is that it was all but eradicated in this form in the mid-2000s as platform holders took high profile legal action. Second, the paper moves to exploring the ways in which Japanese games were transformed as they crossed national boundaries and entered UK homes. Here, while recognising the vital importance of such work, I wish to move beyond discussions of linguistic and cultural transformations arising from translation and localisation processes (e.g. O’Hagan and Mangiron 2013) to an analysis of the often profound influence of underlying national broadcast standards on the aesthetics, experience and materiality of videogames. Examining a case study of Sega’s flagship Mega Drive title Sonic the Hedgehog (Sonic Team, 1991), the paper explores how differences between Japanese and UK television specifications lead to the distortion of graphics and the deceleration of music and gameplay. Slower, squashed and six months late

    On the map

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    Tim Parry-Williams identifies the topography of Japanese textiles

    The Bristol and Bath Railway Path: an ecopoetic sound collaboration

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    An ecopoetic sound piece produced in response to the Bristol and Bath Railway Path, UK

    Story as refuge

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    Bambo Soyinka will explore the ways in which story can act as a lifeboat: both refuge to and from liberation. Her provocation will begin with an exploration of the Trickster mythology. In the second part of the presentation, we will see what, if anything, trickster can teach us about the freedom to author stories and the freedom to author life. It has been written that creative writing in prisons is a kind of refuge, ‘the only legal form of escape’*. However, in response to Bambo’s provocation Ella will suggest that escape is an equivocal notion. While it is possible to get pulled through the long drag of a sentence by taking flight on the wing of fictional form, narrative also has powerful potential for those who want to reshape their lives in ways that defy the straight and narrow path of conventional reform. Stories, in this view, don’t stay on the page, they break out of their cage, narrative is no longer contained within its plot, and becomes a defiance not a compliance to the rules that once held it prisoner to someone else’s history
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