6,332 research outputs found
Women in the public sphere in Egypt : 2011–2014
Through interviews, many documents and secondary data, this dissertation investigates how fifty-four women activists participated in the public sphere in Egypt from the outbreak of the 2011 uprising to the re-emergence of the authoritarian regime in 2014. The women activists studied in the dissertation took part in various counter-publics of social movements, opposition political parties, and civic engagement. Their aim was to influence the political scene at large by participating as women and as citizens in ways that placed their demands within the broader context of the national revolutionary discourse. At the same time, they increased their visibility through participation in the face of various constraints, including the patriarchal order and masculine norms at the family, community, and societal levels while challenging the regime’s repression.The findings of the dissertation emphasise ‘participation’ as encompassing collectivity – which here refers to the process of accessing the public sphere – and visibility – which refers to the content of this participation thereafter. The findings give us a new perspective on how women pushed gender boundaries in different contexts in the public sphere and how they developed a new agency through which they employed different strategies to overcome their exclusion and marginalisation. The findings show how they consciously resisted acting and being portrayed as agents of a liberal/secular Western discourse or submitting to cultural nationalists and Islamists who regard them as victims of an anticolonial nationalist discourse
A Critical Review Of Post-Secondary Education Writing During A 21st Century Education Revolution
Educational materials are effective instruments which provide information and report new discoveries uncovered by researchers in specific areas of academia. Higher education, like other education institutions, rely on instructional materials to inform its practice of educating adult learners. In post-secondary education, developmental English programs are tasked with meeting the needs of dynamic populations, thus there is a continuous need for research in this area to support its changing landscape. However, the majority of scholarly thought in this area centers on K-12 reading and writing. This paucity presents a phenomenon to the post-secondary community. This research study uses a qualitative content analysis to examine peer-reviewed journals from 2003-2017, developmental online websites, and a government issued document directed toward reforming post-secondary developmental education programs. These highly relevant sources aid educators in discovering informational support to apply best practices for student success. Developmental education serves the purpose of addressing literacy gaps for students transitioning to college-level work. The findings here illuminate the dearth of material offered to developmental educators. This study suggests the field of literacy research is fragmented and highlights an apparent blind spot in scholarly literature with regard to English writing instruction. This poses a quandary for post-secondary literacy researchers in the 21st century and establishes the necessity for the literacy research community to commit future scholarship toward equipping college educators teaching writing instruction to underprepared adult learners
Chinese Knitwear Brands: The need for creative design to result in global business success
Chinese cashmere knitwear companies have become suppliers of international fashion brands because of their technological excellence, advantages of raw materials and competitive prices. However, their in-house brands are steadily declining. In the past 15 years, Chinese cashmere brands have progressively lost their market share to Chinese and Western fashion brands, with a few notable exceptions. Their brands lack differentiation from other Chinese competitors, causing low price competition, which contributes to sustainability issues such as unsold stock and material/manpower waste. The decline is likely to continue as the brands serve only an ageing market, rather than attracting younger generations to their products. Chinese cashmere companies invest little in design, which is a significant limitation for improving the brands’ opportunity to become successful and sustainable businesses.
This study looks for solutions from the design perspective. The research aimed to investigate what design can do to help deal with the current problems of the Chinese knitwear brands to improve their prospects for future business success. The objectives of the study were to enquire into the challenges and opportunities facing the Chinese knitwear sector, to evaluate current design practice in knitwear brands, to understand how design and brand management can be integrated to generate a sustainable brand.
Research questions were developed to explore the brand and design problems, the role of design and organisational structure, what the barriers and enablers for a thriving design culture were alongside possible solutions for design improvement. A pragmatic philosophy underpinned research design, guiding the adoption of methods in response to research questions. Interviews with stakeholders from both the knitwear industry and design education were undertaken. In addition, a case study using design action research with immersive field research was developed for investigating the knitwear brand issues; furthermore, a knitwear collection was created using western design approaches to demonstrate an exemplar design process for the sector and to illustrate the differences to current Chinese design
methods.
The study argues the obstacles to design culture enrichment in Chinese knitwear brands was caused by their design context, lack of brand positioning, limited understanding of their consumers and business models that are not fit for purpose. An absence of experienced leadership creates unclear design direction, instead of collections centred around a theme; Chinese brands sell unconnected designs. Brands lack the distinct brand characteristics that distinguish them from their competitors.
The contribution to knowledge made by this study includes the identification of the reasons for the decline in Chinese cashmere brands, an understanding of their barriers to design culture to developing good designs and it also highlights the lack of awareness of sustainability issues in the sector. The study sheds new light on the rarely acknowledged issue of how to upgrade these brands as modern business for younger consumers, and how to enrich the design culture for brand business growth within sustainable contexts. The thesis analyses in depth the causes for the decline in these brands and makes recommendations for how design can make a contribution to reversing the brands’ decline and increasing their sustainability
Play/writing histories: investigating the dramaturgical potential of architectural drawing practices in exploring the hidden histories of built spaces. An architextural study of the Citizens Theatre
This practice research project investigates the dramaturgical potential of architectural drawing techniques and proposes ‘architexting’ as creative methodology for exploring the hidden histories of built spaces. Architexting exploits the relationship between architectural drawing and playwriting as allographic practices, identifying generative territory in their mutual preoccupation with shaping provisional spaces. I suggest that architexting can be used as a tool for a spatial approach to historiography that is organised by site rather than time. In doing so, architexting seeks to reveal and celebrate diachronic communities separated by time but created and connected by the places they share.
This thesis is in three parts. In the first, ‘Project Plan and Methodology,’ I provide an overview of my interdisciplinary approach. In the second, ‘Site Analysis,’ I excavate relevant theoretical fields including architectural theory, dramaturgy, historiography and cultural geography to construct a theoretical framework for architexting. The third section, ‘Portfolio,’ forms the practical output of this project and consists of three architexts: Blueprint, Perspective and Axonometric or How to Build a Place from Memory, each with accompanying critical reflections.
While architexting is a methodology that may be applied to any building, this project specifically investigates the hidden histories of the Citizens Theatre in Glasgow which, in 2018, underwent the most significant redevelopment in its 144-year history. My architexts have been created using material from oral histories and workshops with over sixty adults and young people connected to the Citizens theatre, as well as archival material from relevant collections held by the Scottish Theatre Archives at the University of Glasgow
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Sonic heritage: listening to the past
History is so often told through objects, images and photographs, but the potential of sounds to reveal place and space is often neglected. Our research project ‘Sonic Palimpsest’1 explores the potential of sound to evoke impressions and new understandings of the past, to embrace the sonic as a tool to understand what was, in a way that can complement and add to our predominant visual understandings. Our work includes the expansion of the Oral History archives held at Chatham Dockyard to include women’s voices and experiences, and the creation of sonic works to engage the public with their heritage. Our research highlights the social and cultural value of oral history and field recordings in the transmission of knowledge to both researchers and the public. Together these recordings document how buildings and spaces within the dockyard were used and experienced by those who worked there. We can begin to understand the social and cultural roles of these buildings within the community, both past and present
'A way of life': practising place in the small press
This thesis is a study of place in the practice and publications of three small presses: Moschatel Press, Coracle Press and Corbel Stone Press.
Practice is central to my approach, both in situating place as something practised, unfinished and ongoing, and in the repetitive everyday acts that make running a press ‘a way of life’.
I examine the ways in which small press practice shapes and responds to a variety of places. Beginning with the home, the thesis moves gradually outwards to larger-scale spaces: the local area, public spaces, the wider landscape.
The thesis is founded upon the press model as one of collaboration, both between artists, and with the places they inhabit.
Chapter One establishes the domestic space as central to the activities and publications of the press. The home is a site of production enmeshed with the everyday, and is the intended habitat of many small press pieces. I trace the influence of domestic intimacy and tactility across small press poetics, and the importance of ‘the domestic scale’ is foregrounded throughout the thesis.
Chapter Two is an exploration of small press localness. I build upon the domestic chapter to examine how the local is shaped by its relationship to the home. I frame small press localness as distinctly embodied, examining the charting of local places on foot and the gathering of texts and objects by hand.
Chapter Three examines site-specific work, exploring the presence of small press pieces in public, communal spaces. I focus particularly upon the hospital-based works of Thomas A Clark, and how they provoke questions around attention, contemplation and care. The chapter closes by reflecting upon how these pieces facilitate thinking about the more- than-human.
Chapter Four sustains a focus upon the more-than-human to explore the small press relationship with the wider landscape. The chapter scrutinises an ambivalent attitude towards books as a means of relating to and recording landscapes. I consider work across deep timescales and study the embodied landscape-based practices of Corbel Stone Press, such as burial and the leaving of offerings
Co-Creating with the Senses: Towards an Embodiment Grammar for Conceptualising Virtual Reality (VR) Narrative Design
This creative practice thesis comprises two components, a dissertation titled Co-Creating with the Senses: Towards an Embodiment Grammar for Conceptualising Virtual Reality (VR) Narrative Design and a creative work, The Recluse, a fictional VR script written in the Maria Vargas Immersive Play template, available through Final Draft.
The advent of publicly available virtual reality (VR) technologies has led to the emergence of a new genre of storytelling, henceforth referred to as ‘VR narratives’. There has therefore been a need to articulate its defining grammar and to contribute insights born out of artistic experimentation in a scholarly field which until recently was dominated by scientific points of view. Employing a somaesthetics approach outlined by researcher Kristina Höök, the dissertation draws on a qualitative study into 10 VR narrative works in order to propose an embodiment grammar through which the art form may be conceptualised. The study’s findings, a group of eight embodied states organised into a framework, urge for the relenting of authorial control in order to instead frame affective potential, thus echoing a Deleuzian concept of the assemblage. In particular, the framework draws attention to the way that VR’s deeper affective dimensions may be elucidated by framing co-creation through the medium’s
distinct sensory possibilities. As interest gathers in a future metaverse, the insights raised by the study are significant, with potential applications in a range of affective design contexts.
The Recluse is my original contribution to this emerging art form and a case study through which to interrogate the framework’s findings. A mystery with supernatural elements, the VR script aims to communicate an experience that transports the participant to the world of Alma Cohen, a famous artist turned recluse, where they are invited to experience the strange occurrences in Alma’s life through their own embodied actions. The VR script explores the potential for intimate encounters with virtual characters and the sensory, co-creational and affective possibilities which arise through these dynamics. It highlights, following the framework, the way that more open structuring approaches are required in order to access the medium’s deeper affective possibilities and also the present technological constraints in achieving this
Living Labor
For much of the twentieth century, the iconic figure of the U.S. working class was a white, male industrial worker. But in the contemporary age of capitalist globalization new stories about work and workers are emerging to refashion this image. Living Labor examines these narratives and, in the process, offers an innovative reading of American fiction and film through the lens of precarious work. It argues that since the 1980s, novelists and filmmakers—including Russell Banks, Helena VÃramontes, Karen Tei Yamashita, Francisco Goldman, David Riker, Ramin Bahrani, Clint Eastwood, Courtney Hunt, and Ryan Coogler—have chronicled the demise of the industrial proletariat, and the tentative and unfinished emergence of a new, much more diverse and perilously positioned working class. In bringing together stories of work that are also stories of race, ethnicity, gender, and colonialism, Living Labor challenges the often-assumed division between class and identity politics. Through the concept of living labor and its discussion of solidarity, the book reframes traditional notions of class, helping us understand both the challenges working people face and the possibilities for collective consciousness and action in the global present
Offene-Welt-Strukturen: Architektur, Stadt- und Naturlandschaft im Computerspiel
Welche Rolle spielen Algorithmen für den Bildbau und die Darstellung von Welt und Wetter in Computerspielen? Wie beeinflusst die Gestaltung der Räume, Level und Topografien die Entscheidungen und das Verhalten der Spieler_innen? Ist der Brutalismus der erste genuine Architekturstil der Computerspiele? Welche Bedeutung haben Landschaftsgärten und Nationalparks im Strukturieren von Spielwelten? Wie wird Natur in Zeiten des Klimawandels dargestellt? Insbesondere in den letzten 20 Jahren adaptieren digitale Spielwelten akribischer denn je Merkmale der physisch-realen Welt. Durch aufwändige Produktionsverfahren und komplexe Visualisierungsstrategien wird die Angleichung an unsere übrige Alltagswelt stets in Abhängigkeit von Spielmechanik und Weltlichkeit erzeugt. Wie sich spätestens am Beispiel der Open-World-Spiele zeigt, führt die Übernahme bestimmter Weltbilder und Bildtraditionen zu ideologischen Implikationen, die weit über die bisher im Fokus der Forschung stehenden, aus anderen Medienformaten transferierten Erzählkonventionen hinausgehen. Mit seiner Theorie der Architektur als medialem Scharnier legt der Autor offen, dass digitale Spielwelten medienspezifische Eigenschaften aufweisen, die bisher nicht zu greifen waren und der Erforschung harrten. Durch Verschränken von Konzepten aus u.a. Medienwissenschaft, Game Studies, Philosophie, Architekturtheorie, Humangeografie, Landschaftstheorie und Kunstgeschichte erarbeitet Bonner ein transdisziplinäres Theoriemodell und ermöglicht anhand der daraus entwickelten analytischen Methoden erstmals, die komplexe Struktur heutiger Computerspiele - vom Indie Game bis zur AAA Open World - zu verstehen und zu benennen. Mit "Offene-Welt-Strukturen" wird die Architektonik digitaler Spielwelten umfassend zugänglich
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