42,869 research outputs found

    Co-creative media: theorising digital storytelling as a platform for researching and developing participatory culture

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    This paper considers the question, 'what is co-creative media, and why is it a useful idea in social media research'? The term 'co-creative media' is now used by Creative Industries researchers at QUT to theoretically frame their use of digital storytelling as an action research platform for investigating participatory new media culture. Digital storytelling is a set of collaborative digital media production techniques that have been used to facilitate social participation in numerous Australian and international contexts. Digital storytelling has been adapted by Creative Industries researchers at QUT as a platform for researching the potential of vernacular creativity in a variety of contexts, including social inclusion of marginalized and disadvantaged groups; inclusion in public histories of narratives that might be overlooked; and articulation of voices that otherwise remain silent in the formulation of social and economic development strategies. The adaption of digital storytelling to different contexts has been shaped by the reflexive, recursive, and pragmatic requirements of action research. Amongst other things, this activity draws attention to the agency of researchers in facilitating these kinds of participatory media processes and outcomes. This discussion serves to problematise concepts of participatory media by introducing the term 'co-creative media' and differentiating these from other social media production practices

    Smart Conversational Agents for Reminiscence

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    In this paper we describe the requirements and early system design for a smart conversational agent that can assist older adults in the reminiscence process. The practice of reminiscence has well documented benefits for the mental, social and emotional well-being of older adults. However, the technology support, valuable in many different ways, is still limited in terms of need of co-located human presence, data collection capabilities, and ability to support sustained engagement, thus missing key opportunities to improve care practices, facilitate social interactions, and bring the reminiscence practice closer to those with less opportunities to engage in co-located sessions with a (trained) companion. We discuss conversational agents and cognitive services as the platform for building the next generation of reminiscence applications, and introduce the concept application of a smart reminiscence agent

    Storytelling Approaches to Program Evaluation: An Introductory Guide

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    Publication provides nonprofit health organizations with information and suggestions on how to collect and share stories as part of a program evaluation. Sections cover gathering stories, getting creative, digital storytelling, and how to incorporate stories into evaluation reports. Includes sample consent form

    Using Virtual Reality to increase technical performance during rowing workouts

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    Technology is advancing rapidly in virtual reality (VR) and sensors, gathering feedback from our body and the environment we are interacting in. Combining the two technologies gives us the opportunity to create personalized and reactive immersive environments. These environments can be used e.g. for training in dangerous situations (e.g. fire, crashes, etc), or to improve skills with less distraction than regular natural environments would have. The pilot study described in this thesis puts an athlete who is rowing on a stationary rowing machine into a virtual environment. The VR takes movement from several sensors of the ergo-meter and displays those in VR. In addition, metrics on technique are being derived from the sensor data and physiological data. All this is used to investigate if, and to which extent, VR may improve the technical skills of the athlete during the complex sport of rowing. Furthermore, athletes are giving subjective feedback about their experience comparing a standard rowing workout, with the workout using VR. First results indicate better performance and an enhanced experience by the athlete

    Worlds at our fingertips:reading (in) <i>What Remains of Edith Finch</i>

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    Video games are works of written code which portray worlds and characters in action and facilitate an aesthetic and interpretive experience. Beyond this similarity to literary works, some video games deploy various design strategies which blend gameplay and literary elements to explicitly foreground a hybrid literary/ludic experience. We identify three such strategies: engaging with literary structures, forms and techniques; deploying text in an aesthetic rather than a functional way; and intertextuality. This paper aims to analyse how these design strategies are deployed in What Remains of Edith Finch (Giant Sparrow, 2017) to support a hybrid readerly/playerly experience. We argue that this type of design is particularly suited for walking simulators because they support interpretive play (Upton, 2015) through slowness, ambiguity (Muscat et al., 2016; Pinchbeck 2012), narrative and aesthetic aspirations (Carbo-Mascarell, 2016). Understanding walking sims as literary games (Ensslin, 2014) can shift the emphasis from their lack of ‘traditional’ gameplay complexity and focus instead on the opportunities that they afford for hybrid storytelling and for weaving literature and gameplay in innovative and playful ways

    The Most Important Performing Arts Arisen from \u3cem\u3eShahnameh\u3c/em\u3e of Ferdowsi: \u3cem\u3eShahnameh-khani\u3c/em\u3e and \u3cem\u3eNaqqali\u3c/em\u3e of \u3cem\u3eShahnameh\u3c/em\u3e

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    Shahnameh of Ferdowsi is the Iranian national epic, which reflects the history, cultural values, sense of nationhood, and ancient religions of Persia by the only use of Persian pure words in the age of Arabic influence on the literature and science language. The footprint of this voluminous masterpiece has been seen in the different kinds of arts since its compilation and up to now; one of them is the penetration of Shahnameh’s verses in the art of storytelling that resulted in the formation of two types of performing arts: “Shahnameh-khani—singing the exact verses of Shahnameh from memory or from a book without any manipulation—and Naqqali of Shahnameh—narrating the stories of Shahnameh with special tone, feelings, expression, gestures, and movements.” These two forms of performing art have obvious differences but occasionally have been applied incorrectly. Shahnameh-khani and Naqqali of Shahnameh have had a prominent position in Persia, and there is a lot of evidence, such as Iranologists’ statements, travelers’ reports, and Iranian kings’ considerations, that clarifies their importance. Various formats and accompanied elements depend on the political policies of governments, time period, and geographical regions, which have led to creating four basic types of these two performing arts whose main differences are in the theme of the poems, accompaniment or non-accompaniment of music, and expression of the narrators and singers

    Community-oriented Service-Learning: A university experience for preventing cannabis abuse in vulnerable adolescents and young people

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    Learning integrated into community action promotes a more active citizenry. More specifically, service-learning (S-L) embedded into higher education can represent a big challenge yet also an opportunity to involve the whole university community in social and community development. This paper addresses this teaching method by identifiying and reviewing the different components that define S-L, that is: civic engagement, social responsibility, civic education, partnership, and reflection. The ways in which S-L can be introduced into the curriculum are explained, through detailing experiences already carried out in the teaching of psychology. Current available data on its efficacy in university education are analyzed. The focus now turns to a university experience involving Community Psychology students across Bachelor’s and Master’s degrees. During this experience, students on both programmes make their final-year projects to develop a prevention resource aimed at young people at high risk of problematic cannabis use. Ultimately, this program not only teaches students the principles of Community Psychology but also give them an opportunity to put them into practice

    Narrative approaches to design multi-screen augmented reality experiences

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    This paper explores how traditional narrative language used in film and theatre can be adapted to create interactivity and a greater sense of presence in the virtual heritage environment. It focuses on the fundamental principles of narrative required to create immersion and presence and investigates methods of embedding intangible social histories into these environments. These issues are explored in a case study of Greens Mill in the 1830’s, interweaving the story of the reform bill riots in Nottingham with the life of George Green, mathematician and proprietor of the Mill
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