555 research outputs found

    Mobile heritage practices. Implications for scholarly research, user experience design, and evaluation methods using mobile apps.

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    Mobile heritage apps have become one of the most popular means for audience engagement and curation of museum collections and heritage contexts. This raises practical and ethical questions for both researchers and practitioners, such as: what kind of audience engagement can be built using mobile apps? what are the current approaches? how can audience engagement with these experience be evaluated? how can those experiences be made more resilient, and in turn sustainable? In this thesis I explore experience design scholarships together with personal professional insights to analyse digital heritage practices with a view to accelerating thinking about and critique of mobile apps in particular. As a result, the chapters that follow here look at the evolution of digital heritage practices, examining the cultural, societal, and technological contexts in which mobile heritage apps are developed by the creative media industry, the academic institutions, and how these forces are shaping the user experience design methods. Drawing from studies in digital (critical) heritage, Human-Computer Interaction (HCI), and design thinking, this thesis provides a critical analysis of the development and use of mobile practices for the heritage. Furthermore, through an empirical and embedded approach to research, the thesis also presents auto-ethnographic case studies in order to show evidence that mobile experiences conceptualised by more organic design approaches, can result in more resilient and sustainable heritage practices. By doing so, this thesis encourages a renewed understanding of the pivotal role of these practices in the broader sociocultural, political and environmental changes.AHRC REAC

    2023-2024 Catalog

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    The 2023-2024 Governors State University Undergraduate and Graduate Catalog is a comprehensive listing of current information regarding:Degree RequirementsCourse OfferingsUndergraduate and Graduate Rules and Regulation

    Planeswalking: Magic: The Gathering Across Analog and Digital Platforms

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    This dissertation analyzes the relationship between Wizards of the Coast\u27s trading card game Magic: The Gathering and its digital adaptations. I used critical technocultural, ludic discourse analysis, and ludic textual analysis to examine the analog trading card game and digital adaptations. I examined an archive of paratextual media including trade magazines, developer blogs, game reviews, and player guides. I chose Magic for its long history, impact on the analog game industry, and the sheer number of adaptations that have been produced. This analysis begins by introducing a method for describing analog to digital adaptations called Adaptation Mapping. Adaptation mapping describes adaptations as a relationship between how the interface of the game is remediated and the degree to which a game represents the thematic and ludic experiences of the original. Then I examine the narrative framework that allows Magic to tell stories through both its theme and mechanics. Identifying the figure of the Planeswalker as a key component in how narrative functions in Magic, I trace the development of the planeswalker as a player analog to independent original characters under the purview of Wizards of the Coast. The adaptations provide a backdrop for this change and highlights the way that the same mechanical and algorithmic systems can characterize both player and official characters within Magics ecosystem. This shift highlights the way that marketing is approached and influences the design of the game. Finally, I examine how digital adaptations are intwined with ludic platform economy that has emerged through the 2010s. The apparatus that allows for capital to flow through the community is coopted via adaptation and remediated in ways that redirect capital back towards Wizards of the Coast as the platform owner. Analog to digital adaptation is a critical juncture in examining the impact of platformization on play and games

    Northeastern Illinois University, Academic Catalog 2023-2024

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    https://neiudc.neiu.edu/catalogs/1064/thumbnail.jp

    Disinformation and Fact-Checking in Contemporary Society

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    Funded by the European Media and Information Fund and research project PID2022-142755OB-I00

    Postcolonial Publics: Art and Citizen Media in Europe

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    Postcolonial Publics: Art and Citizen Media in Europe presents a collection of sixteen chapters that explore the themes of how migrants, refugees and citizens express and share their political and social causes and experiences through art and media. These expressions, which we term ‘citizen media’, arguably become a platform for postcolonial intellectuals as the studies pursued in this volume investigate the different ways in which previously excluded social groups regain public voice. The volume strives to understand the different articulations of migrants’, refugees’, and citizens’ struggle against increasingly harsh European politics that allow them to achieve and empower political subjectivity in a mediated and creative space. In this way, the contributions in this volume present case studies of citizen media in the form of ‘activistic art’ or ‘artivism’ (Trandafoiu, Ruffini, Cazzato & Taronna, Koobak & Tali, Negrón-Muntaner), activism through different kinds of technological media (Chouliaraki and Al-Ghazzi, Jedlowski), such as documentaries and film (Denić), podcasts, music and soundscapes (Romeo and Fabbri, Western, Lazzari, Huggan), and activisms through writings from journalism to fiction (Longhi, Concilio, Festa, De Capitani). The volume argues that citizen media go hand in hand with postcolonial critique because of their shared focus on the deconstruction and decolonisation of Western logics and narratives. Moreover, both question the concept of citizen and of citizenship as they relate to the nation-state and explores the power of media as a tool for participation as well as an instrument of political strength. The book forwards postcolonial artivism and citizen media as a critical framework to understand the refugee and migrant situations in contemporary Europe

    Animate Being: Extending a Practice of the Image to New Mediums via Speculative Game Design

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    This post-disciplinary practice as research thesis examines the potential of Carl Jung's therapeutic method of active imagination as a strategy for engaging with an increasingly complex and interconnected technological reality. Embracing a non-clinical, practice-driven approach, I harness James Hillman’s notion of the image and the imaginal to investigate the interdisciplinary capacity and ethical dimensions of an expansive mode of image-work. My approach to practice theoretically and practically intertwines analytical psychology, feminist worlding and design speculation. Building upon Susan Rowland’s work, I study image-work as an ecological alchemical craft that seeks to matter the immaterial. Through the cyclic iterative design of a video game, I mobilise and respond to image-work as a mode of myth-making that may facilitate dialogue between human and non-human intelligences. Departing from the essentialism of the hero's journey, I adopt Le Guin's Carrier Bag (1986/2019) as a feminist video game form and by utilising the framework of a video game (Bogost, 2007; Flannigan, 2013), the alchemical processes of image-work are transformed into novel interactive game mechanics. The game I design is both a vessel and a portal to an imaginal ecological realm, an open-world, procedurally generated ‘living world’ sandbox exploration game. This game integrates real-time, real-world data streams to invite the non-human to enter into play as player two, facilitating experimentation with possible new forms of cross-species dialogue, collaboration, and healing
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