3,039 research outputs found

    Interactive Sound in Performance Ecologies: Studying Connections among Actors and Artifacts

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    This thesis’s primary goal is to investigate performance ecologies, that is the compound of humans, artifacts and environmental elements that contribute to the result of a per- formance. In particular, this thesis focuses on designing new interactive technologies for sound and music. The goal of this thesis leads to the following Research Questions (RQs): • RQ1 How can the design of interactive sonic artifacts support a joint expression across different actors (composers, choreographers, and performers, musicians, and dancers) in a given performance ecology? • RQ2 How does each different actor influence the design of different artifacts, and what impact does this have on the overall artwork? • RQ3 How do the different actors in the same ecology interact, and appropriate an interactive artifact? To reply to these questions, a new framework named ARCAA has been created. In this framework, all the Actors of a given ecology are connected to all the Artifacts throughout three layers: Role, Context and Activity. This framework is then applied to one systematic literature review, two case studies on music performance and one case study in dance performance. The studies help to better understand the shaded roles of composers, per- formers, instrumentalists, dancers, and choreographers, which is relevant to better design interactive technologies for performances. Finally, this thesis proposes a new reflection on the blurred distinction between composing and designing a new instrument in a context that involves a multitude of actors. Overall, this work introduces the following contributions to the field of interaction design applied to music technology: 1) ARCAA, a framework to analyse the set of inter- connected relationship in interactive (music) performances, validated through 2 music studies, 1 dance study and 1 systematic literature analysis; 2) Recommendations for de- signing music interactive system for performance (music or dance), accounting for the needs of the various actors and for the overlapping on music composition and design of in- teractive technology; 3) A taxonomy of how scores have shaped performance ecologies in NIME, based on a systematic analysis of the literature on score in the NIME proceedings; 4) Proposal of a methodological approach combining autobiographical and idiographical design approaches in interactive performances.O objetivo principal desta tese é investigar as ecologias performativas, conjunto formado pelos participantes humanos, artefatos e elementos ambientais que contribuem para o resultado de uma performance. Em particular, esta tese foca-se na conceção de novas tecnologias interativas para som e música. O objetivo desta tese originou as seguintes questões de investigação (Research Questions RQs): • RQ1 Como o design de artefatos sonoros interativos pode apoiar a expressão con- junta entre diferentes atores (compositores, coreógrafos e performers, músicos e dançarinos) numa determinada ecologia performativa? • RQ2 Como cada ator influencia o design de diferentes artefatos e que impacto isso tem no trabalho artístico global? • RQ3 Como os diferentes atores de uma mesma ecologia interagem e se apropriam de um artefato interativo? Para responder a essas perguntas, foi criado uma nova framework chamada ARCAA. Nesta framework, todos os atores (Actores) de uma dada ecologia estão conectados a todos os artefatos (Artefacts) através de três camadas: Role, Context e Activity. Esta framework foi então aplicada a uma revisão sistemática da literatura, a dois estudos de caso sobre performance musical e a um estudo de caso em performance de dança. Estes estudos aju- daram a comprender melhor os papéis desempenhados pelos compositores, intérpretes, instrumentistas, dançarinos e coreógrafos, o que é relevante para melhor projetar as tec- nologias interativas para performances. Por fim, esta tese propõe uma nova reflexão sobre a distinção entre compor e projetar um novo instrumento num contexto que envolve uma multiplicidade de atores. Este trabalho apresenta as seguintes contribuições principais para o campo do design de interação aplicado à tecnologia musical: 1) ARCAA, uma framework para analisar o conjunto de relações interconectadas em performances interativas, validado através de dois estudos de caso relacionados com a música, um estudo de caso relacionado com a dança e uma análise sistemática da literatura; 2) Recomendações para o design de sistemas interativos musicais para performance (música ou dança), tendo em conta as necessidades dos vários atores e a sobreposição entre a composição musical e o design de tecnologia interactiva; 3) Uma taxonomia sobre como as partituras musicais moldaram as ecologias performativas no NIME, com base numa análise sistemática da literatura dos artigos apresentados e publicados nestas conferência; 4) Proposta de uma aborda- gem metodológica combinando abordagens de design autobiográfico e idiográfico em performances interativas

    Avatar And Self: A Rhetoric Of Identity Mediated Through Collaborative Role-play

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    This project responds to a problem in scholarship describing the relationship between virtual avatars and their physical users. In Life on the Screen, Sherry Turkle identifies points of slippage wherein the persona of the avatar becomes conflated with the user‘s sense of self to create an authentic self predicated on both real and virtual experiences (Turkle 184-5). Although the conflation of the authentic self with the virtual has provided various affordances for serious games or other pedagogical projects such as classrooms hosted through the game Second Life, the processes enabling identification with an avatar have been largely overlooked. This project examines several layers of influence that affect how users play with identity to create successful social performances within an online community connected to a work of fiction. In doing so, the user must consider his or her own motivations for creating a persona, how these motivations will allow the avatar to achieve social acceptance, and how these social performances connect to the scene created by the work of fiction. Using an online role-playing forum based on a work of fiction as a site of analysis, this project will borrow from game studies, dramatism, and identity theory to create a framework for discussing processes through which users identify with their virtual avatars

    Digital Youth in Digital Schools: Literacy, Learning, and all That Noise

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    Educational researchers, practitioners, and policymakers face increasing pressure to determine the role of new media in America\u27s schools. Despite widespread agreement that digital media are transforming how young people learn and communicate, little evidence exists that digital media have markedly changed how we do school. In the last decade, extensive research focused on increasing access to and integrating technology in schools, suggesting that digital media support new contexts for knowledge development. Yet little empirical research examined how adolescents actually engage digital media in their everyday lives in schools. In a two-year study in a Philadelphia public high school, I researched what it means for literacy learning when youth attend a digitally comprehensive school, and what happens when we shift our focus away from new media as discrete tools, and instead consider them as part of the social and cultural fabric of doing school. I followed and learned from tenth-graders in English and History classes taught by the same teacher. Through the theoretical frames of socio-cultural constructions of literacy, youth culture, and media ecologies, I examine three interrelated dimensions significant to adolescents\u27 experiences as students in what I call a new culture of literacy learning: (1) Noise, (2) Navigation, and (3) Negotiation. Noise refers to the intense, multilayered, and highly saturated nature of this context. Navigation represents the range of moves, tools, and roles that adolescents engaged to accomplish their intellectual work in these classrooms. Negotiation illustrates how adolescents leveraged digital media to participate with others. The findings can support the work of teachers to redesign classrooms that harness digital media to cultivate adolescents\u27 literacies and foster meaningful participation. This study raises questions for educators, researchers, and policymakers about how to assess literacies that are multimodal, fluid, and collaborative. My results also can contribute to conversations about designing new ways to study adolescents\u27 literacies within and across the dynamic contexts associated with digital media. Finally, this study suggests that we will need new theoretical frameworks to understand adolescents\u27 literacy work in schools

    Appropriation of an Activity-based Flexible Office in daily work

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    In recent years, there has been growing interest in collaborative consumption of office environments and thereby implementation of Activity-based Flexible Offices (A-FOs). Relocating to an A-FO introduces a desk-sharing policy as well as a multitude of new workspaces with different speech policies into the employee’s work context. This paper describes how employees appropriate desk-sharing and speech policies in an A-FO. The data were collected over a period of 6 months in a case organization by means of 18 shadowing sessions. The different ways in which employees appropriated the A-FO solution were (i) adopting, experimenting with, or rejecting the desk-sharing policy, and (ii) modes of interaction arising from spatial configuration and redefining speech policies. The discussion outlines the reasons behind appropriation or nonappropriation of the desk-sharing and emergent speech policies. The insights from this study provide support for organizations considering A-FOs to develop strategies for facilitating individuals’ work in these settings

    The Piratical Ethos: Textual Activity and Intellectual Property in Digital Environments

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    The Piratical Ethos: Textual Activity and Intellectual Property in Digital Environments examines the definition, function, and application of intellectual property in contexts of electronically mediated social production. With a focus on immaterial production - or the forms of coordinated social activity employed to produce knowledge and information in the networked information economy - this project ultimately aims to demonstrate how current intellectual property paradigms must be rearticulated for an age of digital (re)production. By considering the themes of Piracy , Intellectual Property , and Distributed Social Production this dissertation provides an overview of the current state of peer production and intellectual property in the Humanities and Writing Studies. Next, this project develops and implements a communicational-mediational research methodology to theorize how both discursive and material data lend themselves to a more nuanced understanding of the ways that technologies of communication and coordination effect attitudes toward intellectual property. After establishing both a methodology and an interdisciplinary grounding for the themes of the work, this dissertation presents a grounded theoretic analysis of piratical discourse to reveal what I call the piratical ethos , or the guiding attitudes of individuals actively contesting intellectual property in piratical acts of distributed social production. Congruently, this work also investigates the material dynamics of piratical activity by analyzing the cultural-historical activity systems wherein piratical subjectivity emerges, emphasizing the agenic capacity of interfacial technologies at the scales of user and system. Exploring the attitudes of piratical subjects and the technological genres that mediate piratical activity, I contend that the conclusions drawn from The Piratical Ethos can assist Writing Studies researchers with developing novel methodologies to study the intersections of intellectual property and distributed social production in digital worlds

    Understanding the National Science Foundation CAREER Award Proposal Genre: A Rhetorical, Ethnographic, and System Perspective

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    With tightening university budgets, never before has the activity level of research grant proposal writing been more intense. With increased proposal numbers, including for the National Science Foundation\u27s (NSF) prestigious CAREER award, has also come increased competition and decreased funding rates. This dissertation has searched for successful and unsuccessful characteristics from funded and unfunded CAREER proposals. The research focused on a study of two key subjects: 1) a corpus of 20 texts that included 12 funded proposals and 8 unfunded proposals from across NSF programs, and 2) an ethnographic analysis comprised from interviews with 14 NSF program officers (PO) from varying programs. Coding elements with the texts to uncover topical chains of content, rhetorical, and document design strategies revealed sound rhetorical moves and rhetorical mistakes. The study also illustrated evidence of adherence to or neglect of NSF-mandated writing/formatting conventions as connected to the likelihood of receiving funding. Moreover, the study revealed conventions that have developed for the genre that are not prescribed by NSF but that, nevertheless, seem to be expected. Through genre field analysis, the study\u27s interviews with program officers (PO) revealed a system of genre-agents and player-agents that interact together in a highly rhetorical and social system. This system, comprised of locales in which a multitude of play scenarios can be enacted to exert influence, operates within fairly exact rules of play. Such rules may be published by NSF or simply be understood, yet principal investigators (PI) are held accountable for them regardless. The ethnography created from interviews with POs revealed multiple genre field elements (e.g., genre- and player-agents, transformative locales, play scenarios, penalty conditions) as well as common mistakes and best practices. A complete mapping of the CAREER award proposal preparation, submission, and review process resulted from the study, which mapping has offered insightful strategies to expand PI (and other agents\u27) influence on the funding process. The dissertation concluded by offering investigators a step-by-step process to identify and map the elements of the proposal genre field in which they operate
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