11,685 research outputs found

    Harnessing the Power of Music & Sound Design in Interactive Media

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    The history of the development of sound on film offers us lessons for the development of sound and music for interactive artforms. Now that technological developments have enabled almost unrestricted importation of audio into interactive platforms, the time has come for us to ask: is the content of the audio good enough

    Towards an Ecosophical Praxis of New Media

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    We live under the enduring shadow of ecological crisis. Contemporary theorists have suggested that this ‘problem of ecology’ indicates a more general crisis of human subjectivity. Having observed much new media art praxis operates largely without awareness of the ecological implications of those practices I began developing new processes for conceptualising and developing media art works which I termed ‘Ecosophical’. My objective was to discover whether such works could be used to create contexts within which participants might reflect upon connections between the ‘problem of ecology’ and the proposed problem of human subjectivity

    Possibilities for pedagogy in Further Education: Harnessing the abundance of literacy

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    In this report, it is argued that the most salient factor in the contemporary communicative landscape is the sheer abundance and diversity of possibilities for literacy, and that the extent and nature of students' communicative resources is a central issue in education. The text outlines the conceptual underpinnings of the Literacies for Learning in Further Education project in a social view of literacy, and the associated research design, methodology and analytical framework. It elaborates on the notion of the abundance of literacies in students' everyday lives, and on the potential for harnessing these as resources for the enhancement of learning. It provides case studies of changes in practice that have been undertaken by further education staff in order to draw upon students' everyday literacy practices on Travel and Tourism and Multimedia courses. It ends with some of the broad implications for conceptualising learning that arise from researching through the lens of literacy practices

    From ‘hands up’ to ‘hands on’: harnessing the kinaesthetic potential of educational gaming

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    Traditional approaches to distance learning and the student learning journey have focused on closing the gap between the experience of off-campus students and their on-campus peers. While many initiatives have sought to embed a sense of community, create virtual learning environments and even build collaborative spaces for team-based assessment and presentations, they are limited by technological innovation in terms of the types of learning styles they support and develop. Mainstream gaming development – such as with the Xbox Kinect and Nintendo Wii – have a strong element of kinaesthetic learning from early attempts to simulate impact, recoil, velocity and other environmental factors to the more sophisticated movement-based games which create a sense of almost total immersion and allow untethered (in a technical sense) interaction with the games’ objects, characters and other players. Likewise, gamification of learning has become a critical focus for the engagement of learners and its commercialisation, especially through products such as the Wii Fit. As this technology matures, there are strong opportunities for universities to utilise gaming consoles to embed levels of kinaesthetic learning into the student experience – a learning style which has been largely neglected in the distance education sector. This paper will explore the potential impact of these technologies, to broadly imagine the possibilities for future innovation in higher education

    Education vs. Entertainment: A Cultural History of Children's Software

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    Part of the Volume on the Ecology of Games: Connecting Youth, Games, and Learning This chapter draws on ethnographic material to consider the cultural politics and recent history of children's software and reflects on how this past can inform our current efforts to mobilize games for learning. The analysis uses a concept of genre as a way of making linkages across the distributed but interconnected circuit of everyday play, software content, and industry context. Organized through three genres in children's software -- academic, entertainment, and construction -- the body of the chapter describes how these genres play out within a production and advertising context, in the design of particular software titles, and at sites of play in after-school computer centers where the fieldwork was conducted

    VizScore: An On-Screen Notation Delivery System for Live Performance

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    VizScore is an open-source, on-screen notation delivery system designed with the performer’s strengths in mind. By harnessing a performer’s learned skills of reading traditional paper notation and practice of interpreting time from a conductor’s gestures, VizScore creates a notation environment that can integrate seamlessly into any performance situation and help musicians play in time with other instruments, live or computer-generated. The paper reviews some general design principles of on-screen notation as put forth by current experts in the field and offers a new model for on-screen notational display. The paper then assesses results from a comparative study between VizScore and related on-screen notation software, before describing future goals. Software like VizScore can help push both performers and composers to stretch the current paradigmatic boundaries while yielding accurate results in the concert environment

    Digital Food Marketing to Children and Adolescents: Problematic Practices and Policy Interventions

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    Examines trends in digital marketing to youth that uses "immersive" techniques, social media, behavioral profiling, location targeting and mobile marketing, and neuroscience methods. Recommends principles for regulating inappropriate advertising to youth

    WavJourney: Compositional Audio Creation with Large Language Models

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    Large Language Models (LLMs) have shown great promise in integrating diverse expert models to tackle intricate language and vision tasks. Despite their significance in advancing the field of Artificial Intelligence Generated Content (AIGC), their potential in intelligent audio content creation remains unexplored. In this work, we tackle the problem of creating audio content with storylines encompassing speech, music, and sound effects, guided by text instructions. We present WavJourney, a system that leverages LLMs to connect various audio models for audio content generation. Given a text description of an auditory scene, WavJourney first prompts LLMs to generate a structured script dedicated to audio storytelling. The audio script incorporates diverse audio elements, organized based on their spatio-temporal relationships. As a conceptual representation of audio, the audio script provides an interactive and interpretable rationale for human engagement. Afterward, the audio script is fed into a script compiler, converting it into a computer program. Each line of the program calls a task-specific audio generation model or computational operation function (e.g., concatenate, mix). The computer program is then executed to obtain an explainable solution for audio generation. We demonstrate the practicality of WavJourney across diverse real-world scenarios, including science fiction, education, and radio play. The explainable and interactive design of WavJourney fosters human-machine co-creation in multi-round dialogues, enhancing creative control and adaptability in audio production. WavJourney audiolizes the human imagination, opening up new avenues for creativity in multimedia content creation.Comment: Project Page: https://audio-agi.github.io/WavJourney_demopage

    The adventures of Miranda in the brave new world: learning in a Web 2.0 millennium

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    This paper looks at the implications of Web 2.0 technologies for university teaching and learning. The latest generation of undergraduates already live in a Web 2.0 world. They have new service expectations and are increasingly dissatisfied with teacher‐centred pedagogies. To attract and retain these students, universities will need to rethink their operations. New social technologies mean that universities have the chance to create a new generation of student‐centred learning environments, to realize the idea of a University 2.0. The following discussion draws upon a fictional character in order to capture the possible futures of such a brave new world
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