26,010 research outputs found

    Intellectual Property and Americana, or Why IP Gets the Blues

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    Media(ting) Between Generations: Common Sense and Perceptions of New Media by Young People and Teachers

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    The wide spread of mobile communication devices, the expansion of social media and participatory media platforms, the ease to edit, share and produce media content, indicate a trend of change in the media system that influences the production and consumption of knowledge and generates new paths for the young\u2019s identity construction. This raises necessary questions about the ways not only young, but also the education agencies \u2013 school in particular \u2013 relate to these transformations, starting from taking into account the production of common sense on the use, risks and opportunities of the media. Based on these considerations, in this paper, we will discuss the results of a qualitative case study carried out in the Veneto Region (Italy) on upper secondary school students and teachers in order to detect and compare the perception that young and educators have of the media, trying to identify boundaries or land on which to build exchange opportunities for dialogue between the generations

    Designing Sugaropolis:digital games as a medium for conveying transnational narratives

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    In this paper, the authors present a case study of ‘Sugaropolis’: a two-year practice-based project that involved interdisciplinary co-design and stakeholder evaluation of two digital game prototypes. Drawing on the diverse expertise of the research team (game design and development, human geography, and transnational narratives), the paper aims to contribute to debates about the use of digital games as a medium for representing the past. With an emphasis on design-as-research, we consider how digital games can be (co-)designed to communicate complex histories and geographies in which people, objects, and resources are connected through space and time

    Movements, Moments, and the Eroding Antitrust Consensus

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    Timothy Wu, The Curse of Bigness: Antitrust in the New Gilded Age (Columbia Global Reports, 2018). $14.99. Timothy Wu’s book, The Curse of Bigness, offers a brief history on and critical perspective of antitrust law’s development over the last century, calling for a return to a Brandeisian approach to the law. In this review-essay, I use Wu’s text as a starting point to explore antitrust law’s current political moment. Tracing the dynamics at play in this debate and Wu’s role in it, I note areas underexplored in Wu’s text regarding the interplay of antitrust law with other forms of industrial regulation, highlighting in particular current difficulties in copyright law as one of the underlying tensions driving popular discontent with the major technology firms or “tech trusts.” I consider the continuing influence of Robert Bork’s The Antitrust Paradox, now more than forty years old, and how the current reform movement might execute a shift as lasting and substantial as the one Bork spearheaded with his book

    Evolutionary Subject Tagging in the Humanities; Supporting Discovery and Examination in Digital Cultural Landscapes

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    In this paper, the authors attempt to identify problematic issues for subject tagging in the humanities, particularly those associated with information objects in digital formats. In the third major section, the authors identify a number of assumptions that lie behind the current practice of subject classification that we think should be challenged. We move then to propose features of classification systems that could increase their effectiveness. These emerged as recurrent themes in many of the conversations with scholars, consultants, and colleagues. Finally, we suggest next steps that we believe will help scholars and librarians develop better subject classification systems to support research in the humanities.NEH Office of Digital Humanities: Digital Humanities Start-Up Grant (HD-51166-10

    Lex Informatica: The Formulation of Information Policy Rules through Technology

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    Historically, law and government regulation have established default rules for information policy, including constitutional rules on freedom of expression and statutory rights of ownership of information. This Article will show that for network environments and the Information Society, however, law and government regulation are not the only source of rule-making. Technological capabilities and system design choices impose rules on participants. The creation and implementation of information policy are embedded in network designs and standards as well as in system configurations. Even user preferences and technical choices create overarching, local default rules. This Article argues, in essence, that the set of rules for information flows imposed by technology and communication networks form a “Lex Informatica” that policymakers must understand, consciously recognize, and encourage

    Accented Body and Beyond: a Model for Practice-Led Research with Multiple Theory/Practice Outcomes

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    Dance has always been a collaborative or interdisciplinary practice normally associated with music or sound and visual arts/design. Recent developments with technology have introduced additional layers of interdisciplinary work to include live and virtual forms in the expansion of what Fraleigh (1999:11) terms ‘the dancer oriented in time/space, somatically alive to the experience of moving’. This already multi-sensory experience and knowledge of the dancer is now layered with other kinds of space/time and kinetic awarenesses, both present and distant, through telematic presence, generative systems and/or sensors. In this world of altered perceptions and ways of being, the field of dance research is further opened up to alternative processes of inquiry, both theoretically and in practice, and importantly in the spaces between the two
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