216 research outputs found

    Mapping the Intersection of Two Cultures: Interactive Documentary and Digital Journalism

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    The convergence of digital journalism and interactive and participatory documentary, two forms at the defining edges of their respective fields, is the focus of this report. Why interactive and participatory documentary? Because these immersive, visual and, above all, experimental narratives have developed rapidly over the past few years, offering wide-ranging examples for journalists who seek to reach new audiences, to enhance the relevance of their reporting for an informed, engaged citizenry, and to make better use of the interactive and collaborative potential of today's mobile technologies.This report contextualizes and maps the views of the people who are leading change, charting their ambitions and concerns, tracking their organizations and strategies, and interpreting the larger patterns that emerge as storytellers and producers redefine their arts. It considers such institutional imperatives as reorganizing the production pipeline and means of distribution, listening to and working together with audiences, partnering with other media organizations, and looking to internal assets such as archives.Case studies drawn from organizations such as The New York Times, The Guardian, National Film Board of Canada, NPR, AIR, Frontline, and other sector-leading organizations examine change within particular institutions, as well as alliances between them and the production and distribution of particular joint projects. A broader environmental assessment of the conditions faced by legacy journalism organizations complements and situates the case studies. Against this backdrop, the case studies illustrate innovations and opportunities that have recently emerged at the intersection of journalism and documentary, charting best practices as well as lessons learned that can help quality journalism thrive in this fast-changing ecosystem

    Enhancing information-based spaces using IoT and multimedia visualization - a case study

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    O principal objetivo desta pesquisa Ă© fazer uma exploração em torno das estruturas conceituais, estado da arte e aplicaçÔes plausĂ­veis da Internet de Coisas MultimĂ©dia em serviços distribuĂ­dos com para a criação de ambientes aumentados que contribuam a melhorar a experiĂȘncia coletiva e participação das pessoas assistentes a conferĂȘncias profissionais, reuniĂ”es grupais e espaços pĂșblicos em geral. Assim, a metodologia serĂĄ baseada em uma revisĂŁo do estado da arte das tecnologias de IoT aplicĂĄveis a coisas de multimĂ©dia e visualização de informação, especialmente no contexto de espaços pĂșblicos aumentados, onde o acesso a informação de alta qualidade possa ser possĂ­vel sem influenciar negativamente a interação no mundo real entre os participantes, assim como melhorar a experiĂȘncia global dos mesmos, considerando tambĂ©m soluçÔes tecnolĂłgicas projetadas para os eventos de prazos limitados.The main objective of this research is to make an exploration around conceptual frameworks, state of the art and plausible applications of the Internet of Multimedia Things in distributed services for creating augmented environments that contribute to enhance the collective experience and participation of people attending professional conferences, group meetings and public spaces in general. Thus, the methodology will be based on a review of the state of the art of IoT technologies applicable for multimedia things and information visualization, specially in the context of augmented public spaces, where the access of high-quality data can be possible without preventing real-world interaction among attendants, as well as improving the overall experience of participants, considering also technological solutions designed for the events of limited time-frames

    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

    Screening TED: A rhetorical analysis of the intersections of rhetoric, digital media, and pedagogy

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    The presence of expertise resonates across our daily lives. Experts are called upon to consult us about which candidate is ideal for office, which type of wood is the best choice for a carpentry project, which scientist has optimal data on the effects of air pollution, which speech teacher is the best one to take for proper credit hours, and more. An expert is typically conceived as an individual who knows more about a given topic and can create stronger identification than an average person. The struggle to achieve expert status is one that is fundamentally tied to power and is reliant on the establishment of authenticity and legitimacy from audiences. It is, at its core, a struggle that utilizes rhetoric. Begun in 1984, the TED (Technology, Entertainment, and Design) conference has become a critical player in an architectonic movement to manufacture expertise. Modeled on the Lyceum and Chautauqua movements of the early American 20th century, the TED conferences have spread rapidly into public culture, but most notably in field of education via social media and online video. TED “talks” are classroom artifacts. They are teaching tools and aid in increasing learning for a more digital native student population. Likewise, the TED conferences have become models of community engagement that work rhetorically to demonstrate the attribution and manufacturing of expertise amidst a 21st century digital world. In short, we have acknowledged TED’s growth and expansion as credible and sanctioned their identity as the harbinger of expert and inspirational ideas. The democratization of digital media, particularly video, has made it possible to increase the sharing and collaboration of ideas faster than ever before, and as our world becomes more reliant on digital devices for the receiving and sending of information, the consumption and production of information, and the attribution of expertise, the precise role of technology within pedagogy becomes increasingly complex. My dissertation posits that TED employs current uses of digital media technologies in order to manufacture its ethos of expertise within public culture

    Skyler and Bliss

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    Hong Kong remains the backdrop to the science fiction movies of my youth. The city reminds me of my former training in the financial sector. It is a city in which I could have succeeded in finance, but as far as art goes it is a young city, and I am a young artist. A frustration emerges; much like the mould, the artist also had to develop new skills by killing off his former desires and manipulating technology. My new series entitled HONG KONG surface project shows a new direction in my artistic research in which my technique becomes ever simpler, reducing the traces of pixelation until objects appear almost as they were found and photographed. Skyler and Bliss presents tectonic plates based on satellite images of the Arctic. Working in a hot and humid Hong Kong where mushrooms grow ferociously, a city artificially refrigerated by climate control, this series provides a conceptual image of a imaginary typographic map for survival. (Laurent Segretier

    Design revolutions: IASDR 2019 Conference Proceedings. Volume 2: Living, Making, Value

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    In September 2019 Manchester School of Art at Manchester Metropolitan University was honoured to host the bi-annual conference of the International Association of Societies of Design Research (IASDR) under the unifying theme of DESIGN REVOLUTIONS. This was the first time the conference had been held in the UK. Through key research themes across nine conference tracks – Change, Learning, Living, Making, People, Technology, Thinking, Value and Voices – the conference opened up compelling, meaningful and radical dialogue of the role of design in addressing societal and organisational challenges. This Volume 2 includes papers from Living, Making and Value tracks of the conference

    Bharata’s Natyashastra-based Theatre Analysis Model: An experiment on British South Asian and contemporary Indian theatre in English

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    This thesis tests a newly developed model based on the Natyashastra, an Indian treatise on performing arts, and uses this for theatrical analysis in the contexts of British Asian theatre productions and contemporary Indian theatre in English. The study offers a tool that can provide an alternative model of analysis. By extending the existing analytical models, we can ask questions concerning the actors’ emotional manifestation and their mental state while acting. This thesis attempts to interpret the actors’ gestures and provides a structure to analyse them. In order to do that, this project uses the Natyashastra and rasa/bhava concepts as performance analysis tools, which might provide an alternate perspective to theatre analysis. The thesis reviews existing models of theatrical analysis and argues for an alternative model in Chapter One. It examines the analysis of theatre productions by scholars of British Asian theatre and contemporary Indian theatre in English in Chapter Two. Here, I review the ways in which scholars of British South Asian theatre have examined theatrical productions so far. Chapter Three tests the proposed model on four theatre productions, illustrating the ways in which theatre productions could be analysed, and identifies the model’s limitations and advantages. Chapter Four discusses findings in the light of the results analysed in Chapter Three; it also outlines some questions which needs further investigation. By doing so, this thesis contributes to the field of performance analysis and theatre studies by developing strong links between the manifestation of the actors’ bodymind, the directors' reception after their first reading of a play’s text, and playwrights’ initial emotions within the text, through production analysis

    Dual reality : an emerging medium

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    Thesis (Ph. D.)--Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, 2007.Includes bibliographical references (p. 143-151).The commoditization of low-power radios, a rich set of sensors, longer-lasting batteries, and feature-rich microcontrollers has prompted significant research efforts to imbue physical environments with the responsiveness and awareness afforded by ubiquitous, unobtrusive, low-maintenance sensor networks. However, despite these technical advances, there has been relatively little progress toward finding compelling applications enabled by such sensor networks. What few applications have been demonstrated generally use sensor networks to passively monitor environments either inaccessible or uninteresting to people, such as remote wilderness, factory floors, and health care scenarios. Yet, by definition, any "killer application" of sensor networks must be both popular and widespread. At the same time, online virtual worlds promising complete freedom of creation and interaction are quickly becoming economically, socially, and technically feasible and are making inroads into the mass media market. Yet, despite their popularity, or maybe even because of it, today's online virtual worlds are marred by a stagnation and emptiness inherent in environments so disconnected from the physical world. Furthermore, the demand for richer modes of self-expression in virtual worlds remains unmet. This dissertation proposes the convergence of sensor networks and virtual worlds not only as a possible solution to their respective limitations, but also as the beginning of a new creative medium. In the "dual reality" resulting from this convergence, both the real and virtual worlds are complete unto themselves, but also enhanced by the ability to mutually reflect, influence, and merge into each other by means of sensor/actuator networks deeply embedded in everyday environments.As a medium, dual reality has the potential to elevate mass creation of media to the same heights television elevated the mass consumption of media and the Internet elevated the mass communication of media. This dissertation describes a full implementation of a dual reality system using a popular online virtual world and a human-centric sensor network designed around a common electrical power strip. Example applications, interaction techniques, and design strategies for the dual reality domain are demonstrated and discussed.by Joshua Harlan Lifton.Ph.D
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