27,132 research outputs found

    Dynamic literature mapping : typography in screen-based media

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    This paper chronicles the development of a visual map representing a literature search on key theorists and thinkers in two principal topics: Typography and New Media. Its aim is to visualise and facilitate conceptual connections between key ideas and philosophies across disciplines. This literature map was drawn up by reviewing available influential literature within these topics. Related categories were later added and a further series of literature searches were conducted to build references in each topic. This on-going cyclical process serves to construct a comprehensive contextual map of knowledge. The benefit of the map is twofold. Primarily, aiding the researcher to navigate and understand complex layers of information. Secondly, allowing the researcher to present and share representations of knowledge. The clarity of the representation is crucial in eliciting the participation of fellow design researchers and practitioners to the development and growth of the literature map

    Straddling the intersection

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    Music technology straddles the intersection between art and science and presents those who choose to work within its sphere with many practical challenges as well as creative possibilities. The paper focuses on four main areas: secondary education, higher education, practice and research and finally collaboration. The paper emphasises the importance of collaboration in tackling the challenges of interdisciplinarity and in influencing future technological developments

    3Dactyl: Using WebGL to Represent Human Movement in 3D

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    Higher education stimulating creative enterprise

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    This report summarises the research undertaken by the Business & Community School at the University for the Creative Arts (UCA), analysing ways that higher ediucation (HEIs) can support, and indeed stimulate, the creative economy. The research, in collaboration with the Arts University College Bournemouth (AUCB) and the University of Winchester, serves as a mere snapshot of the numerous ways that Universities engage with the diverse industries under the 'creative' nomenclature and of the very real and poistive ways that the higher education sector contributes to the growth of the creative economy in thhe UK

    Bridging the Capacity Gap: Cultural Practitioners' Perspectives on Data

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    In the summer of 2013, the Cultural Data Project (CDP) partnered with Slover Linett Audience Research to engage leading researchers in a virtual dialogue about cultural data and its role in supporting the long-term health, sustainability, and effectiveness of the cultural sector. The resulting white paper, New Data Directions for the Cultural Landscape: Toward a Better-Informed, Stronger Sector, identified six key challenges that appear to be inhibiting the field from more strategically and effectively engaging in data-informed decision-making practices.With that report as a starting point, the CDP sought to expand the conversation to include the perspectives of arts practitioners, artists, service organizations, and funding agencies working on the "front lines," by hosting a series of town hall-style meetings in five cities across the country. At these meetings, participants discussed the challenges identified in the New Data Directions report, articulated other challenges they're facing, and began to suggest solutions. In this report, we summarize what we heard and learned from approximately 185 cultural practitioners in town halls in Chicago, San Francisco, Boston, Dallas, and Philadelphia

    Erehwon: For a cartography of change

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    We introduce a work-in-progress collaborative research project, which aims at creating an interactive real time cartography of socio-political performative projects within Europe and beyond. The cartography will be designed as a digital platform for rehearsing new ways of direct democratic practices and experimenting with potential forms of public space transformation that these practices can lead to.Creativeworks Londo

    The Mundane Computer: Non-Technical Design Challenges Facing Ubiquitous Computing and Ambient Intelligence

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    Interdisciplinary collaboration, to include those who are not natural scientists, engineers and computer scientists, is inherent in the idea of ubiquitous computing, as formulated by Mark Weiser in the late 1980s and early 1990s. However, ubiquitous computing has remained largely a computer science and engineering concept, and its non-technical side remains relatively underdeveloped. The aim of the article is, first, to clarify the kind of interdisciplinary collaboration envisaged by Weiser. Second, the difficulties of understanding the everyday and weaving ubiquitous technologies into the fabric of everyday life until they are indistinguishable from it, as conceived by Weiser, are explored. The contributions of Anne Galloway, Paul Dourish and Philip Agre to creating an understanding of everyday life relevant to the development of ubiquitous computing are discussed, focusing on the notions of performative practice, embodied interaction and contextualisation. Third, it is argued that with the shift to the notion of ambient intelligence, the larger scale socio-economic and socio-political dimensions of context become more explicit, in contrast to the focus on the smaller scale anthropological study of social (mainly workplace) practices inherent in the concept of ubiquitous computing. This can be seen in the adoption of the concept of ambient intelligence within the European Union and in the focus on rebalancing (personal) privacy protection and (state) security in the wake of 11 September 2001. Fourth, the importance of adopting a futures-oriented approach to discussing the issues arising from the notions of ubiquitous computing and ambient intelligence is stressed, while the difficulty of trying to achieve societal foresight is acknowledged

    Design education in the age of media convergence

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    A vignette model for distributed teaching and learning

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    Computer software and telecommunication technologies are being assimilated into the education sector. At a slower pace, educational methodologies have been evolving and gradually adopted by educators. The widespread and rapid assimilation of technology may be outstripping the uptake of better pedagogical strategies. Non‐pedagogical development of content could lead to the development of legacy systems that constrain future developments. Problems have arisen with computer‐based learning (CBL) materials, such as the lack of uptake of monolithic programmes that cannot be easily changed to keep pace with natural progress or the different requirements of different teachers and institutions. Also, hypertext/hypermedia learning environments have limitations in that following predefined paths is no more interactive than page turning. These considerations require a flexible and dynamic approach for the benefit of both the teacher and student. Courses may be constructed from vignettes to meet a desired purpose and to avoid the problems of adoption for the reasons that programmes cannot easily be changed or are not designed to meet particular needs. Vignettes are small, first‐principle, first‐person, heuristic activities (which are mimetic) from which courses can be constructed Vignettes use an object‐orientated approach to the development of computer‐based learning materials. Vignettes are objects that can be manipulated via a property sheet, which enables changing the object's inherent character or behaviour. A vignette object can interact with other vignette objects to create more complex educational interactions or models. The vignette approach leads to a development concept that is horizontally distributed across disciplines rather than vertically limited to single subjects
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