316 research outputs found

    The sociomaterial ecology of emotions in a school's makerspace

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    In this chapter, we investigate the sociomaterial ecology of emotions in students’ engagement within a school’s makerspace. The notion of sociomaterial ecology accentuates the holistic view of emotions that emerges in the multifaceted relations among people, technologies and the sociocultural environment. The empirical data of our study consist of video recordings of 9–12-year-old students’ interactions in a makerspace called the FUSE Studio in a Finnish primary school. The video data were subjected to a multimodal analysis to investigate the multiple modes and embodiments through which students’ emotions were expressed, shared and negotiated in situ. Our study shows how the students’ engagement in maker activities involved multiple and – at times – tension-laden emotions ranging from excitement, joy, happiness, pride and humour to irritation, frustration and disappointment. We also show how these emotions were entangled with fellow students, teachers, the makerspace, its material artefacts and requirements, as well as the rules and practices of the school. Overall, the display of emotions was found to be strong in situations in which the students experienced challenges. However, the ways in which the students responded to and negotiated these challenges, such as ownership of emotions, gave rise to different opportunities for their engagement and learning. In all, the chapter demonstrates the integral role of emotions in students’ maker activities, pointing out the value of researching and understanding emotions from the perspective of sociomaterial ecology.Peer reviewe

    Experiencing the difference between a virtual and in-person fit session

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    This research explored the concept of using avatars as fit models. Participants who had 2D/3D computer-aided design skills developed two basic garments and virtually draped the garments on two avatars, one was the program’s default avatar and the second was a personal avatar captured through a 3D body scan. The garments were also assembled in muslin and fit during a live session. Photographs of the three scenarios documented the static fit of the garments. Overall, the participants were satisfied with the evaluation of the virtual garment on their personal avatar, though disappointed that the avatar itself was not a cleaner image. There was some difference in the fit results between the personal avatar and the live session which was due to fabric appearance and difference in draping. Further research, and advancement in virtual textile rendering, needs to take place as this affects the visual fit on the avatar. Virtual fit has the potential to be a time- and cost-saving practice for industry.Design, Housing and Merchandisin

    Bringing Students into the Picture: Teaching with Tableaux Vivants

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    This article explores a recent experiment in implementing tableaux vivants as a college-level art history assignment, in which students researched works of art and also assumed the pose, posture, and attributes of the work; students were also invited to reconceptualize and think transformatively about these historical works. Drawing upon the principles of Universal Design for Learning, the assignment offers an impetus for close looking, research, critical thinking, interpretation and creativity, and an engagement in metacognitive and embodied experiences, as will be demonstrated by the resulting assignments and students’ written self-reflections. While the assignment was originally designed for a course focused on American culture prior to 1830, this approach could apply to a broad chronological and geographical range to encompass nearly any figurative art

    Neuromotor Control of the Hand During Smartphone Manipulation

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    The primary focus of this dissertation was to understand the motor control strategy used by our neuromuscular system for the multi-layered motor tasks involved during smartphone manipulation. To understand this control strategy, we recorded the kinematics and multi-muscle activation pattern of the right limb during smartphone manipulation, including grasping with/out tapping, movement conditions (MCOND), and arm heights. In the first study (chapter 2), we examined the neuromuscular control strategy of the upper limb during grasping with/out tapping executed with a smartphone by evaluating muscle-activation patterns of the upper limb during different movement conditions (MCOND). There was a change in muscle activity for MCOND and segments. We concluded that our neuromuscular system generates the motor strategy that would allow smartphone manipulation involving grasping and tapping while maintaining MCOND by generating continuous and distinct multi-muscle activation patterns in the upper limb muscles. In the second study (chapter 3), we examined the muscle activity of the upper limb when the smartphone was manipulated at two arm heights: shoulder and abdomen to understand the influence of the arm height on the neuromuscular control strategy of the upper limb. Some muscles showed a significant effect for ABD, while some muscle showed a significant effect for SHD. We concluded that the motor control strategy was influenced by the arm height as there were changes in the shoulder and elbow joint angles along with the muscular activity of the upper limb. Further, shoulder position helped in holding the head upright while abdomen reduced the moment arm and moment and ultimately, muscle loading compared to the shoulder. Overall, our neuromuscular system generates motor command by activating a multi-muscle activation pattern in the upper limb, which would be dependent upon the task demands such as grasping with/out tapping, MCOND, and arm heights. Similarly, our neuromuscular system does not appear to increase muscle activation when there is a combined effect of MCOND and arm heights. Instead, it utilizes a simple control strategy that would select an appropriate muscle and activate them based on the levels of MCOND and arm heights

    Self-Representation in an Expanded Field

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    Defined as a self-image made with a hand-held mobile device and shared via social media platforms, the selfie has facilitated self-imaging becoming a ubiquitous part of globally networked contemporary life. Beyond this selfies have facilitated a diversity of image making practices and enabled otherwise representationally marginalized constituencies to insert self-representations into visual culture. In the Western European and North American art-historical context, self-portraiture has been somewhat rigidly albeit obliquely defined, and selfies have facilitated a shift regarding who literally holds the power to self-image. Like self-portraits, not all selfies are inherently aesthetically or conceptually rigorous or avant-guard. But, –as this project aims to do address via a variety of interdisciplinary approaches– selfies have irreversibly impacted visual culture, contemporary art, and portraiture in particular. Selfies propose new modes of self-imaging, forward emerging aesthetics and challenge established methods, they prove that as scholars and image-makers it is necessary to adapt and innovate in order to contend with the most current form of self-representation to date. The essays gathered herein will reveal that in our current moment it is necessary and advantageous to consider the merits and interventions of selfies and self-portraiture in an expanded field of self-representations. We invite authors to take interdisciplinary global perspectives, to investigate various sub-genres, aesthetic practices, and lineages in which selfies intervene to enrich the discourse on self-representation in the expanded field today. Ace LehnerEdito

    Negotiation of meaning via virtual exchange in immersive virtual reality environments

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    This study examines how English-as-lingua-franca (ELF) learners employ semiotic resources, including head movements, gestures, facial expression, body posture, and spatial juxtaposition, to negotiate for meaning in an immersive virtual reality (VR) environment. Ten ELF learners participated in a Taiwan-Spain VR virtual exchange project and completed two VR tasks on an immersive VR platform. Multiple datasets, including the recordings of VR sessions, pre- and post-task questionnaires, observation notes, and stimulated recall interviews, were analyzed quantitatively and qualitatively with triangulation. Built upon multimodal interaction analysis (Norris, 2004) and Varonis and Gass’ (1985a) negotiation of meaning model, the findings indicate that ELF learners utilized different embodied semiotic resources in constructing and negotiating meaning at all primes to achieve effective communication in an immersive VR space. The avatar-mediated representations and semiotic modalities were shown to facilitate indication, comprehension, and explanation to signal and resolve non-understanding instances. The findings show that with space proxemics and object handling as the two distinct features of VR-supported environments, VR platforms transform learners’ social interaction from plane to three-dimensional communication, and from verbal to embodied, which promotes embodied learning. VR thus serves as a powerful immersive interactive environment for ELF learners from distant locations to be engaged in situated languacultural practices that goes beyond physical space. Pedagogical implications are discussed

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    BodyVerse

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    This paper supports the MFA dance thesis film BodyVerse. Exploring the intertwining relationship of body systems with the natural world, it brings somatic principles such as Body Mind Centering and dance improvisation together with film legacies and digital platforms

    Tracing an American Yoga: Identity and Cross-Cultural Transaction

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    This dissertation looks at the creative identity of an American yoga, both rooted in its Indic origins and radically transformed in its U.S. manifestations. It traces the broad historical transactions of yoga in terms of East and West, Secular and Religious, authenticity and idealized conception, as well as provides a critical historical genealogy of Anusara and Sridaiva yoga. Furthermore, the project relates yoga to the identity, power, and knowledge dynamics of pre-modern, modern, and postmodern histories and interpretations of yoga and Tantra, multiple theoretical discourses, and the embodied practices of individuals within Indian and American contexts. I argue that there is a unique and polysemous yogic identity in America, and that this identity has developed from a messy process of transaction between Indian and Western modes of being and knowing. Furthermore, the current Americanized culture of yoga brings along with it narratives of specific value. American yoga displays a particularly consumptive quality of yogic lifestyle that reflects a cultural atmosphere of reinvention and a merging of profit and personal purpose. American yoga’s identity today is entrepreneurial, branded, business oriented, and marketed for consumption. This dissertation shows how the American yogic identity is in flux, continuously fracturing and multiplying into various and novel understandings that relate to yoga’s past and to the market value for today’s American consumer. It examines the moving nature of yoga in the American landscape as what Jared Farmer calls a “center of creativity” and as a display of excess and choice. The discussion of yoga is further located in John Friend’s styles of yoga and/or lifestyle practices, Anusara and Sridaiva, as they both redefine and further remove yoga from established Indian markers of identity. My locations as American yogi, as comparativist, as ethnographer, and as a Bachelor of Science in Advertising and Marketing also situate this analysis
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