1,072 research outputs found

    Preservation of, and access to oral history records at Pietermaritzburg Archives Repository.

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    Masters Degree. University of KwaZulu-Natal, Pietermaritzburg.The study investigated the importance of oral history and how oral history is preserved and accessed at the Pietermaritzburg Archives Repository (PAR), specifically at its Oral History Unit (OHU). Oral history confirms information about historical events by enhancing and verifying the event. It also recovers certain aspects of the past event that may not have been captured. Data were collected through three different semi-structured interviews, observation and graphic data in the form of photographs. Qualitative analysis of the data was done via content, conceptual and thematic analysis. The study found that the preservation and access to oral history records have been ineffective since the OHU was established in 2013. Issues identified included legislation which does not provide for oral history records in the contemporary digital era, the lack of policy, deficient strategies for preservation and access, the inadequacy of the adapted building and a shortage of resources, funding and qualified staff. The overall recommendation arising from the findings was a need to improve the preservation and access of oral history records in the PAR. More specifically, the study recommends the modification of the KwaZulu-Natal Archives and Records Services Act (No. 8 of 2011 as amended) to fully accommodate the oral history records and the preservation and access of audio-visual material, the formulation of policy, the establishment of a new archival building, the recruitment of information professionals who understand the pros and cons of archival science, further training of existing staff members with regard to preservation and access of oral history records, and finally, the need for the KwaZulu-Natal Department of Arts and Culture to increase the budget allocation for the Provincial Archives. A suggestion for further research ended the study

    AXMEDIS 2008

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    The AXMEDIS International Conference series aims to explore all subjects and topics related to cross-media and digital-media content production, processing, management, standards, representation, sharing, protection and rights management, to address the latest developments and future trends of the technologies and their applications, impacts and exploitation. The AXMEDIS events offer venues for exchanging concepts, requirements, prototypes, research ideas, and findings which could contribute to academic research and also benefit business and industrial communities. In the Internet as well as in the digital era, cross-media production and distribution represent key developments and innovations that are fostered by emergent technologies to ensure better value for money while optimising productivity and market coverage

    Tools for Stored Interactive Multimedia

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    Thesis submitted for the PhD degree

    Images on the Move

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    In contemporary society, digital images have become increasingly mobile. They are networked, shared on social media, and circulated across small and portable screens. Accordingly, the discourses of spreadability and circulation have come to supersede the focus on production, indexicality, and manipulability, which had dominated early conceptions of digital photography and film. However, the mobility of images is neither technologically nor conceptually limited to the realm of the digital. The edited volume re-examines the historical, aesthetical, and theoretical relevance of image mobility. The contributors provide a materialist account of images on the move - ranging from wired photography to postcards to streaming media

    Images on the Move: Materiality - Networks - Formats

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    In contemporary society, digital images have become increasingly mobile. They are networked, shared on social media, and circulated across small and portable screens. Accordingly, the discourses of spreadability and circulation have come to supersede the focus on production, indexicality, and manipulability, which had dominated early conceptions of digital photography and film. However, the mobility of images is neither technologically nor conceptually limited to the realm of the digital. The edited volume re-examines the historical, aesthetical, and theoretical relevance of image mobility. The contributors provide a materialist account of images on the move - ranging from wired photography to postcards to streaming media

    Design revolutions: IASDR 2019 Conference Proceedings. Volume 4: Learning, Technology, Thinking

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    In September 2019 Manchester School of Art at Manchester Metropolitan University was honoured to host the bi-annual conference of the International Association of Societies of Design Research (IASDR) under the unifying theme of DESIGN REVOLUTIONS. This was the first time the conference had been held in the UK. Through key research themes across nine conference tracks – Change, Learning, Living, Making, People, Technology, Thinking, Value and Voices – the conference opened up compelling, meaningful and radical dialogue of the role of design in addressing societal and organisational challenges. This Volume 4 includes papers from Learning, Technology and Thinking tracks of the conference

    2000-2002 Course Catalog

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    2000-2002 Course Catalo

    1992-1994 Course Catalog

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    1992-1994 Course Catalo

    Exploring effective storytelling guidelines for cinematic virtual reality

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    Content creators have been exploring ways to use virtual reality (VR) as an effective storytelling tool. The term cinematic virtual reality (CVR) was then created to describe the kind of VR experience that is produced using pre-rendered content with lengthier and complete story structures, with the interaction design that enables viewers to actively choose where to look. Initially, creators of CVR content began by transferring storytelling grammars and techniques from mature media, such as cinema and theater. However, specific challenges for CVR followed, including the narrative paradox (NP) (which is the conflict and tension arising between authorial control and viewer agency), the fear of missing out (FOMO), and the discrepancy between viewer expectations on agency and the system’s interactive capacity. Because CVR is a type of immersive experience, viewers are also inclined to interact with the story world freely. To achieve a final product that is a successful and engrossing storytelling experience, creators must address the NP and FOMO issues and establish a design balance between authorial control and viewer participation in terms of narrative progression. To investigate the issues raised above and assess potential solutions, several user studies were undertaken in this thesis. A human body-language-based attention guidance cue set called Action Units (AUs) was created to address the FOMO issue. It was then compared with two other commonly used synthetic cues for user experiences. According to the findings, the use of AUs in CVR content can boost viewer enjoyment and engagement with the story. The AUs were also favored by viewers for their diegetic qualities and by creators for the simplicity of use. Moving on to the NP issue, the second user study sought to identify the upper limit of a viewer’s desire to actively interact and participate in the narration. Results indicated that viewer control is advised for CVR projects. To handle viewer curiosity and motivate them to interact freely, creators must carefully set up the interactors. Based on the findings, a coherent framework was researched and developed by tying together previously acquired knowledge and rules that were dispersed to various components of producing CVR with the workflow that a creator uses to build the experience. The procedure resulted in a formalized framework called the Adaptive Playback Control (APC) for CVR. The APC starts by guiding content preparation by highlighting the need for applying diegetic attention guidance cues. It also includes guidelines for interactive design by emphasizing the need for design considerations regarding the harmony between viewer and creator roles in directing the narrative development, and raising the visibility of interaction affordances in the immersive storytelling experience. Then, a real-world case study of applying the APC to an immersive Māori (New Zealand indigenous people) storytelling experience was presented. The case study examined whether viewer-participatory design, including profiling viewers and the strategies to introduce narrative variations, was culturally appropriate. In this case study, personalized variations were added to CVR by taking into account both the unique demands of each viewer and their participation in the storytelling process. Insights from the case study showed that for creators to safely guarantee that experiences will live up to viewer expectations and be entertaining and diverse, individual users must also be taken into account from the very beginning of content design. Finally, this thesis offers the Adaptive Playback Control (APC), a novel frame- work for those who create CVR experiences. They can follow the framework’s instructions to create materials specifically designed for an immersive experience utilizing pre-rendered content, such as 360-degree videos. It intends to address the FOMO issue and help creators produce CVR experiences with correct viewer interaction and integrated viewer personalization, resolving the problem of NP and improving the overall experience. This thesis also employed a case study to show how adaptable the framework is and how it may be used in a larger context, in and beyond the cultural heritage sector
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