16,221 research outputs found

    Digitally interpreting traditional folk crafts

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    The cultural heritage preservation requires that objects persist throughout time to continue to communicate an intended meaning. The necessity of computer-based preservation and interpretation of traditional folk crafts is validated by the decreasing number of masters, fading technologies, and crafts losing economic ground. We present a long-term applied research project on the development of a mathematical basis, software tools, and technology for application of desktop or personal fabrication using compact, cheap, and environmentally friendly fabrication devices, including '3D printers', in traditional crafts. We illustrate the properties of this new modeling and fabrication system using several case studies involving the digital capture of traditional objects and craft patterns, which we also reuse in modern designs. The test application areas for the development are traditional crafts from different cultural backgrounds, namely Japanese lacquer ware and Norwegian carvings. Our project includes modeling existing artifacts, Web presentations of the models, automation of the models fabrication, and the experimental manufacturing of new designs and forms

    Measuring Similarity in Large-Scale Folksonomies

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    Social (or folksonomic) tagging has become a very popular way to describe content within Web 2.0 websites. Unlike\ud taxonomies, which overimpose a hierarchical categorisation of content, folksonomies enable end-users to freely create and choose the categories (in this case, tags) that best\ud describe some content. However, as tags are informally de-\ud fined, continually changing, and ungoverned, social tagging\ud has often been criticised for lowering, rather than increasing, the efficiency of searching, due to the number of synonyms, homonyms, polysemy, as well as the heterogeneity of\ud users and the noise they introduce. To address this issue, a\ud variety of approaches have been proposed that recommend\ud users what tags to use, both when labelling and when looking for resources. As we illustrate in this paper, real world\ud folksonomies are characterized by power law distributions\ud of tags, over which commonly used similarity metrics, including the Jaccard coefficient and the cosine similarity, fail\ud to compute. We thus propose a novel metric, specifically\ud developed to capture similarity in large-scale folksonomies,\ud that is based on a mutual reinforcement principle: that is,\ud two tags are deemed similar if they have been associated to\ud similar resources, and vice-versa two resources are deemed\ud similar if they have been labelled by similar tags. We offer an efficient realisation of this similarity metric, and assess its quality experimentally, by comparing it against cosine similarity, on three large-scale datasets, namely Bibsonomy, MovieLens and CiteULike

    Musical preferences and technologies: Contemporary material and symbolic distinctions criticised

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    Today how individuals interact with various cultural items is not perfectly consistent with theoretical frameworks of influential scholars on cultural consumption, such as Bourdieu (1984), Gans (1999), and Peterson and Simkus (1992). One such variation is in the ever increasing variety of technological modes to acquire and listen to music (Pinch and Bijsterveld, 2004). However, as a consequence of digital divides (van Dijk, 2006), technological items may not be distributed equally among social groups. At present, the value of status-making through a preference for different genres of music extends itself to different forms of consumption and ways of experiencing music. We are yet to fully understand the power these practices have on generating status. This article is therefore motivated by the need to integrate within quantitative frameworks of taste and cultural consumption, an analysis of individuals’ technological engagement. These two dimensions, integrated as components of musical practices, enhance our understanding of cultural boundaries across different social groups.The objective is to bridge a gap detected in the literature, addressing the following questions: Are technological modes to listen to music related to musical tastes

    From ‘hands up’ to ‘hands on’: harnessing the kinaesthetic potential of educational gaming

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    Traditional approaches to distance learning and the student learning journey have focused on closing the gap between the experience of off-campus students and their on-campus peers. While many initiatives have sought to embed a sense of community, create virtual learning environments and even build collaborative spaces for team-based assessment and presentations, they are limited by technological innovation in terms of the types of learning styles they support and develop. Mainstream gaming development – such as with the Xbox Kinect and Nintendo Wii – have a strong element of kinaesthetic learning from early attempts to simulate impact, recoil, velocity and other environmental factors to the more sophisticated movement-based games which create a sense of almost total immersion and allow untethered (in a technical sense) interaction with the games’ objects, characters and other players. Likewise, gamification of learning has become a critical focus for the engagement of learners and its commercialisation, especially through products such as the Wii Fit. As this technology matures, there are strong opportunities for universities to utilise gaming consoles to embed levels of kinaesthetic learning into the student experience – a learning style which has been largely neglected in the distance education sector. This paper will explore the potential impact of these technologies, to broadly imagine the possibilities for future innovation in higher education

    A PROPOSAL TO REFINE CONCEPT MAPPING FOR EFFECTIVE SCIENCE LEARNING

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    Concept maps are found to be useful in eliciting knowledge, meaningful learning, evaluation of understanding and in studying the nature of changes taking place during cognitive development, particularly in the classroom. Several experts have claimed the effectiveness of this tool for learning science. We agree with the claim, but the effectiveness will improve only if we gradually introduce a certain amount of discipline in constructing the maps. The discipline is warranted, we argue, because science thrives to be an unambiguous and rigorously structured body of knowledge. Since learning science may be seen as a process where a novice is expected to be transformed into an expert, we use the context of learning science for making the proposal. Further, we identify certain anomalies in the evaluation of concept maps, and suggest that the evaluation should be based on semantics of the linking words (relation types) and not on graphical criteria alone.\u
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