26 research outputs found

    Interdisciplinarity in the Age of the Triple Helix: a Film Practitioner's Perspective

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    This integrative chapter contextualises my research including articles I have published as well as one of the creative artefacts developed from it, the feature film The Knife That Killed Me. I review my work considering the ways in which technology, industry methods and academic practice have evolved as well as how attitudes to interdisciplinarity have changed, linking these to Etzkowitz and Leydesdorff’s ‘Triple Helix’ model (1995). I explore my own experiences and observations of opportunities and challenges that have been posed by the intersection of different stakeholder needs and expectations, both from industry and academic perspectives, and argue that my work provides novel examples of the applicability of the ‘Triple Helix’ to the creative industries. The chapter concludes with a reflection on the evolution and direction of my work, the relevance of the ‘Triple Helix’ to creative practice, and ways in which this relationship could be investigated further

    CHORUS Deliverable 2.1: State of the Art on Multimedia Search Engines

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    Based on the information provided by European projects and national initiatives related to multimedia search as well as domains experts that participated in the CHORUS Think-thanks and workshops, this document reports on the state of the art related to multimedia content search from, a technical, and socio-economic perspective. The technical perspective includes an up to date view on content based indexing and retrieval technologies, multimedia search in the context of mobile devices and peer-to-peer networks, and an overview of current evaluation and benchmark inititiatives to measure the performance of multimedia search engines. From a socio-economic perspective we inventorize the impact and legal consequences of these technical advances and point out future directions of research

    Pinching sweaters on your phone – iShoogle : multi-gesture touchscreen fabric simulator using natural on-fabric gestures to communicate textile qualities

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    The inability to touch fabrics online frustrates consumers, who are used to evaluating physical textiles by engaging in complex, natural gestural interactions. When customers interact with physical fabrics, they combine cross-modal information about the fabric's look, sound and handle to build an impression of its physical qualities. But whenever an interaction with a fabric is limited (i.e. when watching clothes online) there is a perceptual gap between the fabric qualities perceived digitally and the actual fabric qualities that a person would perceive when interacting with the physical fabric. The goal of this thesis was to create a fabric simulator that minimized this perceptual gap, enabling accurate perception of the qualities of fabrics presented digitally. We designed iShoogle, a multi-gesture touch-screen sound-enabled fabric simulator that aimed to create an accurate representation of fabric qualities without the need for touching the physical fabric swatch. iShoogle uses on-screen gestures (inspired by natural on-fabric movements e.g. Crunching) to control pre-recorded videos and audio of fabrics being deformed (e.g. being Crunched). iShoogle creates an illusion of direct video manipulation and also direct manipulation of the displayed fabric. This thesis describes the results of nine studies leading towards the development and evaluation of iShoogle. In the first three studies, we combined expert and non-expert textile-descriptive words and grouped them into eight dimensions labelled with terms Crisp, Hard, Soft, Textured, Flexible, Furry, Rough and Smooth. These terms were used to rate fabric qualities throughout the thesis. We observed natural on-fabric gestures during a fabric handling study (Study 4) and used the results to design iShoogle's on-screen gestures. In Study 5 we examined iShoogle's performance and speed in a fabric handling task and in Study 6 we investigated users' preferences for sound playback interactivity. iShoogle's accuracy was then evaluated in the last three studies by comparing participants’ ratings of textile qualities when using iShoogle with ratings produced when handling physical swatches. We also described the recording and processing techniques for the video and audio content that iShoogle used. Finally, we described the iShoogle iPhone app that was released to the general public. Our evaluation studies showed that iShoogle significantly improved the accuracy of fabric perception in at least some cases. Further research could investigate which fabric qualities and which fabrics are particularly suited to be represented with iShoogle

    FLOSSTV Free, Libre, Open Source Software (FLOSS) within participatory 'TV hacking' Media and Arts Practices

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    This research operates in the context of a European political discourse, where the main concern is counter­cultural approaches to non­ mandatory collaboration and contractual agreements. FLOSSTV (Free, Libre, Open Source Software TV) covers a broad range of practices, from television via documentary up to media arts productions. This thesis documents the endeavour to formulate a policy for FLOSS culture. FLOSSTV studies the impact of new intellectual property legislation on media production, as well as conceptions and applications of collective authorship and alternative licensing schemes. FLOSSTV sets out to explore methods that can facilitate media and arts practitioners wishing to engage in collaborative media productions. The thesis sets out to investigate the theories and histories of collaborative media and arts productions in order to set the ground for an exploration of the tools, technologies and aesthetics of such collaborations. The FLOSSTV thesis proposes a set of contracts and policies that allow for such collaborations to develop. It is through practice that this research explores FLOSS culture, including its methods, licensing schemes and technologies. In order to focus the research within the field of FLOSSTV I initiated the practice ­based Deptford.TV pilot project as the central research experiment for the FLOSSTV thesis. DVD ONE contains a series of films produced collaboratively for Deptford.TV that express the characteristics and contractual arrangements of FLOSS culture. Deptford.TV is an online audiovisual database primarily collecting media assets around the Deptford area, in South­East London, UK. Deptford.TV functions as an open, collaborative platform that allows artists, film­makers, researchers and participants of the local workshops in and around Deptford, and also beyond Deptford, to store, share, re­edit and redistribute their footage and projects. The open and collaborative nature of the Deptford.TV project demonstrates a form of shared media practice in two ways: audiences become producers by submitting their own footage, and the database enables the contributors to interact with each other. Through my practice­lead research project Deptford.TV I argue that, by supporting collaborative methods and practices, FLOSS (Free, Libre, Open Source Software) can empower media and arts practitioners to collaborate in production and distribution processes of media and arts practices

    A Vision-Based Postproduction Tool for Footage Logging, Analysis and Annotation

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    We report a new method for logging and annotating video footage directed towards the needs of professional postproduction and archivist end users. SALSA—Semi-Automated Logging with Semantic Annotation—is a hybrid system that uses automated footage analysis for cut detection and camera movement classification, and a stenographic-like keyboard input system for the logging of higher-level semantic information. Output is presented both in standard printed log form, with the addition of mosaic visual representations of shots, and in a fully searchable database. Experimental comparisons of SALSA with conventional hand analysis show a significant increase in the logger’s speed with no reduction in accuracy or semantic detail

    Cultural Heritage Storytelling, Engagement and Management in the Era of Big Data and the Semantic Web

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    The current Special Issue launched with the aim of further enlightening important CH areas, inviting researchers to submit original/featured multidisciplinary research works related to heritage crowdsourcing, documentation, management, authoring, storytelling, and dissemination. Audience engagement is considered very important at both sites of the CH production–consumption chain (i.e., push and pull ends). At the same time, sustainability factors are placed at the center of the envisioned analysis. A total of eleven (11) contributions were finally published within this Special Issue, enlightening various aspects of contemporary heritage strategies placed in today’s ubiquitous society. The finally published papers are related but not limited to the following multidisciplinary topics:Digital storytelling for cultural heritage;Audience engagement in cultural heritage;Sustainability impact indicators of cultural heritage;Cultural heritage digitization, organization, and management;Collaborative cultural heritage archiving, dissemination, and management;Cultural heritage communication and education for sustainable development;Semantic services of cultural heritage;Big data of cultural heritage;Smart systems for Historical cities – smart cities;Smart systems for cultural heritage sustainability

    A study of the role of an Unmanned Aerial Vehicle (UAV) in creating an Enhanced Virtual Field Guide (EVFG) in Geoscience Fieldwork

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    This thesis investigated the role of an Unmanned Aerial Vehicle (UAV) in the creation of an Enhanced Virtual Field Guide (EVFG) in Geoscience fieldwork. This research used a pragmatic mixed methods approach to investigate the research question “How can an Unmanned Aerial Vehicle’s data be used to create an Enhanced Virtual Field Guide for Geoscience fieldwork?” The thesis examines the question in four distinct sections; fieldwork, mobile technologies in fieldwork, UAVs in fieldwork and finally, the creation and evaluation of the Enhanced Virtual Field Guide created by UAV technology. To achieve this, online questionnaires, interviews, focus groups and fieldwork observations with a selection of Geoscience staff and students at two UK Universities were utilised. UAVs are a rapidly emerging commercial technology, however, their uptake and critical discussion around their potential in fieldwork with students has been limited. This study created with the guidance of those interviewed in this research, an innovative Enhanced Virtual Field Guide for students to utilise in their final year fieldwork module and assignment. Findings from this research with regards to fieldwork and mobile technologies confirms that fieldwork and mobile technologies are still an integral part of a geoscience students course and the majority of students still greatly enjoy the positive aspects of fieldwork. However, this research has discovered many unexplored darker sides of fieldwork and mobile technology use in fieldwork, such as disabilities, distractions, and lack of access for some students. In terms of the educational value of UAVs, this research showcases the many potential benefits for the fieldwork experience. Yet, this thesis highlights the many distinct and unique challenges that are attributed to UAV technologies that have and will continue to hinder their uptake on fieldwork. The value of this EVFG developed from a UAV has been shown to be a useful tool for educators and students on fieldwork as examined in this thesis, such as an improvement of efficiency in the field, deeper and more peer learning discussions in the field and for it to be an effective learning tool for both educators and students, particularly post-fieldwork

    Enhancing curriculum design and delivery with OER

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    This paper reports on the key findings from the EVOL-OER project which aims to develop a deeper understanding of the reuse of open educational resources (OERs) by academics in Higher Education Institutions (HEIs). This paper builds on the JISC OER Impact study by exploring and expanding on the Ratified quadrant of the study’s landscape of reuse framework (White & Manton, 2011). This paper puts forward a different four-quadrant diagram called ‘OER-enhanced curriculum’ to illustrate different approaches adopted by academics to embedding OER into curriculum design and delivery. Key issues in relation to motivation and challenges in reusing OER are discussed
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