24,250 research outputs found

    Sonic fields

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    Avatar actors

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    In this text I wish to discuss, as well as illustrate through pictorial examples, how the Live Visuals of three dimensional online virtual worlds may be leading us into participatory and collaborative Play states during which we appear to become the creators as well as the actors of what may also be described as our own real-time cinematic output. One of the most compelling of these stages may be three dimensional, online virtual worlds in which avatars create and enact their own tales and conceptions, effectively bringing forth live, participatory cinema through Play

    The (im)materiality of literacy : the significance of subjectivity to new literacies research.

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    This article deconstructs the online and offline experience to show its complexities and idiosyncratic nature. It proposes a theoretical framework designed to conceptualise aspects of meaning-making across on- and offline contexts. In arguing for the ‘(im)materiality’ of literacy, it makes four propositions which highlight the complex and diverse relationships between the immaterial and material associated with meaning-making. Complementing existing sociocultural perspectives on literacy, the article draws attention to the significance of relationships between space, mediation, materiality and embodiment to literacy practices. This in turn emphasises the importance of the subjective in understanding how different locations, experiences and so forth inflect literacy practice. The article concludes by drawing on the Deleuzian concept of the ‘baroque’ to suggest that this focus on articulations between the material and immaterial helps us to see literacy as multiply and flexibly situated

    An aesthetics of touch: investigating the language of design relating to form

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    How well can designers communicate qualities of touch? This paper presents evidence that they have some capability to do so, much of which appears to have been learned, but at present make limited use of such language. Interviews with graduate designer-makers suggest that they are aware of and value the importance of touch and materiality in their work, but lack a vocabulary to fully relate to their detailed explanations of other aspects such as their intent or selection of materials. We believe that more attention should be paid to the verbal dialogue that happens in the design process, particularly as other researchers show that even making-based learning also has a strong verbal element to it. However, verbal language alone does not appear to be adequate for a comprehensive language of touch. Graduate designers-makers’ descriptive practices combined non-verbal manipulation within verbal accounts. We thus argue that haptic vocabularies do not simply describe material qualities, but rather are situated competences that physically demonstrate the presence of haptic qualities. Such competencies are more important than groups of verbal vocabularies in isolation. Design support for developing and extending haptic competences must take this wide range of considerations into account to comprehensively improve designers’ capabilities

    A sense of physical books in our digital society

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    Digital culture, materiality and Nineteenth-Century studies

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    The rhetoric of the virtual stubbornly clings to digital culture, even though our experience of working within it is of a resisting medium that only behaves in certain ways. The persistence of the virtual demands attention: why do we cling to such a description even while we quite willingly recognise the interpenetration of the world beyond the monitor and that represented on it? In education we’re encouraged to use Virtual Learning Environments, as if somehow these spaces are not as real as classrooms; we participate (or read about others participating) in virtual worlds such as Second Life or World of Warcraft, places that imitate the real world, providing access to fantasies that are underpinned by very real economics; and we exploit the World Wide Web, believing in its textual metaphors (pages, hypertext) while ignoring its presence as a medium. In my contribution to this forum I want to suggest that our insistence on the immateriality of digital culture enforces an ontological distinction that overdetermines the materiality of the world beyond the monitor while misrecognizing the new things that are displayed upon it. Rather than continue to use the virtual as a category, I would like to argue using an alternative term, the apparition.1 Unlike the virtual, which foregrounds its effect of the real with reality itself present only as absence, apparition has two meanings: the first is an immaterial appearance, a ghostly presence that, like the virtual, can signal an absent materiality; the second is simply the appearance of something, specifically the emergence of something into history. It is this latter meaning, I suggest, that permits materiality to re-enter digital discourse
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