687 research outputs found

    How To Hit The Ground: Motion And Measurement In Moving Pictures Before The Great Crash

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    How to Hit the Ground: Motion and Measurement in Moving Pictures before The Great Crash Will Schmenner Karen Redrobe, Advisor On December 21, 1914, the Keystone Film Company released Tillie’s Punctured Romance, directed by Mack Sennett. Roughly seven weeks later, depending on where one lived in North America, D.W. Griffith released The Birth of a Nation (1915). For cinema and media studies, this moment launched the form of the classical Hollywood feature-length narrative—the roughly ninety-minutes to three-hour film that since became ubiquitous. The two movies, despite sharing a longer-than-normal duration, could hardly be more different. The Birth of a Nation purports to be history. President Woodrow Wilson was famously quoted as saying, “It’s like writing history with lightning.” Griffith carefully designed his broad overarching themes about race and gender so that they would drive the narrative. On the other hand, Tillie’s Punctured Romance pieces together a narrative that is often seen as secondary, at best, to the slapstick comedy animating the picture. My dissertation delves into this difference, which cannot be solely contributed to slapsticks desire to burlesque Griffith. By building up an argument from the forms that bodily motion took in the shots, across the edits, and in the narrative structure of Buster Keaton’s 1920s features, I argue that cinema and media studies needs to reconsider how it thinks about so-called non-narrative techniques and passive audiences. In short, Keaton worked with the visual habits of his audiences to create a set of non-narrative techniques that make up the very narrative structure of his movies. By engaging with the bio-politics of bodily motion in the 1920s, Keaton was able to take the well-established visual habits of an industrializing America and tactically alter them to critique how bodies are moved and monitored, who controls the moving of those bodies, and who sets the understanding of efficient, permissible, and effective motions. In the context of The First Red Scare (1920 – 1921) and what John Dos Passos called “the deportations delirium,” Keaton’s comedy offered a more realistic depiction of how disjointed, contingent and chaotic the experience of everyday life could be

    Beyond Narrative: Exploring Narrative Liminality and Its Cultural Work

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    This book calls for an investigation of the 'borderlands of narrativity' - the complex and culturally productive area where the symbolic form of narrative meets other symbolic logics, such as data(base), play, spectacle, or ritual. It opens up a conversation about the 'beyond' of narrative, about the myriad constellations in which narrativity interlaces with, rubs against, or morphs into the principles of other forms. To conceptualize these borderlands, the book introduces the notion of "narrative liminality," which the 16 articles utilize to engage literature, popular culture, digital technology, historical artifacts, and other kinds of texts from a time span of close to 200 years

    Beyond Narrative

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    This book calls for an investigation of the ›borderlands of narrativity‹ — the complex and culturally productive area where the symbolic form of narrative meets other symbolic logics, such as data(base), play, spectacle, or ritual. It opens up a conversation about the ›beyond‹ of narrative, about the myriad constellations in which narrativity interlaces with, rubs against, or morphs into the principles of other forms. To conceptualize these borderlands, the book introduces the notion of »narrative liminality,« which the 16 articles utilize to engage literature, popular culture, digital technology, historical artifacts, and other kinds of texts from a time span of close to 200 years

    Computing point-of-view : modeling and simulating judgments of taste

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    Thesis (Ph. D.)--Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, 2006.Includes bibliographical references (p. 153-163).People have rich points-of-view that afford them the ability to judge the aesthetics of people, things, and everyday happenstance; yet viewpoint has an ineffable quality that is hard to articulate in words, let alone capture in computer models. Inspired by cultural theories of taste and identity, this thesis explores end-to-end computational modeling of people's tastes-from model acquisition, to generalization, to application- under various realms. Five aesthetical realms are considered-cultural taste, attitudes, ways of perceiving, taste for food, and sense-of-humor. A person's model is acquired by reading her personal texts, such as a weblog diary, a social network profile, or emails. To generalize a person model, methods such as spreading activation, analogy, and imprimer supplementation are applied to semantic resources and search spaces mined from cultural corpora. Once a generalized model is achieved, a person's tastes are brought to life through perspective-based applications, which afford the exploration of someone else's perspective through interactivity and play. The thesis describes model acquisition systems implemented for each of the five aesthetical realms.(cont.) The techniques of 'reading for affective themes' (RATE), and 'culture mining' are described, along with their enabling technologies, which are commonsense reasoning and textual affect analysis. Finally, six perspective-based applications were implemented to illuminate a range of real-world beneficiaries to person modeling-virtual mentoring, self-reflection, and deep customization.by Xinyu Hugo Liu.Ph.D

    Beyond Narrative

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    This book calls for an investigation of the ›borderlands of narrativity‹ — the complex and culturally productive area where the symbolic form of narrative meets other symbolic logics, such as data(base), play, spectacle, or ritual. It opens up a conversation about the ›beyond‹ of narrative, about the myriad constellations in which narrativity interlaces with, rubs against, or morphs into the principles of other forms. To conceptualize these borderlands, the book introduces the notion of »narrative liminality,« which the 16 articles utilize to engage literature, popular culture, digital technology, historical artifacts, and other kinds of texts from a time span of close to 200 years

    Comics as a Cognitive Training Medium for Expert Decision Making

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    Experts such as military commanders must make decisions quickly and under deadly conditions. A variety of cognitive training media exist, from Powerpoint to virtual reality (VR) simulations; however, there are alternative media that have not yet been comprehensively studied for expert decision making training. In this study, the researcher has examined the use of comics as an alternative to current cognitive training media. In Experiment 1, naval submariners were shown a text-based medium or comic strip and asked to make a decision about the scenario after viewing. The scenario was derived from a situation that submariners were somewhat familiar with but could not predict. In Experiment 2, the level of comic symbolic abstraction was manipulated across three separate comic strips. Results showed that submariners\u27 decision making ability scores were not superior and response times were not faster with comic media than text-based media. Results also did not show superior scores with lower levels of symbolic abstraction. View time for comics was significantly faster than text-based media for Experiment 1. Several post-hoc results for decision making ability scores and response times were also significant. Post-hoc results showed that submariners\u27 decision making ability scores between comic media and text-based media for Experiment 1 were equivalent at the 90% confidence intervals and were equivalent at the 95% confidence intervals for Experiment 2. Speed was equivalent at the 98% confidence intervals for both Experiment 1 and 2. View time was also equivalent at the 98% confidence intervals for Experiment 2. Comics have shown to be an alternative to current cognitive training media. The findings show that comics have the potential to meet the needs of the diverse military population for rapid and comprehensive soldier training

    The other art of computer programming: A visual alternative to communicate computational thinking

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    The thesis will explore the implications of teaching computer science through visual communication. This study aims to define a framework for using pictures within learning computer science. Visual communication materials for teaching computer science were created and tested with Year 8 students. Along with a recent commercial and political focus on the introduction of coding to adolescents, it appears that the computer industry has a large shortfall of programmers. Accompanying this shortfall is a rise among adolescents in the preference for visual communication (Brumberger, 2011; Coats, 2006; Oblinger et al., 2005; Prensky, 2001; Tapscott, 1998) while textual communication currently dominates the teaching materials in the computing discipline. This study looks at the learning process and utilises the ideas of Gibson, Dewey and Piaget to consider the role of visual design in teaching programming. According to Piagetian theory Year 8 is the time a child begins to understand abstract thought. This research investigated through co-creation and prototyping how to creatively support cognition within the learning process. Visual communication theories, comprising the fields of graphic and information design, were employed to communicate computer science to approximately 60 junior high school students across eight schools. Literature in a range of visual communication fields is reviewed along with the psychology of perception and cognition to help create a prototype lesson plan for the target audience of Year 8 students. The history of computer science is reviewed to illustrate the mental imagery within the discipline and also to explore computational thinking concepts. These concepts are . . . the metaphors and structures that underlie all areas of science and engineering (Guzdial, 2008). The participants’ attitudes increased toward learning programming through visual communication. Quantitative questionnaires were used to gather data on cognition and measure the effectiveness of the learning process. Thirteen hypotheses were established concerning learning programming through pictures from the quantitative data. Focus groups further triangulated data gathered in the quantitative stage. Approximately seventy percent of the participants understood seventy percent of the information within the instrumentation. Models of intent to learn programming through pictures were established using structural equation modelling (SEM). Outcomes of the exegesis are a framework for using pictures that demonstrates computational thinking and explains the research

    Curriculum Change 2016-2017

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    Modes of Esports Engagement in Overwatch

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    This Open Access book provides a comprehensive review of the rapidly developing esport phenomenon by examining one of its contemporary flagship titles, Overwatch (Blizzard Entertainment 2016), through three central themes and from a rich variety of research methods and perspectives. As a game with more than 40 million individual players, an annual international World Cup, and a franchised professional league with teams from Canada, China, Europe, South Korea, and the US, Overwatch provides a multifaceted perspective to the cultural, social, and economic topics associated with the development of esports, which has begun to attract attention from both commercial and academic audiences. The book starts with an introduction chapter to Overwatch and esports engagement in general, co-authored by the editors. This is followed by 15 unique chapters from scholars within the field of game cultures and esports, representing ten different nationalities. The contributions construct thematic sections that divide the book into three parts: Players, Diverse Audiences? and Fan & Fiction Work. As such, the parts provide a wide-ranging overview of esport engagement, thus disclosing the phenomenon’s cross-cultural, transmedial, and interconnected relations that have not been probed earlier in a single anthology

    Modes of Esports Engagement in Overwatch

    Get PDF
    This Open Access book provides a comprehensive review of the rapidly developing esport phenomenon by examining one of its contemporary flagship titles, Overwatch (Blizzard Entertainment 2016), through three central themes and from a rich variety of research methods and perspectives. As a game with more than 40 million individual players, an annual international World Cup, and a franchised professional league with teams from Canada, China, Europe, South Korea, and the US, Overwatch provides a multifaceted perspective to the cultural, social, and economic topics associated with the development of esports, which has begun to attract attention from both commercial and academic audiences. The book starts with an introduction chapter to Overwatch and esports engagement in general, co-authored by the editors. This is followed by 15 unique chapters from scholars within the field of game cultures and esports, representing ten different nationalities. The contributions construct thematic sections that divide the book into three parts: Players, Diverse Audiences? and Fan & Fiction Work. As such, the parts provide a wide-ranging overview of esport engagement, thus disclosing the phenomenon’s cross-cultural, transmedial, and interconnected relations that have not been probed earlier in a single anthology
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