2,418 research outputs found
Integrating expert-based objectivist and nonexpert-based subjectivist paradigms in landscape assessment
This thesis explores the integration of objective and subjective measures of landscape aesthetics, particularly focusing on crowdsourced geo-information. It addresses the increasing importance of considering public perceptions in national landscape governance, in line with the European Landscape Convention's emphasis on public involvement. Despite this, national landscape assessments often remain expert-centric and top-down, facing challenges in resource constraints and limited public engagement. The thesis leverages Web 2.0 technologies and crowdsourced geographic information, examining correlations between expert-based metrics of landscape quality and public perceptions. The Scenic-Or-Not initiative for Great Britain, GIS-based Wildness spatial layers, and LANDMAP dataset for Wales serve as key datasets for analysis.
The research investigates the relationships between objective measures of landscape wildness quality and subjective measures of aesthetics. Multiscale geographically weighted regression (MGWR) reveals significant correlations, with different wildness components exhibiting varying degrees of association. The study suggests the feasibility of incorporating wildness and scenicness measures into formal landscape aesthetic assessments. Comparing expert and public perceptions, the research identifies preferences for water-related landforms and variations in upland and lowland typologies. The study emphasizes the agreement between experts and non-experts on extreme scenic perceptions but notes discrepancies in mid-spectrum landscapes. To overcome limitations in systematic landscape evaluations, an integrative approach is proposed. Utilizing XGBoost models, the research predicts spatial patterns of landscape aesthetics across Great Britain, based on the Scenic-Or-Not initiatives, Wildness spatial layers, and LANDMAP data. The models achieve comparable accuracy to traditional statistical models, offering insights for Landscape Character Assessment practices and policy decisions. While acknowledging data limitations and biases in crowdsourcing, the thesis discusses the necessity of an aggregation strategy to manage computational challenges. Methodological considerations include addressing the modifiable areal unit problem (MAUP) associated with aggregating point-based observations. The thesis comprises three studies published or submitted for publication, each contributing to the understanding of the relationship between objective and subjective measures of landscape aesthetics. The concluding chapter discusses the limitations of data and methods, providing a comprehensive overview of the research
InGAME international pathway to collaboration: Collaboration in Games UK-China
In 2019 the Arts & Humanities Research Council (AHRC) funded a series of projects as part of its UK-China Creative Partnerships Programme. Led by Abertay University in partnership with academic and industry partners across the UK and China, InGAME International was funded through this AHRC programme with the aim of studying the potential for UK-China cooperation and collaboration in the computer games sector. The project is linked to the AHRC Creative Industries Cluster, InGAME: Innovation for Games and Media Enterprise, which is also led by Abertay University in partnership with the University of Dundee and University of St Andrews. The games industry is one of the largest and fastest growing sectors in both the UK and the Chinese creative economies. In 2023, China was the largest gaming market globally with revenue forecast at 7.94 billion in the UK (Statista, 2023). The growth in China’s market has long been the source of appeal for UK game developers and publishers seeking new routes to market. However, the divergence between the UK and China in terms of market profile, consumption patterns, leading companies, technologies, regulation, licensing, management, and business culture has presented ongoing difficulties for any UK based developer interested in engagement in- or with- China. It is from this basis that the current study sought to consolidate industry, legal, and regulatory knowhow with a view to providing a valuable resource to games professionals and researchers who have interests in UK-China collaboration. This Pathway to Collaboration report curates the cumulative knowledge and insight generated during the InGAME International programme, with an intended audience of games industry professionals and researchers interested in UK-China collaboration. At the heart of the research is an unprecedented qualitative study that involved in-depth interviews with 47 leading experts from the UK, China and other territories and with knowledge of games development, business, publishing, marketing, localisation, IP, copyright, regulation, markets, and sales. This report is the first comprehensive qualitative study to investigate the intersection between the UK and China games industries and markets at this scale and depth, providing readers with an invaluable, interactive resource that will support professionals and researchers to initiate new collaborations between the two nations.</p
Mobile heritage practices. Implications for scholarly research, user experience design, and evaluation methods using mobile apps.
Mobile heritage apps have become one of the most popular means for audience
engagement and curation of museum collections and heritage contexts. This
raises practical and ethical questions for both researchers and practitioners, such
as: what kind of audience engagement can be built using mobile apps? what are
the current approaches? how can audience engagement with these experience
be evaluated? how can those experiences be made more resilient, and in turn
sustainable? In this thesis I explore experience design scholarships together with
personal professional insights to analyse digital heritage practices with a view to
accelerating thinking about and critique of mobile apps in particular. As a result,
the chapters that follow here look at the evolution of digital heritage practices,
examining the cultural, societal, and technological contexts in which mobile
heritage apps are developed by the creative media industry, the academic
institutions, and how these forces are shaping the user experience design
methods. Drawing from studies in digital (critical) heritage, Human-Computer
Interaction (HCI), and design thinking, this thesis provides a critical analysis of
the development and use of mobile practices for the heritage. Furthermore,
through an empirical and embedded approach to research, the thesis also
presents auto-ethnographic case studies in order to show evidence that mobile
experiences conceptualised by more organic design approaches, can result in
more resilient and sustainable heritage practices. By doing so, this thesis
encourages a renewed understanding of the pivotal role of these practices in the
broader sociocultural, political and environmental changes.AHRC REAC
A discussão de um conceito para uma plataforma de aprendizagem on-line levando em conta estudantes rurais de sexta série: diretrizes baseadas em evidências para designers, professores e mudança de políticas
While considerable research recognizes the need to promote linguistic and sociocultural learning among youth English language learners (ELLs) in rural communities, less research has explored the advantages of human-centered design (HCD) in achieving this goal. This study branches from a larger design research project to develop an online learning platform (FUNREAD), co-designed with English language teachers (ELTs), to promote linguistic and sociocultural learning among sixth grade ELLs in rural communities in Costa Rica. This study uses an HCD lens to analyze group interview data from two key national-level English curriculum advisers’ insights and suggestions for improving language learning, equity, and representation for rural ELLs in Costa Rica. Key findings include (1) the need to adapt teaching materials and available technologies to demographic characteristics of rural ELLs, (2) especially when rurality plays a major role in how teaching, materials development, and curricular decisions are made. The study concludes that social justice education, with an emphasis on equity, representation, and translanguaging to support English language acquisition, is crucial to the development of effective teaching materials for rural ELLs in Costa Rica. Evidence-based guidelines derived from HCD are provided to assist in the development process.Mientras que un número considerable de investigaciones reconocen la necesidad de promover el aprendizaje lingüístico y sociocultural entre los jóvenes estudiantes de inglés (ELL) en las comunidades rurales, menos investigaciones han explorado las ventajas del diseño centrado en el ser humano (HCD) para lograr este objetivo. Este estudio se deriva de un proyecto de investigación de diseño más amplio para desarrollar una plataforma de aprendizaje en línea (FUNREAD), codiseñada con profesores de inglés (ELT), para promover el aprendizaje lingüístico y sociocultural entre los ELL de sexto grado en las comunidades rurales de Costa Rica. Este estudio utiliza una lente de HCD para analizar los datos de entrevistas grupales de dos asesores clave del currículo de inglés a nivel nacional y sus ideas y sugerencias para mejorar el aprendizaje de idiomas, la equidad y la representación de los estudiantes ELL rurales en Costa Rica. Los hallazgos clave incluyen (1) la necesidad de adaptar los materiales didácticos y las tecnologías disponibles a las características demográficas de los estudiantes ELL rurales, (2) especialmente cuando la ruralidad juega un papel importante en cómo se toman las decisiones sobre la enseñanza, el desarrollo de materiales y el currículo. El estudio concluye que la educación para la justicia social, con énfasis en la equidad, la representación y el translenguaje para apoyar la adquisición del inglés, es crucial para el desarrollo de materiales didácticos eficaces para los estudiantes ELL rurales en Costa Rica. Se proporcionan directrices basadas en la evidencia derivadas del HCD para ayudar en el proceso de desarrollo.Embora existam pesquisas consideráveis que reconhecem a necessidade de promover a aprendizagem linguística e sociocultural entre os jovens estudantes de língua inglesa (ELLs) em comunidades rurais, um número menor de pesquisas explora as vantagens do design centrado no ser humano (HCD) para atingir este objetivo. Este estudo deriva de um projeto de pesquisa mais amplo sobre o desenvolvimento de uma plataforma de aprendizagem online (FUNREAD), coprojetada com professores de língua inglesa (ELTs), para promover a aprendizagem linguística e sociocultural entre ELLs da sexta série em comunidades rurais na Costa Rica. Este estudo usa uma lente HCD para analisar dados vindos de entrevistas em grupo a partir das percepções e sugestões dos principais consultores curriculares de inglês em nível nacional sobre como melhorar o aprendizado de idiomas, a equidade e a representação para ELLs rurais na Costa Rica. As principais conclusões incluem (1) a necessidade de combinar os materiais de ensino e as tecnologias disponíveis com as características demográficas dos ELL rurais, (2) particularmente onde a ruralidade desempenha um papel importante na forma como o ensino, o desenvolvimento de materiais e as decisões curriculares são feitos. O estudo conclui que a educação para a justiça social, com ênfase na equidade, representação e translinguagem para apoiar a aquisição do inglês, é crucial para o desenvolvimento de materiais de ensino eficazes para ELLs rurais na Costa Rica. Diretrizes baseadas em evidências derivadas do HCD são fornecidas para auxiliar no processo de desenvolvimento
InGAME international pathway to collaboration: Collaboration in Games UK-China
In 2019 the Arts & Humanities Research Council (AHRC) funded a series of projects as part of its UK-China Creative Partnerships Programme. Led by Abertay University in partnership with academic and industry partners across the UK and China, InGAME International was funded through this AHRC programme with the aim of studying the potential for UK-China cooperation and collaboration in the computer games sector. The project is linked to the AHRC Creative Industries Cluster, InGAME: Innovation for Games and Media Enterprise, which is also led by Abertay University in partnership with the University of Dundee and University of St Andrews. The games industry is one of the largest and fastest growing sectors in both the UK and the Chinese creative economies. In 2023, China was the largest gaming market globally with revenue forecast at 7.94 billion in the UK (Statista, 2023). The growth in China’s market has long been the source of appeal for UK game developers and publishers seeking new routes to market. However, the divergence between the UK and China in terms of market profile, consumption patterns, leading companies, technologies, regulation, licensing, management, and business culture has presented ongoing difficulties for any UK based developer interested in engagement in- or with- China. It is from this basis that the current study sought to consolidate industry, legal, and regulatory knowhow with a view to providing a valuable resource to games professionals and researchers who have interests in UK-China collaboration. This Pathway to Collaboration report curates the cumulative knowledge and insight generated during the InGAME International programme, with an intended audience of games industry professionals and researchers interested in UK-China collaboration. At the heart of the research is an unprecedented qualitative study that involved in-depth interviews with 47 leading experts from the UK, China and other territories and with knowledge of games development, business, publishing, marketing, localisation, IP, copyright, regulation, markets, and sales. This report is the first comprehensive qualitative study to investigate the intersection between the UK and China games industries and markets at this scale and depth, providing readers with an invaluable, interactive resource that will support professionals and researchers to initiate new collaborations between the two nations.</p
UMSL Bulletin 2023-2024
The 2023-2024 Bulletin and Course Catalog for the University of Missouri St. Louis.https://irl.umsl.edu/bulletin/1088/thumbnail.jp
Multidisciplinary perspectives on Artificial Intelligence and the law
This open access book presents an interdisciplinary, multi-authored, edited collection of chapters on Artificial Intelligence (‘AI’) and the Law. AI technology has come to play a central role in the modern data economy. Through a combination of increased computing power, the growing availability of data and the advancement of algorithms, AI has now become an umbrella term for some of the most transformational technological breakthroughs of this age. The importance of AI stems from both the opportunities that it offers and the challenges that it entails. While AI applications hold the promise of economic growth and efficiency gains, they also create significant risks and uncertainty. The potential and perils of AI have thus come to dominate modern discussions of technology and ethics – and although AI was initially allowed to largely develop without guidelines or rules, few would deny that the law is set to play a fundamental role in shaping the future of AI. As the debate over AI is far from over, the need for rigorous analysis has never been greater. This book thus brings together contributors from different fields and backgrounds to explore how the law might provide answers to some of the most pressing questions raised by AI. An outcome of the Católica Research Centre for the Future of Law and its interdisciplinary working group on Law and Artificial Intelligence, it includes contributions by leading scholars in the fields of technology, ethics and the law.info:eu-repo/semantics/publishedVersio
Neue Erzählformen in dynamischen Bildtechnologien - Formprobleme zwischen Populärkommunikation und autonomer Kunst
Jeder Fortschritt, jede Neuerung größeren Ausmaßes in verschiedenen Medien provoziert nach einer kurzen Phase spielerischen Experiments eine erneute Konsolidierung wie deren ästhetische Reflexion: Diese Dualität kennen wir spätestens seit den Tagen industrieller Kommunikation als eine Trennung zwischen Massenkommunikation und Kunst. Dies lässt sich gleichermaßen bei der Entwicklung des zentralperspektivischen Bildes, der frühen Fotografie oder ganz besonders der Kinematografie beobachten. Nach einer ersten Phase des Kinos der Attraktionen entwickelte sich eine neue und einzigartige Formensprache des Classical Style als konventionalisierte Gestaltungsregel des Films, die zugleich und teilweise in scharfer Opposition verschiedene Gegenbewegungen auslöste oder als deren explizite Reflexion durch individuelle künstlerische Formensprachen überformt wurde. Aktuell stehen wir vor einer ähnlichen Situation, der Erfindung und Verbreitung dreidimensionaler dynamischer Techniken mit Datenbrille und anderen Technologien, die neue Formen der Virtual Production und damit des Erzählens ermöglichen - sogenanntes 'spatial' oder 'environmental storytelling'. Der Band widmet sich diesem neuen Erzählen auf drei Ebenen: Raumbild und -ton (Film), Bewegung im Raum (Computerspiel und VR) und Raum als Kontext (AR)
Design-thinking skill enhancement in virtual reality: A literature study
As a methodology, design thinking involves practicing “a way of thinking” that non-designers can use as a source of inspiration instead being limited to a group of professional designers. This methodology has gained research attention because of the growing demands for social innovation and sustainability. The general public is expected to gain design-thinking skills through training or by applying design-thinking tools. Virtual reality (VR) is considered a potential tool to help accelerate augmenting design-thinking skills because it allows users to have embodied and immersive experiences. This study reviews existing literature on how VR has been used to enhance design-thinking skills. The general features of the publications such as the year of publication, design-thinking stages, VR types, targeted participants, and publication fields are analyzed for determining the latest trends and scenarios under this research topic. Further, a thematic analysis that follows creative enhancement structures is conducted to understand the role of VR in enhancing design-thinking skills, and future research directions are discussed based on the results. The review concludes that VR has the potential to enhance creativity in many aspects. Moreover, it highlights the need of gaining deeper understanding about 1) art, humanities, and societal perspectives; 2) cognition processes in VR; 3) emphasizing and defining stages in the design-thinking process; 4) technological improvements combined with the Metaverse; and 5) hybrid of the virtual and real worlds
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