49,887 research outputs found

    Symbolic Activities in Virtual Spaces

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    This paper presents an approach to combine concepts ofsymbolic acting and virtual storytelling with the support ofcooperative processes. We will motivate why symboliclanguages are relevant in the social context of awarenessapplications. We will describe different symbolicpresentations and illustrate their application in three differentprototypes

    Gulliver project: performers and visitors

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    This paper discusses two projects in our research environment. The Gulliver project, an ambitious project conceived by some artists connected to our research efforts, and the Aveiro-project, as well ambitious, but with goals that can be achieved beause of technological developments, rather than be dependent on artistic and 'political' (read: financial) sources. Both projects are on virtual and augmented reality. The main goal is to design inhabited environments, where 'inhabited' refers to autonomous agents and agents that represent humans, realtime or off-line, visiting the virtual environment and interacting with other agents. The Gulliver environment has been designed by two artists: Matjaz Stuk and Alena Hudcovicova. The Aveiro project is a research effort of a group of researchers trying to design models of intelligence and interaction underlying the behavior of (groups of) agents inhabiting virtual worlds. In this paper we survey the current state of both projects and we discuss current and future attempts to have music performances by virtual and real performers in these environments

    State of the Artist: Challenges to the New York State Arts & Entertainment Industry and its Workforce

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    [Excerpt] In 2009, with support from Empire State Development (ESD), the Cornell University ILR School published its first report on the state of the New York arts and entertainment (A&E) workforce, Empire State’s Cultural Capital at Risk? Assessing Challenges to the Workforce and the Educational Infrastructure for New York State’s Arts and Entertainment Industry. The report analyzed a number of key characteristics of the A&E workforce across electronic media, live performing, and visual arts, identifying the most pressing issues for New York A&E workers and the support structures in place to protect their interests. The report concluded by proposing a number of questions to policymakers to be considered in future legislation. State of the Artist both updates this analysis of the State A&E workforce and analyzes trends in recent years based on comparable data presented in the 2009 report. The current report draws from government surveys, industry reports, and interviews with key stakeholders to assess the condition of the NYS A&E industry and its workforce, identifying key issues faced by workers in each sector of the industry. In addition to an extensive review of current literature, data from primary and secondary sources was analyzed to assess the state of the industry and major trends by sector. Survey data from the US Census Bureau and Department of Labor, notably from the American Community Survey (ACS), were retrieved to isolate trends in A&E workforce employment patterns, demographics, and income by occupational group. This analysis, including a conference attended by industry leaders and representatives to assess reactions to preliminary findings, served to identify current challenges facing this vital workforce to the state economy. Often left out of discussions about precarious workers, many working within the A&E industry continue to face high rates of contingent and project-based employment, low average income, and inadequate employment protections—all of which are explored here. State of the Artist concludes with a summary of public policies currently in place as well as those under consideration, providing an updated set of questions for New York policymakers

    Towards virtual communities on the Web: Actors and audience

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    We report about ongoing research in a virtual reality environment where visitors can interact with agents that help them to obtain information, to perform certain transactions and to collaborate with them in order to get some tasks done. Our environment models a theatre in our hometown. We discuss attempts to let this environment evolve into a theatre community where we do not only have goal-directed visitors, but also visitors that that are not sure whether they want to buy or just want information or visitors who just want to look around. It is shown that we need a multi-user and multiagent environment to realize our goals. Since our environment models a theatre it is also interesting to investigate the roles of performers and audience in this environment. For that reason we discuss capabilities and personalities of agents. Some notes on the historical development of networked communities are included

    DocuDrama

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    This paper presents an approach combining concepts of virtual storytelling with cooperative processes. We will describe why storytelling is relevant in cooperation support applications. We will outline how storytelling concepts provide a new quality for groupware applications. Different prototypes illustrate a combination of a groupware application with various storytelling components in a Theatre of Work

    Empire State\u27s Cultural Capital at Risk? Assessing Challenges to the Workforce and Educational Infrastructure of Arts and Entertainment in New York

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    New York State is a world center for the arts and entertainment industry and its vast and uniquely diversified workforce is its main competitive advantage. Commissioned by the New York Empire State Development Corporation, this report examines the strengths and the challenges facing this industry and its workforce in the state, providing an assessment of the education and training infrastructure that supports this vital industry, and identifying issues that offer a potential role for public and private policy

    Darkening the Lines

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    A collaborative process reviewed from the inside: David megarrity and Clare carmody examine what it's like to make a 'real play' with 8-12 year olds

    Perception of Social and Behaviour Change Communication Media in Cross River State, Nigeria

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    In the wake of increased interventions into health and social problems arising from various behaviours in Cross River State, this paper is set to ascertain the most effective media that can be utilized for effective communication. The mass media of communication, including television, radio, newspapers and magazines, bill boards, hand bills, posters, theatre and many other social and interpersonal media of communication are available for patronage by interventionists targeting change in any society. The question however is which of the media is the most viable? To determine this, a survey was conducted to sample the opinions of 140 media students from two higher institutions: the University of Calabar and the Cross River University of Technology (CRUTECH), all in Cross River State. The population of the study comprised both undergraduates and graduate students of Theatre and Media Studies and Mass Communication in both institutions. Findings reveal that out of the fourteen (14) media tools brought into limelight, radio, television, and billboards are the most patronized tools for change communication. The paper concludes and recommends that non-governmental organizations and the government can utilize radio, television, billboards and the church as the most effective media for chang
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