42,275 research outputs found

    Information Systems Development Methodologies Transitions: An Analysis of Waterfall to Agile Methodology

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    Zitrone

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    The purpose of this thesis paper is to describe the elements and narrative associated with the exhibition, Zitrone, as well as the conceptual and theoretical ideas influencing the work. The exhibition is centered around an invented singular historical object in the form of a vehicle, and a museum display of artifacts, documents, and recreations intended to validate the existence of the central subject. Drawing on the work of artists Marcel Broodthaers, Damien Hirst, and David Wilson in conjunction with theoretical writings of Dave Hickey and Lewis Hyde, the exhibition seeks to address the perception and presentation of history as absolute truth versus subjective interpretation of events. Using the methods and tropes of display associated with the museum and the archiving and dissemination of truth, the project provokes thought into both the possibility or impossibility of historical accuracy and the accountability of the museum in that discourse

    Education innovation through material innovation in primary education : the grow-it-yourself workshop

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    In recent years more STEM (Science, Technology, Engineering and Mathematics) topics have been incorporated in mainstream public education. Although the benefits of STEM instruction are broadly recognised in secondary school curricula, STEM topics in primary education are rather limited, leaving a gap in manipulative skills building and in preparation processes for the next school level. This paper reflects on the outcomes of a design workshop attended by 12 primary school students (9 to 12 years old) in Belgium. Mycelium, a fungi-based natural material now used in innovative sustainable applications, served as a means to introduce early learners engineering basics through self-made learning tools. Students grew their own 3-D structures to build a 'Grow-It-Yourself biodegradable playground using mycelium as a primary source. The paper stems from an in-progress research that investigates the opportunities of how mycelium as a material innovation can be used as a medium to create innovation in primary education through a learning-by-design approach. Reflections on the workshop's instructional guidelines are included along with an extension of the call for support for primary school teachers delivering STEM topics in their classes

    Creating Digital Art History: Library, Student, and Faculty Collaboration

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    Over the last two decades, teaching, learning, and research in higher education have developed a growing digital presence. Digital development in the humanities has been slow relative to most other areas in academia, and with some exceptions, art and art history have enjoyed slow digital growth within the humanities. Within this environment, the article here presents one collaborative model for digital art history, rare in its exclusive focus on undergraduate “junior scholars”. Undergraduate senior-level art history and studio art students at Providence College collaborate annually with art history and studio art faculty to publish their senior theses in print format as the Art Journal. In the last few years, students, faculty, and digital library staff have enhanced this collaboration to include the publishing from process to product of the Art Journal as a complementary digital Art Journal. They collaborate in creating digital art history and digital studio art in order to bring exponentially greater meaning, significance and visibility to the students’ senior culminating works through real-world digital publishing, including quality control, copyright issues, and ideas related to persistent access and ongoing global visibility for the scholarly and creative works, and for the student scholars. These students function as real-world collaborative scholarly partners in publishing their culminating academic and artistic work globally, and persistently accessible in Providence College’s digital repositories. This case study evidences engagement in meaningful digital knowledge creation focused on the intellectual and creative output of student-scholars and student-artists (art historians and studio artists) as a model for other student-faculty-digital library professional collaborations. Note: Full text document is a pre-print version of article due to publisher rights. Publisher\u27s version available at the following citation: Bailey, D. Russell. Creating Digital Art History: Library, Student and Faculty Collaboration . The International Journal of New Media, Technology, and the Arts. Volume 10. Issue 2. 2015. pp. 1-10. Ninth International Conference on the Arts in Society website: http://artsinsociety.com/the-conference-201

    Socio-psychological aspects of grassroots participation in the Transition Movement: An Italian case study

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    In this article, we present a case study investigating the socio-psychological aspects of grassroots participation in a Transition Town Movement (TTM) community initiative. We analyzed the first Italian Transition initiative: Monteveglio (Bologna), the central hub of the Italian TTM and a key link with the global Transition Network. A qualitative methodology was used to collect and analyze the data consisting of interviews with key informants and ethnographic notes. The results provide further evidence supporting the role of social representations, shared social identities, and collective efficacy beliefs in promoting, sustaining, and shaping activists\u2019 commitment. The movement seems to have great potential to inspire and engage citizens to tackle climate change at a community level. Grassroots engagement of local communities working together provides the vision and the material starting point for a viable pathway for the changes required. Attempting to ensure their future political relevance, the TTM adherents are striving to disseminate and materially consolidate inherently political and prefigurative movement frames \u2013 primarily community resilience and re-localization \u2013 within community socio-economic and political frameworks. However, cooperation with politics is perceived by most adherents as a frustrating and dissatisfying experience, and an attempted co-optation of the Transition initiative by institutions. It highlights a tension between the open and non-confrontational approach of the movement towards institutions and their practical experience. Corresponding to this tension, activists have to cope with conflicts, contradictions, and ambivalence of social representations about community action for sustainability, which threaten the sense of collective purpose, group cohesion and ultimately its survival

    Underdogs and superheroes: Designing for new players in public space

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    We are exploring methods for participatory and public involvement of new 'players' in the design space. Underdogs & Superheroes involves a game-based methodology – a series of creative activities or games – in order to engage people experientially, creatively, and personally throughout the design process. We have found that games help engage users’ imaginations by representing reality without limiting expectations to what's possible here and now; engaging experiential and personal perspectives (the 'whole' person); and opening the creative process to hands-on user participation through low/no-tech materials and a widely-understood approach. The methods are currently being applied in the project Underdogs & Superheroes, which aims to evolve technological interventions for personal and community presence in local public spaces

    Improving Big Data Visual Analytics with Interactive Virtual Reality

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    For decades, the growth and volume of digital data collection has made it challenging to digest large volumes of information and extract underlying structure. Coined 'Big Data', massive amounts of information has quite often been gathered inconsistently (e.g from many sources, of various forms, at different rates, etc.). These factors impede the practices of not only processing data, but also analyzing and displaying it in an efficient manner to the user. Many efforts have been completed in the data mining and visual analytics community to create effective ways to further improve analysis and achieve the knowledge desired for better understanding. Our approach for improved big data visual analytics is two-fold, focusing on both visualization and interaction. Given geo-tagged information, we are exploring the benefits of visualizing datasets in the original geospatial domain by utilizing a virtual reality platform. After running proven analytics on the data, we intend to represent the information in a more realistic 3D setting, where analysts can achieve an enhanced situational awareness and rely on familiar perceptions to draw in-depth conclusions on the dataset. In addition, developing a human-computer interface that responds to natural user actions and inputs creates a more intuitive environment. Tasks can be performed to manipulate the dataset and allow users to dive deeper upon request, adhering to desired demands and intentions. Due to the volume and popularity of social media, we developed a 3D tool visualizing Twitter on MIT's campus for analysis. Utilizing emerging technologies of today to create a fully immersive tool that promotes visualization and interaction can help ease the process of understanding and representing big data.Comment: 6 pages, 8 figures, 2015 IEEE High Performance Extreme Computing Conference (HPEC '15); corrected typo
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