5,399 research outputs found

    Assessing the gaming experience using puppetry

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    In this paper we address the question: What factors of game experience are measured and have to be measured? by proposing a concept called Puppetry to assess the experience while playing videogames. Puppetry was obtained using qualitative methods on the experiences of players. The main characteristic of Puppetry is that it looks at the common elements of videogames that allow the user to build the experience

    Roots Reloaded. Culture, Identity and Social Development in the Digital Age

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    This edited volume is designed to explore different perspectives of culture, identity and social development using the impact of the digital age as a common thread, aiming at interdisciplinary audiences. Cases of communities and individuals using new technology as a tool to preserve and explore their cultural heritage alongside new media as a source for social orientation ranging from language acquisition to health-related issues will be covered. Therefore, aspects such as Art and Cultural Studies, Media and Communication, Behavioral Science, Psychology, Philosophy and innovative approaches used by creative individuals are included. From the Aboriginal tribes of Australia, to the Maoris of New Zealand, to the mystical teachings of Sufi brotherhoods, the significance of the oral and written traditions and their current relation to online activities shall be discussed in the opening article. The book continues with a closer look at obesity awareness support groups and their impact on social media, Facebook usage in language learning context, smartphone addiction and internet dependency, as well as online media reporting of controversial ethical issues. The Digital progress has already left its dominating mark as the world entered the 21st century. Without a doubt, as technology continues its ascent, society will be faced with new and altering values in an effort to catch-up with this extraordinary Digitization, adapt satisfactorily in order to utilize these strong developments in everyday life

    Intergenerational Narratives: The Personal is Professional

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    What began as a teacher-student relationship between educators Amy Brook Snider and Jodi Kushins has developed into a friendship and working partnership. At first, they did not consider their continuing long-distance connection as intergenerational. They shared experiences and exchanged ideas oblivious to the great difference in their ages. But as online tools, research, and communication emerged as a central focus of Jodiā€™s life and teaching, they became aware that this development might lead to an intergenerational digital divide between them. In order to explore their different responses to what has been called screen culture, they brought back their puppet alter egos for a presentation-cum-puppet show at the National Art Education Association conference in Chicago in 2016. This paper traces the history of the shifting relationship of two art educators, along with an extended excerpt from the script for their second puppet show

    Grappling with movement models: performing arts and slippery contexts

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    The ways we leave, recognise, and interpret marks of human movement are deeply entwined with layerings of collective memory. Although we retroactively order chronological sediments to map shareable stories, our remediations often emerge unpredictably from a multidimensional mnemonic fabric: contemporary ideas can resonate with ancient aspirations and initiatives, and foreign fields of investigation can inform ostensibly unrelated endeavours. Such links reinforce the debunking of grand narratives, and resonate with quests for the new kinds of thinking needed to address the mix of living, technological, and semiotic systems that makes up our wider ecology. As a highly evolving field, movement-and-computing is exceptionally open to, and needy of, this diversity. This paper argues for awareness of the analytical apparatus we sometimes too unwittingly bring to bear on our research objects, and for the value of transdisciplinary and tangential thinking to diversify our research questions. With a view to seeking ways to articulate new, shareable questions rather than propose answers, it looks at wider questions of problem-framing. It emphasises the importance of - quite literally - grounding movement, of recognising its environmental implications and qualities. Informed by work on expressive gesture and creative use of instruments in domains including puppetry and music, this paper also insists on the complexity and heterogeneity of the research strands that are indissociably bound up in our corporeal-technological movement practices

    The Puppets Look Like Flowers At Last

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    The urge to uncover aspects of human condition permeates my work, from the fundamental curiosity of a child tearing apart their doll to uncover what lies within to continuing a quest in uncovering basic human urges through my puppet animated dramas and tragedies. There is a controversial line between the childlike and the adult-like that can be ambiguous, and at some times more discernible while other times less. I create handcrafted stop-frame puppet animations that explore self-conscious emotions such as embarrassment, shame, and envy within unpredictable life scenarios. These are animations about inner life, attempting to resolve conflicting elements of the human psyche. At first glance, these puppets might appear scary, but upon closer observation the viewer may realize it is the puppet who is scared

    The Making of Faulty Optic's Dead Wedding: Inertia, Chaos and Adaptation

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    An examination of Faulty Optic's creative process during the devising and construction of their show Dead Wedding. Published by Palgrave Macmillan as Chapter 3 in 'Devising in Process' edited by Alex Mermikides and Jackie Smart, 201

    Analogous: Digital / Analogue Metaphors.

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    When discussing our understanding of the world, the term ā€˜analogueā€™ has become shorthand for anything not digital, and has become an analogy of its own. ā€˜Digitalā€™ has also become an analogy for anything requiring a computer. This essay starts to investigate some of the analogies of analogue and digital media to reveal the complexity of thinking about animation
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