13 research outputs found
Policing in a united Ireland: the intractable questions of governance, oversight and accountability
This article considers the impact of a shared island on police governance, accountability and oversight. Having outlined a framework for conceptualising each of these terms, it provides a history of policing on the island and an overview of the current structures. It then turns its attention to what options exist for a shared island, from retention to mergers and the creation of new services. The intricacies of each are teased out, including both practical and political issues. It establishes how complex the issues are, and the ripple effects of slight changes. Ultimately the article argues that to ensure the legitimacy of the police and the effective achievement of policing and human rights goals, the creation of one or more new services, and the separation of state security, may be necessary
The Use of Games and Crowdsourcing for the Fabrication-aware Design of Residential Buildings
State-of-the-art participatory design acknowledges the true, ill-defined nature of design problems, taking into account stakeholders' values and preferences. However, it overburdens the architect, who has to synthesize far more constraints into a one-of-a-kind design. Generative Design promises to equip architects with great power to standardize and systemize the design process. However, the common trap of generative design is trying to treat architecture simply as a tame problem. In this work, I investigate the use of games and crowdsourcing in architecture through two sets of explorative questions. First, if everyone can participate in the network-enabled creation of the built environment, what role will they play? And what tools will they need to enable them? And second, if anyone can use digital fabrication to build any building, how will we design it? What design paradigms will govern this process? I present a map of design paradigms that lie at the intersections of Participatory Design, Generative Design, Game Design, and Crowd Wisdom. In four case studies, I explore techniques to employ the practices from the four fields in the service of architecture. Generative Design can lower the difficulty of the challenge to design by automating a large portion of the work. A newly formulated, unified taxonomy of generative design across the disciplines of architecture, computer science, and computer games builds the base for the use of algorithms in the case studies. The work introduces Playable Voxel-Shape Grammars, a new type of generative technique. It enables Game Design to guide participants through a series of challenges, effectively increasing their skills by helping them understand the underlying principles of the design task at hand. The use of crowdsourcing in architecture can mean thousands of architects creating content for a generative design system, to expand and open up its design space. Crowdsourcing can also be about millions of people online creating designs that an architect or a homeowner can refer to increase their understanding of the complex issues at hand in a given design project and for better decision making. At the same time, game design in architecture helps find the balance between algorithmically exploring pre-defined design alternatives and open-ended, free creativity. The research reveals a layered structure of entry points for crowd-contributed content as well as the granular nature of authorship among four different roles: non-expert stakeholders, architects, the crowd, and the tool-makers
Adaptation in the Age of Media Convergence
This collection considers new phenomena emerging in a convergence environment from the perspective of adaptation studies. The contributions take the most prominent methods within the field to offer reconsiderations of theoretical concepts and practices in participatory culture, transmedia franchises, and new media adaptations. The authors discuss phenomena ranging from mash-ups of novels and YouTube cover songs to negotiations of authorial control and interpretative authority between media producers and fan communities to perspectives on the fictional and legal framework of brands and franchises. In this fashion, the collection expands the horizons of both adaptation and transmedia studies and provides reassessments of frequently discussed (BBC’s Sherlock or the LEGO franchise) and previously largely ignored phenomena (self-censorship in transnational franchises, mash-up novels, or YouTube cover videos)
On the Way to the (Un)Known?
Twenty-two authors from various countries analyze travelogues on the Ottoman Empire between the fifteenth and the nineteenth centuries. The volume discusses questions of perceptions of "otherness", the circulation of knowledge, intermedial relations, gender roles, and explores possibilities and limits of digital analysis
Intelligence, Creativity and Fantasy
UID/HIS/04666/2019
This is the 2nd volume of PHI series, published by CRC Press, the 4th published by CRC Press and the 5th volume of PHI proceedings.The texts presented in Proportion Harmonies and Identities (PHI) - INTELLIGENCE, CREATIVITY AND FANTASY were compiled with the intent to establish a multidisciplinary platform for the presentation, interaction and dissemination of research. The aim is also to foster the awareness and discussion on the topics of Harmony and Proportion with a focus on different visions relevant to Architecture, Arts and Humanities, Design, Engineering, Social and Natural Sciences, and their importance and benefits for the sense of both individual and community identity. The idea of modernity has been a significant motor for development since the Western Early Modern Age. Its theoretical and practical foundations have become the working tools of scientists, philosophers, and artists, who seek strategies and policies to accelerate the development process in different contexts.authorsversionpublishe
Managing and Leading Creative Universities - Foundations of Successful Science Management: A Hands-On Guide for (Future) Academics
The primary intention of this book has always been to help future scholars to succeed in their careers. Others should also learn from our mistakes or successes. We strongly believe that we have been succeeding and have collected some excellent chapters from which future scholars will be able to learn. If you are interested in staying informed, please join the following channels:
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We would like to emphasize our YouTube channel, as there will be some videos with interviews published in the very near future. We wish for the readers that this book will help in creating a successful science career – it’s a fascinating domain, which is shaping our future. If some of the advice has helped, please contact us. We are also happy to arrange an interview with you on our YouTube channel. If you should be interested in contributing in others’ science careers, we are happy to arrange a Skype interview and publish it as part of our YouTube channel
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The Practice and Evolution of Video Game Translation: Expanding the Definition of Translation
This paper looks at the practice and history of video game translation, with the goal of expanding the definition of translation. Video game translation is a complex process that incorporates a number of aspects from other types of translation, such as literary, audiovisual, and software translation, to form a dynamic whole. As a new medium, video games also present their own challenges to translation in the form of interactivity, technology, non-textual and extra-textual elements, audience involvement, and new business practices. Even though video games are a relatively new medium, the practice of translating them has undergone drastic transformations over the years. A case study of the various official translations of Final Fantasy IV provides a brief overview of this development to help the reader get a complete understanding of the video game translation process. The paper concludes by arguing that the different sign systems present in video games are integral to the player’s understanding of the game, and should be considered as aspects that can be translated. Parallels are also drawn between the translation process and the medium of the video game, to show that different approaches to translation can provide the audience with a more holistic view of a work
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In Pursuit of Image: How We Think About Photographs We Seek
The user perspective of image search remains poorly understood. the purpose of this study is to identify and investigate the key issues relevant to a user’s interaction with images and the user’s approach to image search. a deeper understanding of these issues will serve to inform the design of image retrieval systems and in turn better serve the user. Previous research explores areas of information seeking behavior, representation in information science, query formulation, and image retrieval. the theoretical framework for this study includes an articulation of image search scenarios as adapted from Yoon and O’Connor’s taxonomy of image query types, Copeland’s Engineering Design Approach for rigorous qualitative research, and Anderson’s Functional Ontology Construction Model for building robust models of human behavior. a series of semi-structured interviews were conducted with expert-level image users. Interviewees discussed their motivations for image search, types of image searches they pursue, and varied approaches to image search, as well as how they decide that an information need has been met and which factors influence their experience of search. a content analysis revealed themes repeated across responses, including a collection of 23 emergent concepts and 6 emergent categories. a functional analysis revealed further insight into these themes. Results from both analyses may be used as a framework for future exploration of this topic. Implications are discussed and future research directions are indicated. Among possibilities for future research are investigations into collaborative search and ubiquitous image search