28,993 research outputs found

    ‘Welcome to London’: Spectral Spaces in Sherlock Holmes’s Metropolis

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    This article examines the burgeoning tourist trade for locations featured in fictional narratives in popular culture. Symptomatic of a postmodern, hyperlinked culture referencing a vast reservoir of texts, such tourism produces a convergence of effects which render places ambivalent. Through a case study of Sherlock Holmes tourism in London, I argue that the city is constructed as seething with the spectral in which there is tension and slippage between paratexts, past and present, history and fiction, the observable and imperceptible. The tourist seeks out embodied experiences of their own secret London(s) which reside somewhere in-between the multiplicitous topographies

    Inchcolm project

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    Inchcolm Project is part of an interdisciplinary research project which develops new ways of designing for the moving body across media, by combining aesthetics and design methods from contemporary performance practice and video games. As such, it brought a video game (Dear Esther, The Chinese Room, 2012) to life on a Scottish island (Inchcolm island in the Firth of Forth). During the two hour experience on Inchcolm the audience/players wander freely on the island encountering geo-tagged audio, live music, performers and installation spaces evocative of the game world, a playthrough of the game projected in the 12th century Inchcolm abbey, and an orchestral performance of the video game’s soundtrack (composed by Jessica Curry, arranged by Luci Holland and David Jamieson, performed by Mantra Collective)

    The Making of Faulty Optic's Dead Wedding: Inertia, Chaos and Adaptation

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    An examination of Faulty Optic's creative process during the devising and construction of their show Dead Wedding. Published by Palgrave Macmillan as Chapter 3 in 'Devising in Process' edited by Alex Mermikides and Jackie Smart, 201

    A Trip into the Controversy: A Study of Slum Tourism Travel Motivations

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    Conference Proceeding:5th International Research Forum on Guided Tours

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    Walk with Me: a Telepresence Study of Mediated Tours

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    The subsequent study examines variations of self-guided tour mediums in relation to telepresence, transportation, and satisfaction. Three conditions were used to explore the relationships. Those conditions were audio only, audio and visual, and map self-guided tours of a portion of Euclid Avenue adjacent to The audio condition yielded the highest mean scores of the three conditions on all analyses. Condition was found to significantly impact the report of \u27worthwhile\u27, a subscale of satisfaction. No other hypotheses resulted in significant findings. Significant differences were seen between the conditions participants report of \u27worthwhile\u27. The practical and theoretical impacts are discussed in the following chapter

    Puissance and the Art of Worlding: Arts NPO and the Civic Coproduction of Yokohama City, Japan.

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    Ph.D. Thesis. University of Hawaiʻi at Mānoa 2017
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