360 research outputs found
More-than-words: Reconceptualising Two-year-old Childrenâs Onto-epistemologies Through Improvisation and the Temporal Arts
This thesis project takes place at a time of increasing focus upon two-year-old children and the words they speak. On the one hand there is a mounting pressure, driven by the school readiness agenda, to make children talk as early as possible. On the other hand, there is an increased interest in understanding childrenâs communication in order to create effective pedagogies. More-than-words (MTW) examines an improvised art-education practice that combines heterogenous elements: sound, movement and materials (such as silk, string, light) to create encounters for young children, educators and practitioners from diverse backgrounds. During these encounters, adults adopt a practice of stripping back their words in order to tune into the polyphonic ways that children are becoming-with the world.
For this research-creation, two MTW sessions for two-year-old children and their carers took place in a specially created installation. These sessions were filmed on a 360Ë camera, nursery school iPad and on a specially made child-friendly Toddler-cam (Tcam) that rolled around in the installation-event with the children. Through using the frameless technology of 360Ë film, I hoped to make tangible the relation and movement of an emergent and improvised happening and the way in which young children operate fluidly through multiple modes.
Travelling with posthuman, Deleuzio-Guattarian and feminist vital material philosophy, I wander and wonder speculatively through practice, memory, and film data as a bag lady, a Haraway-ian writer/artist/researcher-creator who resists the story of the wordless child as lacking and tragic; the story that positions the word as heroic. Instead, through returning to the uncertainty of improvisation, I attempt to tune into the savage, untamed and wild music of young childrenâs animistic onto-epistemologies
An âotherâ experience of videogames: analyzing the connections between videogames and the lived experience of chronic pain
In this dissertation I argue for the connections between the lived experience of chronic pain and videogames, exploring what interacts with and influences them. To answer this, I draw on cripistemology as I engage in autoethnography, close-reading and close-gameplay, restorying, mixed methods design, formal interviews, surveys, and inductive coding. I further argue for pushing back against the unhelpful binaries that define the âhumanâ and a false idea of âuniversalâ experience or ability, instead pointing to the intersectionality that better reflects the biopolitics of disability, including both debility and capacity. I engage with these methods in three specific projects that consider additional sub-questions to further tease out why videogames disability, chronic pain, game design, lived experience, human centered design, embodiment in video games have impacted me so deeply and how this ties to my identity as a disabled woman. I further offer this dissertation to highlight the growing research of lived experience and disability in the field of game studies, providing empirical data that offers a foundational look of how I as a member of the chronic pain community think and feel about videogames, as well as how a small portion of the chronic pain community discusses videogames and the range of experiences this encompasses. In doing so, I unpack and argue on the relationship that exists between chronic pain and videogames, and further articulate why this matters.
In Chapter 1 I provide necessary history and information regarding my research to better articulate the findings as presented in the following chapters. In Chapter 2, I analyze my connection to Animal Crossing: New Leaf (AC:NL) (Nintendo EAD, 2012) and explore opportunities about genre and mechanics as reflections of my own daily lived experience with chronic pain, especially including my experience in a 2014 pain rehabilitation program. Through this process, I define the âslice of lifeâ genre and argue that AC:NL is exemplary of its markers.
In Chapter 3 I provide a deep reading and analysis of Nintendoâs GameCube release Chibi-Robo! (Skip Ltd. et al., 2005) to ârestoryâ the titular main character to have chronic pain like my own. Through the lens of debility and capacitation machines, I map these ideas onto the biopsychosocial model to organize a thorough analysis of his restoried identity. In modding the gameâs narrative to reflect a lived experience of chronic pain like my own, I interweave fanfiction with deep reading and deep gameplay to unpack what representation I am looking for in videogames both narratively and mechanically. In this I further argue how this practice can be used to inform future game design.
Finally, in Chapter 4, I interview members of the chronic pain community to understand their perspective on the connections between their lived experience with chronic pain and videogames, as well as how additional factors of their identity impact those experiences. For this I engage in a mixed methods design to conduct a survey and formal interviews to offer foundational work on how the chronic pain community interacts with videogames. I offer this project to intersect current research in chronic pain and videogames (and its related technology) that focuses on games as tools for âcuringâ pain, and argue the importance of considering what embodiment people with chronic pain already have in videogames instead.
Ultimately, I argue for the necessity to complicate current design practices in human centered design (HCD) and game design. To do so, I highlight the lived experience of Othered identities to combat misguided notions of âuniversalâ intent. In this, I analyze the inherent connections between videogames and disability, in this case chronic pain, through embodiment and lived experience. I center in on how my experience of chronic pain has impacted the way in which I engage and think about with videogames, and further, how my experiences align with that of the chronic pain community
Animate Being: Extending a Practice of the Image to New Mediums via Speculative Game Design
This post-disciplinary practice as research thesis examines the potential of Carl Jung's therapeutic method of active imagination as a strategy for engaging with an increasingly complex and interconnected technological reality. Embracing a non-clinical, practice-driven approach, I harness James Hillmanâs notion of the image and the imaginal to investigate the interdisciplinary capacity and ethical dimensions of an expansive mode of image-work. My approach to practice theoretically and practically intertwines analytical psychology, feminist worlding and design speculation. Building upon Susan Rowlandâs work, I study image-work as an ecological alchemical craft that seeks to matter the immaterial. Through the cyclic iterative design of a video game, I mobilise and respond to image-work as a mode of myth-making that may facilitate dialogue between human and non-human intelligences. Departing from the essentialism of the hero's journey, I adopt Le Guin's Carrier Bag (1986/2019) as a feminist video game form and by utilising the framework of a video game (Bogost, 2007; Flannigan, 2013), the alchemical processes of image-work are transformed into novel interactive game mechanics. The game I design is both a vessel and a portal to an imaginal ecological realm, an open-world, procedurally generated âliving worldâ sandbox exploration game. This game integrates real-time, real-world data streams to invite the non-human to enter into play as player two, facilitating experimentation with possible new forms of cross-species dialogue, collaboration, and healing
Gurus and Media: Sound, image, machine, text and the digital
Gurus and Media is the first book dedicated to media and mediation in domains of public guruship and devotion. Illuminating the mediatisation of guruship and the guru-isation of media, it bridges the gap between scholarship on gurus and the disciplines of media and visual culture studies. It investigates guru iconographies in and across various time periods and also the distinctive ways in which diverse gurus engage with and inhabit different forms of media: statuary, games, print publications, photographs, portraiture, films, machines, social media, bodies, words, graffiti, dolls, sound, verse, tombs and more.
The bookâs interdisciplinary chapters advance, both conceptually and ethnographically, our understanding of the function of media in the dramatic production of guruship, and reflect on the corporate branding of gurus and on mediated guruship as a series of aesthetic traps for the captivation of devotees and others. They show how different media can further enliven the complex plurality of guruship, for instance in instantiating notions of âabsent-presentâ guruship and demonstrating the mutual mediation of gurus, caste and Hindutva.
Throughout, the book foregrounds contested visions of the guru in the development of devotional publics and pluriform guruship across time and space. Thinking through the guruâs many media entanglements in a single place, the book contributes new insights to the study of South Asian religions and to the study of mediation more broadly
Iterative musical collaboration as palimpsest: Suite Inversée and The Headroom Project
Suite inversée is a musical work, co-composed by the two authors asynchronously
online by means of file transfer alone and digitally presented using a self-made web
app called The Headroom Project. The Headroom Project mediates the compositional
project during creation as well as allowing the listener to browse a historical thread
that weaves through the developmental process: through this app, each audio file that
was shared between the two composers can be heard and considered both in and out
of the context of its creation. The framework of the project provided the opportunity
for the authors to reflect on issues of remote digital collaboration and the palimpsest
nature of a work revealed in varying stages of evolution through a novel mode of
presentation. This paper discusses the mode of creation by situating it within narratives
of composition and technology
Proc. 33. Workshop Computational Intelligence, Berlin, 23.-24.11.2023
Dieser Tagungsband enthĂ€lt die BeitrĂ€ge des 33. Workshops âComputational Intelligenceâ der vom 23.11. â 24.11.2023 in Berlin stattfindet. Die Schwerpunkte sind Methoden, Anwendungen und Tools fĂŒr ° Fuzzy-Systeme, ° KĂŒnstliche Neuronale Netze, ° EvolutionĂ€re Algorithmen und ° Data-Mining-Verfahren sowie der Methodenvergleich anhand von industriellen und Benchmark-Problemen.The workshop proceedings contain the contributions of the 33rd workshop "Computational Intelligence" which will take place from 23.11. - 24.11.2023 in Berlin. The focus is on methods, applications and tools for ° Fuzzy systems, ° Artificial Neural Networks, ° Evolutionary algorithms and ° Data mining methods as well as the comparison of methods on the basis of industrial and benchmark problems
Cyber-Human Systems, Space Technologies, and Threats
CYBER-HUMAN SYSTEMS, SPACE TECHNOLOGIES, AND THREATS is our eighth textbook in a series covering the world of UASs / CUAS/ UUVs / SPACE. Other textbooks in our series are Space Systems Emerging Technologies and Operations; Drone Delivery of CBNRECy â DEW Weapons: Emerging Threats of Mini-Weapons of Mass Destruction and Disruption (WMDD); Disruptive Technologies with applications in Airline, Marine, Defense Industries; Unmanned Vehicle Systems & Operations On Air, Sea, Land; Counter Unmanned Aircraft Systems Technologies and Operations; Unmanned Aircraft Systems in the Cyber Domain: Protecting USAâs Advanced Air Assets, 2nd edition; and Unmanned Aircraft Systems (UAS) in the Cyber Domain Protecting USAâs Advanced Air Assets, 1st edition. Our previous seven titles have received considerable global recognition in the field. (Nichols & Carter, 2022) (Nichols, et al., 2021) (Nichols R. K., et al., 2020) (Nichols R. , et al., 2020) (Nichols R. , et al., 2019) (Nichols R. K., 2018) (Nichols R. K., et al., 2022)https://newprairiepress.org/ebooks/1052/thumbnail.jp
The Relationship Between Sensorimotor Integration and Social Processing
To interact with the physical world, the brain must integrate information across multiple sensory and motor domains to create a stable representation of the body. Crucially, it is the effective integration of visual, tactile, proprioceptive, and motor information which creates the experience of a bodily self. The embodied cognition framework proposes that important social processes such as self-awareness, perspective-taking, and interpersonal synchrony are grounded within the bodily self. Thus, exploring the links between the senses, the body, and social processes can elucidate how humans interact, understand each other, and move in time with each other. Research investigating why certain populations show differences in how they socially interact can shed further light on the contribution of sensorimotor integration in social processing. Autism is a neurodevelopmental disorder characterised by differences in social interaction, communication, and sensory processing. Research suggests that sensory processing differences may account for the characteristic differences in social behaviour in autism. However, the exact relationship between sensorimotor integration and social processing is not fully understood.
This thesis aimed to investigate the relationship between sensorimotor integration and social processing in autistic and non-autistic individuals. Chapter 2 found evidence to suggest that an internal representation of the body, built upon multisensory integration may be implicated in self-referential processing in non-autistic adults. Chapter 3 found evidence that whilst autistic adults exhibit self-referential processing it may not be related to sensorimotor integration and the body schema. These findings suggest that whilst non-autistic self-conceptualisation is intertwined with body representations, autistic self-conceptualisation may not. Chapter 4 found that altering the experience of self-location did not impact visual perspective-taking performance in non-autistic adults. Moreover, visuo-proprioceptive-motor integration was not found to relate to the ability to take another personâs perspective. This finding elucidates the role of sensorimotor integration and internal representations of the body in visual perspective-taking. Chapter 5 found that sensorimotor and joint action processes facilitate interpersonal synchrony and subsequent social bonding in typically developing children and adults. Importantly, these findings suggest that sensorimotor processes are key for developing the ability to move in time with another person and benefit from subsequent social bonding. Chapter 6 found that autistic adults experience sensory fluctuations across multiple modalities and that these sensory differences have a significant impact on their daily lives, including social well-being. Together, the present thesis evidences the intertwined relationship between internal representations of the body, sensorimotor integration, and how we understand and interact with others. Importantly, it also demonstrates the crucial roles of multisensory experience, and body representation, in the mental, physical, and social well-being of autistic adults
- âŠ