372 research outputs found

    Identity in Flux: Cinematic Destabilization in Narrative and Form

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    This thesis explores the current transitional moment in culture as cinema, identity, and a mediated society interact in a state of flux. My film project, Photostoria, was produced to addresses issues of memory, history, and identity in a digital, socially networked age, through the relationships of the characters/actors and through cinema\u27s unique aesthetic language. The film uses a convergence and remediation of media to reflect the confusion and destabilization of identity formation in cultural terms. Specifically, time travel narratives create a metaphor for the experience of displacement in a hypermediated society. Photostoria is analyzed by way of narrative theory, new media studies, genre theory, and cultural studies in order to expose the affect in on and offline identity as consumer and producer fade into one another. The transmedia and collaborative element of the project presented through the connected website and kickstarter campaign demonstrate the way that the narrative fluctuates between virtual and non-virtual worlds

    Virtual Reality and Its Application in Education

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    Virtual reality is a set of technologies that enables two-way communication, from computer to user and vice versa. In one direction, technologies are used to synthesize visual, auditory, tactile, and sometimes other sensory experiences in order to provide the illusion that practically non-existent things can be seen, heard, touched, or otherwise felt. In the other direction, technologies are used to adequately record human movements, sounds, or other potential input data that computers can process and use. This book contains six chapters that cover topics including definitions and principles of VR, devices, educational design principles for effective use of VR, technology education, and use of VR in technical and natural sciences

    The student-produced electronic portfolio in craft education

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    The authors studied primary school students’ experiences of using an electronic portfolio in their craft education over four years. A stimulated recall interview was applied to collect user experiences and qualitative content analysis to analyse the collected data. The results indicate that the electronic portfolio was experienced as a multipurpose tool to support learning. It makes the learning process visible and in that way helps focus on and improves the quality of learning. © ISLS.Peer reviewe

    Playful User Interfaces:Interfaces that Invite Social and Physical Interaction

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    Fostering cooperation in the European Union on skills, training and knowledge transfer in cultural heritage professions

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    Coordinadora junto a K. Gunthorpe, A. Limburg, N. Roche, E. SciacchitanoFor the first time, the Council of the European Union has invited a group of national experts to investigate skills, training and knowledge transfer in the heritage professions in Europe. The group was operational in 2017 and 2018 under the Work Plan for Culture 2015-2018, with the support of the European Commission. This report is intended to be a resource for the European Union (EU) to ensure the long-term sustainability of Europe’s cultural heritage. It aims to do this by contributing to the European Year of Cultural Heritage 2018 objective ‘to support the development of specialised skills and improve knowledge management and knowledge transfer in the cultural heritage sector, taking into account the implications of the digital shift’. It will also contribute to the European Framework for Action on Cultural Heritage, launched by the European Commission with the aim of leaving a policy imprint beyond 2018.Depto. de Pintura y Conservación-RestauraciónFac. de Bellas ArtesTRUEComisión Europeapu

    Presence 2005: the eighth annual international workshop on presence, 21-23 September, 2005 University College London (Conference proceedings)

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    OVERVIEW (taken from the CALL FOR PAPERS) Academics and practitioners with an interest in the concept of (tele)presence are invited to submit their work for presentation at PRESENCE 2005 at University College London in London, England, September 21-23, 2005. The eighth in a series of highly successful international workshops, PRESENCE 2005 will provide an open discussion forum to share ideas regarding concepts and theories, measurement techniques, technology, and applications related to presence, the psychological state or subjective perception in which a person fails to accurately and completely acknowledge the role of technology in an experience, including the sense of 'being there' experienced by users of advanced media such as virtual reality. The concept of presence in virtual environments has been around for at least 15 years, and the earlier idea of telepresence at least since Minsky's seminal paper in 1980. Recently there has been a burst of funded research activity in this area for the first time with the European FET Presence Research initiative. What do we really know about presence and its determinants? How can presence be successfully delivered with today's technology? This conference invites papers that are based on empirical results from studies of presence and related issues and/or which contribute to the technology for the delivery of presence. Papers that make substantial advances in theoretical understanding of presence are also welcome. The interest is not solely in virtual environments but in mixed reality environments. Submissions will be reviewed more rigorously than in previous conferences. High quality papers are therefore sought which make substantial contributions to the field. Approximately 20 papers will be selected for two successive special issues for the journal Presence: Teleoperators and Virtual Environments. PRESENCE 2005 takes place in London and is hosted by University College London. The conference is organized by ISPR, the International Society for Presence Research and is supported by the European Commission's FET Presence Research Initiative through the Presencia and IST OMNIPRES projects and by University College London

    Augmented Reality

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    Augmented Reality (AR) is a natural development from virtual reality (VR), which was developed several decades earlier. AR complements VR in many ways. Due to the advantages of the user being able to see both the real and virtual objects simultaneously, AR is far more intuitive, but it's not completely detached from human factors and other restrictions. AR doesn't consume as much time and effort in the applications because it's not required to construct the entire virtual scene and the environment. In this book, several new and emerging application areas of AR are presented and divided into three sections. The first section contains applications in outdoor and mobile AR, such as construction, restoration, security and surveillance. The second section deals with AR in medical, biological, and human bodies. The third and final section contains a number of new and useful applications in daily living and learning

    Digital Sound Studies

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    The digital turn has created new opportunities for scholars across disciplines to use sound in their scholarship. This volume’s contributors provide a blueprint for making sound central to research, teaching, and dissemination. They show how digital sound studies has the potential to transform silent, text-centric cultures of communication in the humanities into rich, multisensory experiences that are more inclusive of diverse knowledges and abilities. Drawing on multiple disciplines—including rhetoric and composition, performance studies, anthropology, history, and information science—the contributors to Digital Sound Studies bring digital humanities and sound studies into productive conversation while probing the assumptions behind the use of digital tools and technologies in academic life. In so doing, they explore how sonic experience might transform our scholarly networks, writing processes, research methodologies, pedagogies, and knowledges of the archive
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