36,709 research outputs found

    Moveable worlds/digital scenographies

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    This is the author's accepted manuscript. The final published article is available from the link below. Copyright @ Intellect Ltd 2010.The mixed reality choreographic installation UKIYO explored in this article reflects an interest in scenographic practices that connect physical space to virtual worlds and explore how performers can move between material and immaterial spaces. The spatial design for UKIYO is inspired by Japanese hanamichi and western fashion runways, emphasizing the research production company's commitment to various creative crossovers between movement languages, innovative wearable design for interactive performance, acoustic and electronic sound processing and digital image objects that have a plastic as well as an immaterial/virtual dimension. The work integrates various forms of making art in order to visualize things that are not in themselves visual, or which connect visual and kinaesthetic/tactile/auditory experiences. The ‘Moveable Worlds’ in this essay are also reflections of the narrative spaces, subtexts and auditory relationships in the mutating matrix of an installation-space inviting the audience to move around and follow its sensorial experiences, drawn near to the bodies of the dancers.Brunel University, the British Council, and the Japan Foundation

    Is there a net generation coming to university?

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    This paper reports the first phase of an ESRC funded research project to investigate first year students' use of technology in relation to the idea of young people born after 1983 forming a distinct age cohort described variously as the Net generation or Digital Natives. The research took place in five English universities in the spring of 2008. The research found a far more complex picture than that suggested by the rhetoric with student use of new technologies varying between different universities and courses. Some of the more discussed new technologies such as blogs, wikis and virtual worlds were shown to be less used by students than might have been expected. The Net generation appears if anything to be a collection of minorities with a small number of technophobic students and larger numbers of others making use of new technologies but in ways that did not fully correspond with many of the expectations built into the Net generation and Digital Natives theses

    Seeing the smart city on Twitter: Colour and the affective territories of becoming smart

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    This paper pays attention to the immense and febrile field of digital image files which picture the smart city as they circulate on the social media platform Twitter. The paper considers tweeted images as an affective field in which flow and colour are especially generative. This luminescent field is territorialised into different, emergent forms of becoming ‘smart’. The paper identifies these territorialisations in two ways: firstly, by using the data visualisation software ImagePlot to create a visualisation of 9030 tweeted images related to smart cities; and secondly, by responding to the affective pushes of the image files thus visualised. It identifies two colours and three ways of affectively becoming smart: participating in smart, learning about smart, and anticipating smart, which are enacted with different distributions of mostly orange and blue images. The paper thus argues that debates about the power relations embedded in the smart city should consider the particular affective enactment of being smart that happens via social media. More generally, the paper concludes that geographers must pay more attention to the diverse and productive vitalities of social media platforms in urban life and that this will require experiment with methods that are responsive to specific digital qualities

    Experimental study and modelling of Networked Virtual Environment server traffic

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    The paradigm of virtual world environment arises as an useful tool in diverse fields such as e-Health or education, where they provide a new way of communication and interaction with end users. Networking capabilities play an important role in these systems, which motivates the study and understanding of the gaming network traffic. The present work focuses on Open Wonderland, a system that provides the basis for the development of Networked Virtual Environments with educational or health purposes. The goal of this paper is defining a testing environment and modelling the behaviour of the outgoing network traffic at the server side.Ministerio de Industria, Comercio y Turismo AAL-010000-2012-10Ministerio de Ciencia e InnovaciĂłn TEC2009-10639-C04-0

    Constituting best practice in management consulting

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    This paper offers critical reflections on the construction and propagation of ‘best practice’: a concept which has become increasingly important in the business world and in civic life more generally. Focusing upon the activities of the Management Consultancies Association (MCA) we offer an analysis of the awards process instituted to applaud ‘best practice’ in the arena of consulting. Departing from existing academic representations of the advice industry which generally exclude this trade body from the analytical frame we consider the role which the MCA performs in the field of consulting. Situating the MCA’s attempt to constitute best practice within the work of Bruno Latour we argue that this construct depends upon the mobilization of an extended network of allies, advocates and spectators whose interactions have been written-out of academic analysis. The paper concludes by proposing the need for further research designed to explore, both, the heterogeneity and the porosity of the networks that construct, convey and applaud key knowledge products such as ‘best practice’

    Mapping cyberspace: visualising, analysing and exploring virtual worlds

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    In the past years, with the development of computer networks such as the Internet and world wide web (WWW), cyberspace has been increasingly studied by researchers in various disciplines such as computer sciences, sociology, geography, and cartography as well. Cyberspace is mainly rooted in two computer technologies: network and virtual reality. Cybermaps, as special maps for cyberspace, have been used as a tool for understanding various aspects of cyberspace. As recognised, cyberspace as a virtual space can be distinguished from the earth we live on in many ways. Because of these distinctions, mapping it implies a big challenge for cartographers with their long tradition of mapping things in clear ways. This paper, by comparing it to traditional maps, addresses various cybermap issues such as visualising, analysing and exploring cyberspace from different aspects
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