13,940 research outputs found

    But a walking shadow: designing, performing and learning on the virtual stage

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    Representing elements of reality within a medium, or taking aspects from one medium and placing them in another is an act of remediation. The process of this act, however, is largely taken for granted. Despite the fact that available information enables a qualitative assessment of the history of multimedia and their influences on different fields of knowledge, there are still some areas that require more focused research attention. For example, the relationship between media evolution and new developments in scenographic practice is currently under investigation. This article explores the issue of immediacy as a condition of modern theatre in the context of digital reality. It discusses the opportunities and challenges that recent technologies present to contemporary practitioners and theatre design educators, creating a lot of scope to break with conventions. Here, we present two case studies that look into technology-mediated learning about scenography through the employment of novel computer visualization techniques. The first case study is concerned with new ways of researching and learning about theatre through creative exploration of design artefacts. The second case study investigates the role of the Immersive Virtual World Second Life™ (SL) in effective teaching of scenography, and in creating and experiencing theatrical performances

    Inspiring Key Competencies Through the Implementation of an ePortfolio for Undergraduate Students

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    AbstractUndergraduate students find it difficult to understand the necessity of transforming key competencies into meaningful knowledge with regard to self, academia and career development. Higher Education should deliver learner-centered experiences like ePortfolios so as to support students into taking responsibility for their own learning processes during multiple formal coursework. On this basis, we designed Apt2iMySelf ePortfolio so as to strengthen and transform key competencies into meaningful learning, promote academic and career development. In detail, the Apt2iMySelf ePortfolio as open source social software aligning the aspects (cognitive, affective, behavior and context) of self-regulated learning (SRL) with career management skills was developed. We conducted a quasi-experimental research with comparison groups in pre/post-tests in order to examine key competencies and students’ performance. The findings revealed that students’ key competencies and performance tend to increase after the completion of the ePortfolio. Further research should measure students’ SRL and career management skills as well as the relations among cognitive, affective, behavior and context processes

    Assessing collaborative learning: big data, analytics and university futures

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    Traditionally, assessment in higher education has focused on the performance of individual students. This focus has been a practical as well as an epistemic one: methods of assessment are constrained by the technology of the day, and in the past they required the completion by individuals under controlled conditions, of set-piece academic exercises. Recent advances in learning analytics, drawing upon vast sets of digitally-stored student activity data, open new practical and epistemic possibilities for assessment and carry the potential to transform higher education. It is becoming practicable to assess the individual and collective performance of team members working on complex projects that closely simulate the professional contexts that graduates will encounter. In addition to academic knowledge this authentic assessment can include a diverse range of personal qualities and dispositions that are key to the computer-supported cooperative working of professionals in the knowledge economy. This paper explores the implications of such opportunities for the purpose and practices of assessment in higher education, as universities adapt their institutional missions to address 21st Century needs. The paper concludes with a strong recommendation for university leaders to deploy analytics to support and evaluate the collaborative learning of students working in realistic contexts

    Western aeronautical test range real-time graphics software package MAGIC

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    The master graphics interactive console (MAGIC) software package used on the Western Aeronautical Test Range (WATR) of the NASA Ames Research Center is described. MAGIC is a resident real-time research tool available to flight researchers-scientists in the NASA mission control centers of the WATR at the Dryden Flight Research Facility at Edwards, California. The hardware configuration and capabilities of the real-time software package are also discussed

    Data Brushes: Interactive Style Transfer for Data Art

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    Plasduino: an inexpensive, general purpose data acquisition framework for educational experiments

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    Based on the Arduino development platform, Plasduino is an open-source data acquisition framework specifically designed for educational physics experiments. The source code, schematics and documentation are in the public domain under a GPL license and the system, streamlined for low cost and ease of use, can be replicated on the scale of a typical didactic lab with minimal effort. We describe the basic architecture of the system and illustrate its potential with some real-life examples.Comment: 11 pages, 10 figures, presented at the XCIX conference of the Societ\`a Italiana di Fisic
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