35,113 research outputs found

    New Media Art/ New Funding Models

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    Investigates the current state of funding for new media artists, with an emphasis on the support structures for innovative creative work that utilizes advanced technologies as the main vehicle for artistic practice

    Second Life: the seventh face of the library?

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    Viewpoint/Discussion Paper Purpose This paper gives a brief introduction to Second Life, an outline of how one academic librarian has got involved with using it and reviews the issues that have arisen from a library perspective. Approach It offers a reflection on whether library activities in Second Life are different to library services in the real world and suggests that Second Life is just another ‘face’ of the library. Findings Second Life is still in the very early stages of development. There are various barriers and challenges to overcome before it can be used widely within universities. However, this paper shows it does provide an opportunity to experiment and explore what information resources are required in this environment and how librarianship and librarians need to evolve to cater for users in a three dimensional world. Originality/value This paper is based on personal experience and offers as many questions as answers

    Information Outlook, October 2003

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    Volume 7, Issue 10https://scholarworks.sjsu.edu/sla_io_2003/1009/thumbnail.jp

    Co-production for innovation: the urban living lab experience

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    Urban Living Labs (ULLs) are public spaces where local authorities engage citizens to develop innovative urban services. Their strength and popularity stem from a methodology based on open innovation, experimentation, and citizen engagement. Although the ULL methodology is supposed to largely adopt a co-production approach, connections between the two have not yet been thoroughly investigated. The paper seeks to fill this gap by examining through a qualitative analysis three experiences of ULLs made in Amsterdam, Boston and Turin. Specifically, the paper aims to assess whether ULLs can be really conceptualised as a form of co-production and, if so, which elements characterised them as innovative in comparison to \u2018mainstreaming\u2019 co-production; Then it analyses benefits and drawbacks related to their implementation

    Gamification techniques for raising cyber security awareness

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    Due to the prevalence of online services in modern society, such as internet banking and social media, it is important for users to have an understanding of basic security measures in order to keep themselves safe online. However, users often do not know how to make their online interactions secure, which demonstrates an educational need in this area. Gamification has grown in popularity in recent years and has been used to teach people about a range of subjects. This paper presents an exploratory study investigating the use of gamification techniques to educate average users about password security, with the aim of raising overall security awareness. To explore the impact of such techniques, a role-playing quiz application (RPG) was developed for the Android platform to educate users about password security. Results gained from the work highlightedthat users enjoyed learning via the use of the password application, and felt they benefitted from the inclusion of gamification techniques. Future work seeks to expand the prototype into a full solution, covering a range of security awareness issues

    Creating critical mass

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    High technology industries

    Locating image presentation technology within pedagogic practice

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    This article presents data gathered through a University for the Creative Arts Learning and Teaching Research Grant (2009-2010); including a study of existing image presentation tools, both digital and non-digital; and analysis of data from four interviews and an online questionnaire. The aim of the research was to look afresh at available technology from the point of view of a lecturer in the visual arts, and to use the information gathered to look more critically at the available technology
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