39,799 research outputs found

    Staging the ‘Forgotten Genocide’ in the Aftermath of the Dirty War: Una bestia en la luna by Richard Kalinoski

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    The most recent Argentine military dictatorship (1976-1983) and the Armenian Genocide (1915-1923) share legacies of state-sanctioned denial and impunity, which have left survivors and subsequent generations grappling with issues of memory and mourning. The intersection of these two collective memories in Argentina, home to a sizable Armenian population, offers a glimpse into how post-dictatorial and post-genocidal memory politics have borrowed from and shaped each other. This article examines the positive reception in Argentina of Una bestia en la luna by the U.S. playwright Richard Kalinoski. While the work treats the struggles of two survivors of the Armenian Genocide and sets its dramatic action in the U.S., Kalinoski’s use of photography to warn against the dangers of silencing memory engages non-Armenian spectators in postdictatorial Argentina

    Privacy as a Public Good

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    Privacy is commonly studied as a private good: my personal data is mine to protect and control, and yours is yours. This conception of privacy misses an important component of the policy problem. An individual who is careless with data exposes not only extensive information about herself, but about others as well. The negative externalities imposed on nonconsenting outsiders by such carelessness can be productively studied in terms of welfare economics. If all relevant individuals maximize private benefit, and expect all other relevant individuals to do the same, neoclassical economic theory predicts that society will achieve a suboptimal level of privacy. This prediction holds even if all individuals cherish privacy with the same intensity. As the theoretical literature would have it, the struggle for privacy is destined to become a tragedy. But according to the experimental public-goods literature, there is hope. Like in real life, people in experiments cooperate in groups at rates well above those predicted by neoclassical theory. Groups can be aided in their struggle to produce public goods by institutions, such as communication, framing, or sanction. With these institutions, communities can manage public goods without heavy-handed government intervention. Legal scholarship has not fully engaged this problem in these terms. In this Article, we explain why privacy has aspects of a public good, and we draw lessons from both the theoretical and the empirical literature on public goods to inform the policy discourse on privacy

    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

    The Santa Clara, 2018-10-11

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    https://scholarcommons.scu.edu/tsc/1076/thumbnail.jp

    Orchestrating Game Generation

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    The design process is often characterized by and realized through the iterative steps of evaluation and refinement. When the process is based on a single creative domain such as visual art or audio production, designers primarily take inspiration from work within their domain and refine it based on their own intuitions or feedback from an audience of experts from within the same domain. What happens, however, when the creative process involves more than one creative domain such as in a digital game? How should the different domains influence each other so that the final outcome achieves a harmonized and fruitful communication across domains? How can a computational process orchestrate the various computational creators of the corresponding domains so that the final game has the desired functional and aesthetic characteristics? To address these questions, this article identifies game facet orchestration as the central challenge for AI-based game generation, discusses its dimensions and reviews research in automated game generation that has aimed to tackle it. In particular, we identify the different creative facets of games, we propose how orchestration can be facilitated in a top-down or bottom-up fashion, we review indicative preliminary examples of orchestration, and we conclude by discussing the open questions and challenges ahead

    Holograms: The story of a word and its cultural uses

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    Holograms reached popular consciousness during the 1960s and have since left audiences alternately fascinated, bemused or inspired. Their impact was conditioned by earlier cultural associations and successive reimaginings by wider publics. Attaining peak public visibility during the 1980s, holograms have been found more in our pockets (as identity documents) and in our minds (as video-gaming fantasies and “faux hologram” performers) than in front of our eyes. The most enduring, popular interpretations of the word “hologram” evoke the traditional allure of magic and galvanize hopeful technological dreams. This article explores the mutating cultural uses of the term “hologram” as marker of magic, modernity and optimism

    El ApagĂłn en Buenos Aires 1999 Manejo de crisis en los sectores privados y pĂșblicos en la Argentina

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    In the City of Buenos Aires on the night to February 15, 1999, a cable fails in one of the Edesur substation tunnels, provoking a fire, which is followed by a power outage. Over 150.000 Edesur clients (approximately 600.000 individuals) in ten Buenos Aires quarters are affected in their homes, in offices, at banks, in the underground and in the street on the first day of the power outage. This would last for eleven days in Argentinean mid summer with temperatures over +30oC. What appeared to be a quickly solved technical problem soon developed into a social conflict and a political and economic crisis that would last for more than two months. This study analyses the social and political crisis that was produced in the wake of the power outage in Buenos Aires from a cognitive institutional perspective, in which decision making and communication are vital processes. Aspects such as problem framing, information processing, politicisation of crises and symbolic action are analysed within the Buenos Aires and Argentinean cultural, political and economic context. One central dimension of the analysis is the issue of privatisation of the public services; a particular feature of Argentinean political economy during the last decade. This is a case study on the Buenos Aires blackout but also a contribution to theoretical discussions on crisis management in the spheres of 'private' and 'public' of State and Market.privatisation of the public services; Corporate and Public Crisis; Management in Argentina
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