21,662 research outputs found

    Virtual Geodemographics: Repositioning Area Classification for Online and Offline Spaces

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    Computer mediated communication and the Internet has fundamentally changed how consumers and producers connect and interact across both real space, and has also opened up new opportunities in virtual spaces. This paper describes how technologies capable of locating and sorting networked communities of geographically disparate individuals within virtual communities present a sea change in the conception, representation and analysis of socioeconomic distributions through geodemographic analysis. We argue that through virtual communities, social networks between individuals may subsume the role of neighbourhood areas as the most appropriate units of analysis, and as such, geodemographics needs to be repositioned in order to accommodate social similarities in virtual, as well as geographical, space. We end the paper by proposing a new model for geodemographics which spans both real and virtual geographies

    But a walking shadow: designing, performing and learning on the virtual stage

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    Representing elements of reality within a medium, or taking aspects from one medium and placing them in another is an act of remediation. The process of this act, however, is largely taken for granted. Despite the fact that available information enables a qualitative assessment of the history of multimedia and their influences on different fields of knowledge, there are still some areas that require more focused research attention. For example, the relationship between media evolution and new developments in scenographic practice is currently under investigation. This article explores the issue of immediacy as a condition of modern theatre in the context of digital reality. It discusses the opportunities and challenges that recent technologies present to contemporary practitioners and theatre design educators, creating a lot of scope to break with conventions. Here, we present two case studies that look into technology-mediated learning about scenography through the employment of novel computer visualization techniques. The first case study is concerned with new ways of researching and learning about theatre through creative exploration of design artefacts. The second case study investigates the role of the Immersive Virtual World Second Lifeℱ (SL) in effective teaching of scenography, and in creating and experiencing theatrical performances

    Unlocking the Doors Feminist Insights for Inclusion in Governance, Peace and Security

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    This is the third primer in the series. It analyses the successes and gaps in women's movements' approaches to the intersections between governance and the security complex. These insights are based on AWDF's analysis of some of the major challenges confronting movement building in the areas of governance, peace and security. With these primers, our objective is to re position feminist politics as a fundamental expression of accountability to our cause and constituencies, and to provide an opportunity for advancing individual and collective learning

    Building Cyberspace. Information, Place and Policy

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    Information and place have always been linked. From prehistoric forest and hydraulic expire to canal network and the networked knowledge economy, the space of flows gives rise to the way human beings perceive the world as well as to the objects they perceive. The historical relationship between information and place is important in understanding Cyberspace as a space of information that reshapes our engagement with the physical world

    The Internet as Idea:For a Transcendental Philosophy of Technology

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    This article attempts to render the Internet an object of philosophical consideration. It does so by referring to Kant’s transcendental approach. The argument is that Kant’s “transcendental idealism” is one example of an approach focused on conditions that much contemporary philosophy of technology misunderstands or ignores. Diverse contemporary thinkers are engaged, including Verbeek, Brey, Stiegler, Clark and Chalmers, Feenberg, and Fuchs. The article considers how these thinkers stand in relation to tendencies towards determinism, subjectivism and excessive forms of optimism and pessimism in relation to the Internet. In terms of Kant’s transcendental idealism, I argue that contemporary philosophy of technology does not go far enough in considering the Internet as a “regulative idea.” In terms of broader transcendental approaches, I argue that openness to the transcendental calls into question presuppositions regarding what constitutes an “empirical” object of enquiry, opening philosophy of technology to important new areas of research

    Civic Identities, Online Technologies: From Designing Civics Curriculum to Supporting Civic Experiences

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    Part of the Volume on Civic Life Online: Learning How Digital Media Can Engage Youth.Youth today are often criticized for their lack of civic participation and involvement in political life. Technology has been blamed, amongst many other causes, for fostering social isolation and youth's retreat into a private world disconnected from their communities. However, current research is beginning to indicate that these might be inaccurate perceptions. The Internet has provided new opportunities to create communities that extend beyond geographic boundaries, to engage in civic and volunteering activities across local and national frontiers, to learn about political life, and to experience the challenges of democratic participation. How do we leverage youth's interest in new technologies by developing technology-based educational programs to promote civic engagement? This chapter explores this question by proposing socio-technical design elements to be considered when developing technology-rich experiences. It presents a typology to guide the design of Internet-based interventions, taking into account both the affordances of the technology and the educational approach to the use of the technology. It also presents a pilot experience in a northeastern university that offered a pre-orientation program in which incoming freshman designed a three-dimensional virtual campus of the future and developed new policies and programs to strengthen the relationship between college campus and neighbor communities
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