628 research outputs found

    Diversity and web design

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    Disney\u27s Portrayal of Nonhuman Animals in Animated Films Between 2000 and 2010

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    This paper used the constant comparative method to examine the 12 animated features released by Disney between 2000 and 2010 for: (1) their representation of nonhuman animals (NHAs) and the portrayal of race, class, gender, and speciesism within this representation, (2) the ways they describe the relationship between humans and NHAs, and (3) whether they promote an animal rights perspective. Three major themes were identified: NHAs as stereotypes, family, and human/NHA dichotomy. Analysis of these themes revealed that Disney’s animated features promote speciesism and celebrate humanity’s superiority by justifying the subordination of NHAs to human agency. Furthermore, while Disney’s representation of NHAs remains largely anthropocentric, most of its animated features do not reflect the tenets of animal rights

    Animating peace: a practice investigation engaged with peace-building in Cyprus

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    This research investigates the potential of animation to act as a tool for peace-building. It specifically takes the conflict between Greek Cypriots and Turkish Cypriots as case study. It is a cross-disciplinary, value-driven, practice-led inquiry, affiliated with the paradigm of constructivism and the approach of participatory action research. It triangulates the interchangeable qualitative methods of conflict case mapping and assessment, of questionnaires and of reflective animation practice to demonstrate that animation can indeed assist peace-building. The main fields of study that this inquiry deals with are peace research -located within social sciences- and the field of animation, situated within the field of the arts -as opposed to computer science-. Key authors influencing the study include Johan Galtung, Elise and Kenneth Boulding, Carol Rank, Cynthia Cohen, Susan Sontag and Yiannis Papadakis. The values that drive the research derive from the paradigm of positive peace, developed by Galtung. They can be summarised as justice, equality, prosperity, non-violence, cooperation and solidarity. Following exchanges with participants from the two conflicting communities, problems were identified and animation solutions proposed out of which three test-animations were created. These address the themes of inter-communal relationships, language and a shared future . Their impact was then discussed and evaluated by a local audience who suggested amendments. This perpetual, collaborative procedure of action is to be repeated until all needs are met and problems resolved. Primarily my original contribution to knowledge lies in researching a largely neglected area of the arts and peace and in successfully proving that animation can act for the purposes of peacebuilding. The evidence of animation's potential as a peacebuilding tool is threefold: firstly, my Action Research approach leads to the identification of specific animation strategies for any ethnic conflict case. Secondly, animation attributes are enlisted that support this function of the medium. Finally, affirmation was gathered from questionnaire

    HyperBody: An Experimental VR Game Exploring the Cosmotechnics of Game Fandom through a Posthumanist Lens

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    Interdependencies among ACGN (Anime, Comics, Games, and Novels) communities in China, Hong Kong, and Taiwan are growing. However, game studies and fan studies remain distinct disciplines. This cross-disciplinary thesis bridges this gap by investigating "game-fandom" practices in VR production, defined as the fusion of game and fan studies within the ACGN context. Drawing from Yuk Hui's "cosmotechnics" and Karen Barad's posthumanist perspective, this research reconsiders the relationship between cosmology, morality, and technology (Hui 2017). It employs "intra-action" to emphasise the indivisible, dynamic relations among specified objects (Barad 2007). Cultural practices in C-pop idol groups, Chinese BL (Boys' Love) novels, science fiction, and modding communities are analysed, illuminating the ACGN fandom's cultural, technological, and affective dimensions. This work features the creation, description, and evaluation of an experimental VR game, "HyperBody", which integrates the written thesis by reflecting game-fandom's cosmotechnics and intra-actions. The thesis offers two significant contributions: "queer tuning", a theory illuminating new cultural, technological, and affective turns within fandom and computational art, and a "diffractive" approach, forming a methodological framework for posthuman performative contexts. This diffractive framework enables practical contributions such as creating and describing experimental VR productions using the sound engine. It also highlights a thorough evaluation approach reconciling quantitative and qualitative methods in VR production analysis, investigating affective experiences, and exploring how users engage creatively with queer VR gamespaces. These contributions foster interdisciplinary collaboration among VR, game design, architecture, and fandom studies, underscoring the inextricable link among ethics, ontology, and epistemology, culminating in a proposed ethico-onto-epistem-ological framework

    Global gamers, transnational play, imaginary battlefield: encountering the gameplay experience in the war-themed first-person-shooter,Call of Duty

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    During the post-9/11 era we have witnessed the rise of war-themed digital games, which are increasingly produced and distributed on a massive global scale. This new form of 'militainment' re-formulates ‘the military-entertainment complex’ industrial model, and by repeatedly simulating historical/present/fictional war events and adopting militaristic stories, creates an adrenaline-pumping interactive gaming experience that the global gamers find very difficult to resist. Before 2011 the most iconic war-themed first-person-shooter (FPS) digital game, Call of Duty: Modern Warfare 2, achieved a new milestone of more than 20 million copies sold globally. After the release of Call of Duty: Black Ops, the Facebook COD group became one of the top 20 fastest growing Facebook communities in 2010. At the time of writing this thesis, this network community had already attracted more than 10 million fans worldwide. Besides the well-known Call of Duty series, other FPS titles like Medal of Honor, Fallout, and Battlefield series are all fed into the global gamers’ growing appetite for this so-called ‘shoot’em’all’ genre. Within academia, scholars from different research disciplines also realized the importance of gaming and have been trying to approach this conflict-based digital game culture from various angles. The war-themed genre FPS is frequently challenged by people’s negative impression towards its unpleasant essence and content; questioning its embedded political ideologies, the violent sequences involved in the gameplay and its socio-cultural influences/effects to individual and community etc. However, the wide range of critical debates in this field has reflected the growing interest of scholars in the complex political relationship between military and entertainment sectors and industries, and the embedded P.R. network that is running behind the games’ industrial structure and cultural production (see Wark 1996, Herz 1997, Derian 2001, Stockwell and Muir 2003, Lenoir and Lowood 2005, Leonard 2007, Turse 2008, Ottosen 2009). Despite widespread academic interests in the subject, few researchers have paid attention to the gamers who are the ones truly engaged themselves to this genre. If we look at the research within game studies today, less analysis is primarily focused on this unique shooter-gamer culture. In this regard, this research adopts qualitative research methods to explore the gamers’ feelings, attitudes, and their experiences in the war-themed FPS genre. In terms of the research methods used, an online questionnaire was launched to collect responses from 433 gamers across different countries, and 11 in-depth face-to-face interviews with a community of COD gamers were also conducted in Taiwan between 2010 and 2011. The data which has emerged from the two research methods reveals gamers’ perceptions about war games’ time narrative and realism. Based on the interviews, the research analyses East Asian gamers’ construction of meanings in this ‘western genre’ and provides some theoretical reflections about their transnational FPS gameplay experience

    Technofetishism of posthuman bodies: representations of cyborgs, ghosts, and monsters in contemporary Japanese science fiction film and animation

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    The thesis uses a feminist approach to explore the representation of the cyborg in Japanese film and animation in relation to gender, the body, and national identity. Whereas the figure of the cyborg is predominantly pervasive in cinematic science fiction, the Japanese popular imagination of cyborgs not only crosses cinematic genre boundaries between monster, disaster, horror, science fiction, and fantasy but also crosses over to the medium of animation. In regard to the academic research on Japanese cinema and animation, there is a serious gap in articulating concepts such as live-action film, animation, gender, and the cyborg. This thesis, therefore, intends to fill the gap by investigating the gendered cyborg through a feminist lens to understand the interplay between gender, the body and the cyborg within historical-social contexts. Consequently, the questions proposed below are the starting point to reassess the relationship between Japanese cinema, animation, and the cyborg. How has Japanese popular culture been obsessed with the figure of the cyborg? What is the relationship between Japanese live-action film and Japanese animation in terms of the popular imagination of the cyborg? In particular, how might we discuss the representation of the cyborg in relation to the concept of national identity and the associated ideology of “Japaneseness”, within the framework of Donna Haraway’s influential cyborg theory and feminist theory? The questions are addressed in the four sections of the thesis to explore the representation of the gendered cyborg. First, I outline the concept of the cyborg as it has been developed in relation to notions of gender and the ‘cyborg’ in Western theory. Secondly, I explore the issues in theorising the science fiction genre in Japanese cinema and animation and then address the problem of defining science fiction in relation to the phenomenon of the cyborg’s genre-crossing. Finally, I provide a contextualising discussion of gender politics and gender roles in Japan in order to justify my use of Western feminist theory as well as discuss the strengths and limitations of such an approach before moving, in the remainder of the thesis, to an examination of a number of case studies drawn from Japanese cinema and animation

    Unmet goals of tracking: within-track heterogeneity of students' expectations for

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    Educational systems are often characterized by some form(s) of ability grouping, like tracking. Although substantial variation in the implementation of these practices exists, it is always the aim to improve teaching efficiency by creating homogeneous groups of students in terms of capabilities and performances as well as expected pathways. If students’ expected pathways (university, graduate school, or working) are in line with the goals of tracking, one might presume that these expectations are rather homogeneous within tracks and heterogeneous between tracks. In Flanders (the northern region of Belgium), the educational system consists of four tracks. Many students start out in the most prestigious, academic track. If they fail to gain the necessary credentials, they move to the less esteemed technical and vocational tracks. Therefore, the educational system has been called a 'cascade system'. We presume that this cascade system creates homogeneous expectations in the academic track, though heterogeneous expectations in the technical and vocational tracks. We use data from the International Study of City Youth (ISCY), gathered during the 2013-2014 school year from 2354 pupils of the tenth grade across 30 secondary schools in the city of Ghent, Flanders. Preliminary results suggest that the technical and vocational tracks show more heterogeneity in student’s expectations than the academic track. If tracking does not fulfill the desired goals in some tracks, tracking practices should be questioned as tracking occurs along social and ethnic lines, causing social inequality

    Problem space of modern society: philosophical-communicative and pedagogical interpretations. Part II

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    This collective monograph offers the description of philosophical bases of definition of communicative competence and pedagogical conditions for the formation of communication skills. The authors of individual chapters have chosen such point of view for the topic which they considered as the most important and specific for their field of study using the methods of logical and semantic analysis of concepts, the method of reflection, textual reconstruction and comparative analysis. The theoretical and applied problems of modern society are investigated in the context of philosophical, communicative and pedagogical interpretations

    Fairytale women: gender politics in Soviet and post-Soviet animated adaptations of Russian national fairytales

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    A thesis submitted to the University of Bedfordshire in partial fulfillment of the requirements for the degree of Doctor of PhilosophyDespite the volume of research into fairytales, gender and ideology in media studies, the specific subject of animated adaptations of national fairytales and their role in constructing gender identities remains a blind spot at least in relation to non-Western and non-Hollywood animation. This study addresses the gap by analysing animated adaptations of Russian national fairytales in Soviet and post-Soviet cinema and television. It does so as a tool through which to approach the gender politics of the dominant ideologies in national cinema and also, though to a lesser extent, in television. One of the key perspectives this research adopts concerns the reorganization of the myths of femininity, as stored in ‘national memory’ and transferred through the material of national fairytales produced during a century-long period. By providing a detailed critical treatment of animated adaptations of Russian magic fairytales, this research examines the interaction between the cinematic versions of the national fairytales and the representation of female characters on screen. It draws on a range of feminist theoretical approaches on media representation. By performing a systematic study of the under-researched field, through a combination of qualitative and empirical analysis, the work demonstrates how totalitarian regimes and new democratic societies implicitly control gender constructions in similar ways, and specifically through the animated versions of national fairytale adaptations. The research identifies how the constructions of femininity are manipulated through the reshaping of the national past coded in the ancient folkloric narratives. The findings of the study reveal the principles on which the implicit patriarchal gender politics is based. These principles include the conservative choice of fairytale material adapted to the screen, the reactionary increase of production of animated fairytales targeted against liberalisation, the exclusion and reconstruction of strong matriarchal fairytale female characters, stereotypical representation of selected female characters, and normalisation of domestic violence. In so doing the study identifies a weakness in the existing scholarly discourse on ideology, which traditionally has claimed that Soviet animation was non-violent. Further, the study establishes the constructions of national memory and female identity as a part of the dominant cinematic discourses
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