101 research outputs found

    My, is that Cyborg a little bit Queer?

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    This piece of work is a response to the following question: ‘Critically assess the importance, or otherwise, of Donna Haraway’s “manifesto” for early twenty-first century feminists’. Based on Stein and Plummer’s outline of queer theory in their essay, “I can’t even think straight”: “Queer” Theory and the Missing Sexual Revolution in Sociology (Stein and Plummer 1996). This piece compares and contrasts different aspects of queer theory (sociological, ideological, political and ontological) with Haraway’s ‘manifesto’ in order to investigate the possibilities of a cyberqueer theory: to ‘queer’ (as a verb) the ‘cyborg’. Whilst attempting to interrelate both the notion of the ‘cyborg’ and ‘queer theory’, this piece explores feminist issues concerning gender, sexuality, identity, representation and the body. Ultimately, the piece argues how feminism might benefit from cyberqueer ideas in rethinking through these issues whilst being aware of its material ramifications

    My, is that Cyborg a little Queer? : (essay competition winner)

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    This piece of work is a response to the following question: ‘Critically assess the importance, or otherwise, of Donna Haraway's "manifesto" for early twenty-first century feminists'. Based on Stein and Plummer's outline of queer theory in their essay, "I can't even think straight": "Queer" Theory and the Missing Sexual Revolution in Sociology (Stein and Plummer 1996). This piece compares and contrasts different aspects of queer theory (sociological, ideological, political and ontological) with Haraway's 'manifesto' in order to investigate the possibilities of a cyberqueer theory: to 'queer' (as a verb) the 'cyborg'. Whilst attempting to interrelate both the notion of the 'cyborg' and 'queer theory', this piece explores feminist issues concerning gender, sexuality, identity, representation and the body. Ultimately, the piece argues how feminism might benefit from cyberqueer ideas in rethinking through these issues whilst being aware of its material ramifications

    Terra Nova 2.0 - The New World of MMORPGs

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    This is a preprint of an article whose final and definitive form has been published in the journal Critical Studies in Media Communication.The dominant metaphor used to describe and situate MMORPGs, or massively multiplayer online role playing games (e.g. Ultima Online, EverQuest, World of Warcraft, Second Life, etc.), has been “new world” and “new frontier.” By deploying this powerful imagery, game developers, players, the popular media, and academic researchers draw explicit connections between the technology of MMORPGs and the European encounter with the Americas and the western expansion of the United States. Although providing a compelling and often recognizable explanation of the innovations and opportunities of this new technology, the use of this terminology comes with a considerable price, one that had been demonstrated and examined by scholars of the Internet, cyberspace, and virtual reality over a decade ago. This essay explores the impact and significance of the terms “new world” and “frontier” as they have been deployed to explain and describe MMORPGs

    Libraries: Dynamic Engines For Knowledge And Information Society

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    This paper took an in-depth look at key words and synonymous concepts such as libraries, knowledge and information. Thereafter the prowess of the library in all ramifications as an engine for the acquisition of knowledge and dissemination of information was copiously examined. This was done against the background of Information Communication Technology (ICT), which has undoubtedly launched the world into a new era (New World Order) reminiscence of the Industrial Revolution. The dynamism of the library in this new world can therefore be expressed in continuous learning. This paper sees the library as the logical and convenient locale for it. The paper concluded by recommending the library as a home for all and sundry information seekers - the academically famished university lecturer, the diplomat, the industrialist and the young at heart. The library indeed, as concluded in this paper should be our companion from cradle to grave.Journal of Science & Technology (Ghana) Vol. 27 (3) 2007: pp. 174-18

    Medical student attitudes toward video games and related new media technologies in medical education

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    <p>Abstract</p> <p>Background</p> <p>Studies in K-12 and college students show that their learning preferences have been strongly shaped by new media technologies like video games, virtual reality environments, the Internet, and social networks. However, there is no known research on medical students' game experiences or attitudes towards new media technologies in medical education. This investigation seeks to elucidate medical student experiences and attitudes, to see whether they warrant the development of new media teaching methods in medicine.</p> <p>Methods</p> <p>Medical students from two American universities participated. An anonymous, 30-item, cross-sectional survey addressed demographics, game play experience and attitudes on using new media technologies in medical education. Statistical analysis identified: 1) demographic characteristics; 2) differences between the two universities; 3) how video game play differs across gender, age, degree program and familiarity with computers; and 4) characteristics of students who play most frequently.</p> <p>Results</p> <p>217 medical students participated. About half were female (53%). Respondents liked the idea of using technology to enhance healthcare education (98%), felt that education should make better use of new media technologies (96%), and believed that video games can have educational value (80%). A majority (77%) would use a multiplayer online healthcare simulation on their own time, provided that it helped them to accomplish an important goal. Men and women agreed that they were most inclined to use multiplayer simulations if they were fun (97%), and if they helped to develop skill in patient interactions (90%). However, there was significant gender dissonance over types of favorite games, the educational value of video games, and the desire to participate in games that realistically replicated the experience of clinical practice.</p> <p>Conclusions</p> <p>Overall, medical student respondents, including many who do not play video games, held highly favorable views about the use of video games and related new media technology in medical education. Significant gender differences in game play experience and attitudes may represent male video game design bias that stresses male cognitive aptitudes; medical educators hoping to create serious games that will appeal to both men and women must avoid this.</p

    Agentic learning: the pedagogical implications of young trans people’s online learning strategies

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    This paper proposes anew conceptualisation of learning in the age of the internet, increasing systemic rigidity of formal education and intensified media manipulation and partiality. Using empirical data and drawing on Social Activity Method it elaborates the different strategies young trans people recruit in their self-learning and contends that these constitute a type of learning where the control of pedagogy, the learning environment and the subject matter lies to a significant extent, with the learner, taking place in spaces free from the influence of hegemonic transphobia. This type of learning appears to constitute an effective but complex one. As, in this instance, the learning is taking place in a wider cultural environment where the subject matter is often suppressed and subject to ideological misrepresentation by hegemonic control of the public sphere, this study suggests that learning by providing learners with greater control over pedagogy and learning environment is effective

    Valuing Domestic Self-Determination in International Intellectual Property Jurisprudence

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    In an era of increased globalization of intellectual property law and policy, a key challenge for domestic and international intellectual property law makers will be the balancing of domestic and international concerns. In intellectual property law, the latter are frequently given expression through the principle of territoriality. Professor Austin\u27s Article examines the continued viability of the territoriality principle and the value of domestic self-determination in international intellectual property jurisprudence in both the private and public international law contexts, and discusses ways that the value of domestic self-determination might be balanced with the need for international cooperation in the international intellectual property context. This analysis provides a framework for scrutiny of the Draft Convention on Jurisdiction and Recognition of Judgments in Intellectual Property Matters proposed by Professors Dreyfuss and Ginsburg. Professor Austin explores ways in which the draft convention is and is not consistent with the value of domestic self-determination

    The Disconnect Between Journalism and Governance: A Critical Analysis of The Interaction of Journalism and Governance in the Virtual World Second Life.

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    This thesis analyses the interaction of journalism and governance in the virtual world Second Life. It examines the structure, practices and influence of journalism in Second Life and explores the nature and communicative aspects of governance in this virtual world. As virtual worlds attract growing numbers of subscribers and social interaction increasingly moves towards the online environment, it is crucial to understand the practices and conventions which structure human interaction in these spaces. To explore these concerns, a close critical analysis of Second Life was conducted, based upon academic literature, interviews and a content analysis. Eight interviews with significant journalists in Second Life were conducted and a content analysis of thirteen publications was undertaken. Yochai Benkler’s theory of social production provides a theoretical base which frames the nature of Second Life as participatory, collaborative and networked, and defines the relationship between media and governance using the concept of a networked public sphere. Practices of journalism in Second Life display a combination of traditional, professional,gatewatching and participatory, networked, gatekeeping characteristics, and it perform numerous roles in mediating communication. Second Life publications facilitate active and abundant conversation between residents, facilitating a networked public sphere. Linden Lab uses a variety of strategies to communicate governance discourses to users. Despite the similarity between normative and Second Life journalism, it has a negligible influence over the structure and direction of governance. The disconnect between journalism and governance in Second Life raises questions about individual freedom and collaborative production in virtual worlds, challenging existing understandings of online interactions

    Maine Campus November 12 1999

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