2,383 research outputs found

    Literacy for digital futures : Mind, body, text

    Get PDF
    The unprecedented rate of global, technological, and societal change calls for a radical, new understanding of literacy. This book offers a nuanced framework for making sense of literacy by addressing knowledge as contextualised, embodied, multimodal, and digitally mediated. In todayā€™s world of technological breakthroughs, social shifts, and rapid changes to the educational landscape, literacy can no longer be understood through established curriculum and static text structures. To prepare teachers, scholars, and researchers for the digital future, the book is organised around three themes ā€“ Mind and Materiality; Body and Senses; and Texts and Digital Semiotics ā€“ to shape readersā€™ understanding of literacy. Opening up new interdisciplinary themes, Mills, Unsworth, and Scholes confront emerging issues for next-generation digital literacy practices. The volume helps new and established researchers rethink dynamic changes in the materiality of texts and their implications for the mind and body, and features recommendations for educational and professional practice

    Social Attribution in Toddlers At Risk for Autism Spectrum Disorder

    Get PDF
    Autism spectrum disorder (ASD) can now be reliably diagnosed in preverbal toddlers and early diagnosis is becoming more common since the development of early autism screening practices. However, the positive predictive value of widely used screening tools remains low, which leads to a high number of false positive cases requiring further evaluation. Given that access to specialists is limited, there is a pressing need to develop easily accessible and broadly applicable direct measures that will further streamline screening and diagnosis for at risk toddlers. The primary aim of the current study is to examine the utility of a novel, direct measure of social attribution in measuring this skill in toddlers with and without ASD and examining the utility of this measure in reliably identifying ASD in a sample of at risk toddlers with a broad range of verbal and cognitive abilities. Participants include 35 toddlers considered at risk for an ASD (i.e., 15 with ASD, 20 with non-ASD delays; DD) and 22 typically developing (TD) toddlers. Children were presented with two versions of a nonverbal social attribution measure featuring a visual habituation-based violation of expectation paradigm; a live puppet show version previously studied in infant populations and a novel touchscreen adaptation. It was hypothesized that toddlers without a diagnosis of ASD would demonstrate evidence of social attribution whereas children with ASD would demonstrate reduced social attribution. Furthermore, it was predicted that performance would have clinical utility in predicting a diagnosis of ASD and symptom severity. Results indicated that no groups showed gross looking time differences evidencing social attribution, bringing into question whether this paradigm is appropriate for capturing social attribution in this age range. Despite this, toddlers in the TD group demonstrated evidence of social evaluation in the live puppet show task whereas toddlers within the ASD and DD groups did not. Differential habituation characteristics between the DD and TD groups suggest that other factors may have impeded success in the DD group. Future research is warranted to examine whether deficient social evaluation is specific to ASD or characterizes developmental delays more broadly. Findings have implications for future research examining theories of social attribution and informing the use of new technologies in toddler research and clinical tool development

    Exploitation of Novel Multiplayer Gesture-based Interaction and Virtual Puppetry for Digital Storytelling to Develop Childrenā€™s Narrative Skills

    Get PDF
    In recent years, digital storytelling has demonstrated powerful pedagogical functions by improving creativity, collaboration and intimacy among young children. Saturated with digital media technologies in their daily lives, the young generation demands natural interactive learning environments which offer multimodalities of feedback and meaningful immersive learning experiences. Virtual puppetry assisted storytelling system for young children, which utilises depth motion sensing technology and gesture control as the Human-Computer Interaction (HCI) method, has been proved to provide natural interactive learning experience for single player. In this paper, we designed and developed a novel system that allows multiple players to narrate, and most importantly, to interact with other characters and interactive virtual items in the virtual environment. We have conducted one user experiment with four young children for pedagogical evaluation and another user experiment with five postgraduate students for system evaluation. Our user study shows this novel digital storytelling system has great potential to stimulate learning abilities of young children through collaboration tasks

    Imaginative play with blended reality characters

    Get PDF
    Thesis (S.M.)--Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, 2011.Cataloged from PDF version of thesis.Includes bibliographical references (p. 132-137).The idea and formative design of a blended reality character, a new class of character able to maintain visual and kinetic continuity between the fully physical and fully virtual; the technical underpinnings of its unique blended physical and digital play context and the evaluation of its impact on children's play are the contents of this thesis. A play test study with thirty-four children aged three and a half to seven was conducted using non-reactive, unobtrusive observational methods and a validated evaluation instrument. Our claim is that young children have accepted the idea, persistence and continuity of blended reality characters. Furthermore, we found that children are more deeply engaged with blended reality characters and are more fully immersed in blended reality play as co-protagonists in the experience, in comparison to interactions with strictly screen-based representations. As substantiated through the use of quantitative and qualitative analysis of drawings and verbal utterances, the study showed that young children produce longer, detailed and more imaginative descriptions of their experiences following blended reality play. The desire to continue engaging in blended reality play as expressed by children's verbal requests to revisit and extend their play time with the character positively affirms the potential for the development of an informal learning platform with sustained appeal to young children.by David Yann Robert.S.M

    Coraline

    Get PDF
    Coraline (Henry Selick, 2009) is stop-motion studio LAIKA's feature-length debut based on the popular children's novel by British author Neil Gaiman. Heralding a revival in global interest in stop-motion animation, the film is both an international cultural phenomenon and a breakthrough moment in the technological evolution of the craft. This open access collection brings together an international group of practitioners and scholars to examine Coralineā€™s place in animation history and culture, dissect its politics, and unpack its role in the technological and aesthetic development of its medium. More broadly, it celebrates stop motion as a unique and enduring artform while embracing its capacity to evolve in response to cultural, political, and technological changes, as well as shifting critical and audience demands. Divided into three sections, this volumeā€™s chapters situate Coraline within an interconnected network of historical, industrial, discursive, theoretical, and cultural contexts. They place the film in conversation with the mediumā€™s aesthetic and technological history, broader global intellectual and political traditions, and questions of animation reception and spectatorship. In doing so, they invite recognition ā€“ and appreciation ā€“ of the fact that Coraline occupies many liminal spaces at once. It straddles the boundary between childrenā€™s entertainment and traditional ā€˜adultā€™ genres, such as horror and thriller. It complicates a seemingly straight(forward) depiction of normative family life with gestures of queer resistance. Finally, it marks a pivotal point in stop-motion animationā€™s digital turn. Following the filmā€™s recent tenth anniversary, the time is right to revisit its production history, evaluate its cultural and industry impact, and celebrate its legacy as contemporary stop-motion cinemaā€™s gifted child. As the first book-length academic study of this contemporary animation classic, this volume serves as an authoritative introduction and a primary reference on the film for scholars, students, practitioners, and animation fans. The ebook editions of this book are available open access under a CC BY-NC-ND 4.0 licence on bloomsburycollections.com

    Coraline

    Get PDF
    Coraline (Henry Selick, 2009) is stop-motion studio LAIKA's feature-length debut based on the popular children's novel by British author Neil Gaiman. Heralding a revival in global interest in stop-motion animation, the film is both an international cultural phenomenon and a breakthrough moment in the technological evolution of the craft. This open access collection brings together an international group of practitioners and scholars to examine Coralineā€™s place in animation history and culture, dissect its politics, and unpack its role in the technological and aesthetic development of its medium. More broadly, it celebrates stop motion as a unique and enduring artform while embracing its capacity to evolve in response to cultural, political, and technological changes, as well as shifting critical and audience demands. Divided into three sections, this volumeā€™s chapters situate Coraline within an interconnected network of historical, industrial, discursive, theoretical, and cultural contexts. They place the film in conversation with the mediumā€™s aesthetic and technological history, broader global intellectual and political traditions, and questions of animation reception and spectatorship. In doing so, they invite recognition ā€“ and appreciation ā€“ of the fact that Coraline occupies many liminal spaces at once. It straddles the boundary between childrenā€™s entertainment and traditional ā€˜adultā€™ genres, such as horror and thriller. It complicates a seemingly straight(forward) depiction of normative family life with gestures of queer resistance. Finally, it marks a pivotal point in stop-motion animationā€™s digital turn. Following the filmā€™s recent tenth anniversary, the time is right to revisit its production history, evaluate its cultural and industry impact, and celebrate its legacy as contemporary stop-motion cinemaā€™s gifted child. As the first book-length academic study of this contemporary animation classic, this volume serves as an authoritative introduction and a primary reference on the film for scholars, students, practitioners, and animation fans. The ebook editions of this book are available open access under a CC BY-NC-ND 4.0 licence on bloomsburycollections.com

    Development of the huggable social robot Probo: on the conceptual design and software architecture

    Get PDF
    This dissertation presents the development of a huggable social robot named Probo. Probo embodies a stuffed imaginary animal, providing a soft touch and a huggable appearance. Probo's purpose is to serve as a multidisciplinary research platform for human-robot interaction focused on children. In terms of a social robot, Probo is classified as a social interface supporting non-verbal communication. Probo's social skills are thereby limited to a reactive level. To close the gap with higher levels of interaction, an innovative system for shared control with a human operator is introduced. The software architecture de nes a modular structure to incorporate all systems into a single control center. This control center is accompanied with a 3D virtual model of Probo, simulating all motions of the robot and providing a visual feedback to the operator. Additionally, the model allows us to advance on user-testing and evaluation of newly designed systems. The robot reacts on basic input stimuli that it perceives during interaction. The input stimuli, that can be referred to as low-level perceptions, are derived from vision analysis, audio analysis, touch analysis and object identification. The stimuli will influence the attention and homeostatic system, used to de ne the robot's point of attention, current emotional state and corresponding facial expression. The recognition of these facial expressions has been evaluated in various user-studies. To evaluate the collaboration of the software components, a social interactive game for children, Probogotchi, has been developed. To facilitate interaction with children, Probo has an identity and corresponding history. Safety is ensured through Probo's soft embodiment and intrinsic safe actuation systems. To convey the illusion of life in a robotic creature, tools for the creation and management of motion sequences are put into the hands of the operator. All motions generated from operator triggered systems are combined with the motions originating from the autonomous reactive systems. The resulting motion is subsequently smoothened and transmitted to the actuation systems. With future applications to come, Probo is an ideal platform to create a friendly companion for hospitalised children

    The e-Volving Picturebook: Examining the Impact of New e-Media/Technologies On Its Form, Content and Function (And on the Child Reader)

    Get PDF
    The technology of the codex book and the habit of reading appear to be under attack currently for a variety of reasons explored in the Introduction of this Dissertation. One natural response to attack is a resulting effort to adapt in a bid to survive. NoĆ«l Carroll, leading American philosopher in the contemporary philosophy of art, touches on this concept in his discussion of the evolution of a new medium in his article, ā€œMedium Specificity Arguments and Self-Consciously Invented Arts: Film, Video, and Photography,ā€ from his Cambridge University Press 1996 text, Theorizing the Moving Image. Carroll proposes that any new medium undergoes phases of development (and I include new technology under that umbrella)). After examining Carrollā€™s theory this Dissertation attempts to apply it to the Childrenā€™s Picturebook Field, exploring the hypothesis that the published childrenā€™s narrative does evolve, has already evolved historically in response to other mediums/technologies, and is currently ā€œe-volvingā€ in response to emerging ā€œe-media.ā€ This discussion examines ways new media (particularly emerging e-media) affect the published childrenā€™s narrative form, content, and function (with primary focus on the picturebook form), and includes some examination of the response of the child reader to those changes. Chapter One explores the formation of the question, its value, and reviews available literature. Chapter Two compares the effects of an older sub-genre, the paper-engineered picturebook, with those of emerging e-picturebooks. Chapter Three compares the Twentieth Century Artistā€™s Book to picturebooks created by select past and current picturebook creators. Chapter Four first considers the shifting cultural mindset of Western Culture from a linear, word-based outlook to the non-linear, more visual approach fostered by the World Wide Web and supporting ā€œscreenā€ technologies; then identifies and examines current changes in form, content and function of the designed picturebooks that are developing ā€œon the pageā€ within the constraints of the codex book format. The Dissertation concludes with a review of Leonard Shlainā€™s 1998 text, The Alphabet Versus the Goddess: The Conflict Between Word and Image, using it as a departure point for final observations regarding unique strengths of the childrenā€™s picturebook as a learning tool for young children

    Exploring a Culture of Learning with Technology: An Ethnographic Content Analysis of the Activity of Learning with Educational iPad Apps

    Get PDF
    This study explored the culture of learning with educational iPad apps using activity theory as a guiding framework. First, the top nine educational apps were tracked in the Top Charts section of Appleā€™s App Store for a duration of four months. The nine sampled apps, selected based on their frequency of appearance, included Toca Hair Salon 2, Stack the States, Endless Alphabet, Mickey Mouse Clubhouse: Wildlife Count Along, Wild Kratts Creature Power World Adventure, Wallykazam! Letter and Word Magic, Starfall Learn to Read, Dr. Pandaā€™s Restaurant 2, and Bug Art. The descriptions, version updates, app content, and customer reviews for each app were digitized, coded, and analyzed in Dedoose using the Activity Checklist. Additionally instructional analysis diagrams were developed to provide insight into the user interface and actions. Results of the study were presented in the form of nine portraits. The overview and relevant instructional characteristics were detailed for each app. The final chapter examined the broader implications of the app experience. The technology, the instruction, the adult guide, and the App Store were identified as mediating factors that contributed to the dynamic app culture
    • ā€¦
    corecore