2,760 research outputs found

    Information actors beyond modernity and coloniality in times of climate change:A comparative design ethnography on the making of monitors for sustainable futures in Curaçao and Amsterdam, between 2019-2022

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    In his dissertation, Mr. Goilo developed a cutting-edge theoretical framework for an Anthropology of Information. This study compares information in the context of modernity in Amsterdam and coloniality in Curaçao through the making process of monitors and develops five ways to understand how information can act towards sustainable futures. The research also discusses how the two contexts, that is modernity and coloniality, have been in informational symbiosis for centuries which is producing negative informational side effects within the age of the Anthropocene. By exploring the modernity-coloniality symbiosis of information, the author explains how scholars, policymakers, and data-analysts can act through historical and structural roots of contemporary global inequities related to the production and distribution of information. Ultimately, the five theses propose conditions towards the collective production of knowledge towards a more sustainable planet

    With the Participatory Consumer Audience in mind: exploring and developing professional brand identity designers reflexive practice

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    This PhD reflects upon first-hand unidirectional and passive consumer audience experience approaches prevalent in professional UK brand identity design. It explores: How brand identity designers might move towards an improved reflexive practice in the design of consumer audience experiences. This practice-led research focuses on the ideas generation stage of their design process. An ongoing constructivist audience paradigm shift signals that when thinking about and using their positionality in relation to their consumer audience experiences, designers need reflexive practice to support critical reflection of themselves, their biases and assumptions. This research uncovered a lack of relevant theory regarding reflexive practice specific to the context of brand identity design. This insufficiency throws into doubt designers' relational, participatory and equitable approaches in their working practices and their abilities to address market imperatives, including client requirements connected to the ongoing audience paradigm shift. Aligned with John Dewey's ethical pragmatism and drawing from Creswell, Tashakkori and Teddlie, my study adopts a mixed methods methodology. Alongside established qualitative and quantitative methods, this includes my practice via design visualisations, as discussed by Drucker, and builds upon Carl DiSalvo's approach of practice used to do inquiry and design as a method of inquiry. My practice enabled me to critically reflect, evaluate and construct reflexive practice knowledge, including the development of reflexive practice communications, to advance understanding of and improve other designers' reflexive practice, and to communicate my process of reflexive design practice research. Thirty UK-based professional brand identity designers participated in this research: nineteen participants in Phase One, a questionnaire, and six in Phase Two semi-structured interviews. Phase One and Two findings identified a gap in that designers are not employing a reflexive design practice and lack the resources to do so. Seeking to improve these shortcomings, eighteen initial reflexive design practice principles were explored and tested in Phase Three, a workshop involving five design participants. Results showed that the principles facilitated participants to advance prior thinking and engage in a reflexive design practice. Further reflections and insights from the same five Phase Three participants uncovered a need to refine and reduce the principles and communicate them in a guide. Eight revised overarching and eighteen sub-principles in a prototype guide were explored in Phase Four in applied practice by three brand identity designers involved in Phase Three. Results corroborated workshop findings and provided further recommendations. Contributions of this research are three-fold. First, offering an advanced understanding of professional brand identity designers' reflexive practice and process knowledge. Second, it produced a reflexive design guide with eight overarching and eighteen sub-reflexive design principles and corresponding digital app, thereby offering a preliminary new design practice method. This method offers a way to improve designers' thinking about and operation of their relational positionality, participatory consumer audience experience approaches, and reflexive design practice actions. Third, it provides a contribution to knowledge via its methodology, which integrates design visualisation practice into a mixed methods approach

    Breaking Virtual Barriers : Investigating Virtual Reality for Enhanced Educational Engagement

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    Virtual reality (VR) is an innovative technology that has regained popularity in recent years. In the field of education, VR has been introduced as a tool to enhance learning experiences. This thesis presents an exploration of how VR is used from the context of educators and learners. The research employed a mixed-methods approach, including surveying and interviewing educators, and conducting empirical studies to examine engagement, usability, and user behaviour within VR. The results revealed educators are interested in using VR for a wide range of scenarios, including thought exercises, virtual field trips, and simulations. However, they face several barriers to incorporating VR into their practice, such as cost, lack of training, and technical challenges. A subsequent study found that virtual reality can no longer be assumed to be more engaging than desktop equivalents. This empirical study showed that engagement levels were similar in both VR and non-VR environments, suggesting that the novelty effect of VR may be less pronounced than previously assumed. A study against a VR mind mapping artifact, VERITAS, demonstrated that complex interactions are possible on low-cost VR devices, making VR accessible to educators and students. The analysis of user behaviour within this VR artifact showed that quantifiable strategies emerge, contributing to the understanding of how to design for collaborative VR experiences. This thesis provides insights into how the end-users in the education space perceive and use VR. The findings suggest that while educators are interested in using VR, they face barriers to adoption. The research highlights the need to design VR experiences, with understanding of existing pedagogy, that are engaging with careful thought applied to complex interactions, particularly for collaborative experiences. This research contributes to the understanding of the potential of VR in education and provides recommendations for educators and designers to enhance learning experiences using VR

    On the path integration system of insects: there and back again

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    Navigation is an essential capability of animate organisms and robots. Among animate organisms of particular interest are insects because they are capable of a variety of navigation competencies solving challenging problems with limited resources, thereby providing inspiration for robot navigation. Ants, bees and other insects are able to return to their nest using a navigation strategy known as path integration. During path integration, the animal maintains a running estimate of the distance and direction to its nest as it travels. This estimate, known as the `home vector', enables the animal to return to its nest. Path integration was the technique used by sea navigators to cross the open seas in the past. To perform path integration, both sailors and insects need access to two pieces of information, their direction and their speed of motion over time. Neurons encoding the heading and speed have been found to converge on a highly conserved region of the insect brain, the central complex. It is, therefore, believed that the central complex is key to the computations pertaining to path integration. However, several questions remain about the exact structure of the neuronal circuit that tracks the animal's heading, how it differs between insect species, and how the speed and direction are integrated into a home vector and maintained in memory. In this thesis, I have combined behavioural, anatomical, and physiological data with computational modelling and agent simulations to tackle these questions. Analysis of the internal compass circuit of two insect species with highly divergent ecologies, the fruit fly Drosophila melanogaster and the desert locust Schistocerca gregaria, revealed that despite 400 million years of evolutionary divergence, both species share a fundamentally common internal compass circuit that keeps track of the animal's heading. However, subtle differences in the neuronal morphologies result in distinct circuit dynamics adapted to the ecology of each species, thereby providing insights into how neural circuits evolved to accommodate species-specific behaviours. The fast-moving insects need to update their home vector memory continuously as they move, yet they can remember it for several hours. This conjunction of fast updating and long persistence of the home vector does not directly map to current short, mid, and long-term memory accounts. An extensive literature review revealed a lack of available memory models that could support the home vector memory requirements. A comparison of existing behavioural data with the homing behaviour of simulated robot agents illustrated that the prevalent hypothesis, which posits that the neural substrate of the path integration memory is a bump attractor network, is contradicted by behavioural evidence. An investigation of the type of memory utilised during path integration revealed that cold-induced anaesthesia disrupts the ability of ants to return to their nest, but it does not eliminate their ability to move in the correct homing direction. Using computational modelling and simulated agents, I argue that the best explanation for this phenomenon is not two separate memories differently affected by temperature but a shared memory that encodes both the direction and distance. The results presented in this thesis shed some more light on the labyrinth that researchers of animal navigation have been exploring in their attempts to unravel a few more rounds of Ariadne's thread back to its origin. The findings provide valuable insights into the path integration system of insects and inspiration for future memory research, advancing path integration techniques in robotics, and developing novel neuromorphic solutions to computational problems

    NEMISA Digital Skills Conference (Colloquium) 2023

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    The purpose of the colloquium and events centred around the central role that data plays today as a desirable commodity that must become an important part of massifying digital skilling efforts. Governments amass even more critical data that, if leveraged, could change the way public services are delivered, and even change the social and economic fortunes of any country. Therefore, smart governments and organisations increasingly require data skills to gain insights and foresight, to secure themselves, and for improved decision making and efficiency. However, data skills are scarce, and even more challenging is the inconsistency of the associated training programs with most curated for the Science, Technology, Engineering, and Mathematics (STEM) disciplines. Nonetheless, the interdisciplinary yet agnostic nature of data means that there is opportunity to expand data skills into the non-STEM disciplines as well.College of Engineering, Science and Technolog

    Teacher educators' infused approach to advance digital competencies at a Faculty of Education

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    Dissertation (MEd)--University of Pretoria, 2023.This research explored the experiences of five teacher educators at a Faculty of Education in South Africa in an initiative to advance digital competencies through an infused approach. The initiative focused on the digital competencies of pre-service teacher students; however, this study also viewed teacher educators’ engagement as an informal professional development event. It investigated teacher educators’ motivations, experiences, professional development, and second-order role in advancing digital competencies. A lack of research about teacher educators’ teaching of digital competencies supported the rationale for the study. In an exploratory case study design, qualitative data was collected through semi-structured virtual interviews, document analysis, and field notes. The conceptual framework was based on Activity theory and augmented with Existence, Relatedness, and Growth (ERG) theory. The data was analysed using the six-phase reflective thematic analysis process of Braun and Clark. Teacher educators’ motivations to engage in the initiative were found to be complex and dynamic, although the need for Growth and Relatedness from ERG theory played a key role. The research overlaid their actions during the initiative with the digital competencies of South Africa’s Professional Development Framework for Digital Learning to illustrate their authentic engagement. From Activity theory, two tools were identified as crucial to the teacher educators’ engagement: ‘a structured way of work’ and meetings. The identified challenges related to the measurement and accreditation of pre-service teachers’ participation and the longevity of the initiative. The teacher educators showed notable development of their professional digital competence (PDC). Seven attributes of the initiative were identified to align it with a successful professional development event. Teacher educators were found to enact their second-order role in how they modelled digital competencies. The study concludes with a summative finding and visualisation on how teacher educators engaged in the initiative, which served as a theoretical contribution. It also included a methodological contribution and practical contributions on attaining higher engagement in such initiatives, teacher educators’ digital competencies and PDC development, and the role of educational technology departments.University of Pretoria (Bursary)Science, Mathematics and Technology EducationMEdUnrestricte

    Japanese Expert Teachers' Understanding of the Application of Rhythm in Judo: a New Pedagogy

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    Aim The aim of this research is to understand the application of rhythm in judo through the experience of expert Japanese coaches. Background Scientists and experienced coaches agree rhythm is an important skill in people’s everyday life. There is currently no research that investigates the importance of rhythm in judo. People with a highly developed sense of rhythm, move properly, breathe properly, or begin and finish work at the right time. Where sport is concerned, motion and dance can play an important role not only in the improvement of performance, but also in the reduction, or even prevention of, injuries. Those who are naturally musically inclined (have a musical ear) may find they can improve their technique faster than others, and this is something that, by investigating the way expert coaches understand the application of rhythm in judo, this research seeks to understand. As Lange, (1970) stated, factors of movement are ‘weight, space, time, and flow on the background of the general flux of movement in proportional arrangements’ (Bradley, 2008; Selioni, 2013; Youngerman, 1976), therefore, this research will investigate the interaction of body and mind. Dance training as well as judo are somatic experiences that have as their ultimate goal the attainment of a skilled body. With quality training an athlete gains an increased awareness of their body which leads to better control of movement and is very important for judo athletes. This training is found in Japanese kabuki dance (Hahn, 2007), the Greek syrtaki dance (Zografou & Pateraki, 2007), and in walking techniques used in the traditional and Olympic sports of Japanese judo and Greek wrestling. Methods Interpretative phenomenological analysis (IPA) was the most suitable data analysis approach for this study for a number of reasons, mainly because it was considered to most closely reflect the author's realist epistemological view. The idiographic approach and framework, particularly on IPA, was regarded as a useful framework in which the current topic could meaningfully be explored. As this study is one of the first to explore this new thematic area, IPA was the preferred approach to address the goal of providing a detailed account of the expert’s experience. Therefore, semi-structured interviews were used as a data source. This is the most conventional form of data collection using IPA and most closely reflects the researcher-participant relationship. Semi-structured interviews provide considerable flexibility by allowing the researcher to be guided by the phenomena of interest to the participant. In this study, purposive sampling was achieved using inclusion criteria pertaining to the research question. Using the ranking system criteria based on the belt in combination with age employed by the International Judo Federation (IJF) and Kodokan Judo Institute, six expert coaches of forty years old and over with a minimum belt rank of 6th dan were selected as a sample. Results Both interviews and the codification process contributed to new findings regarding the application of rhythm to judo, and judo itself as a pedagogical tool. The diagrammatic model can be considered a 'guideline' to the phenomena deemed most significant. The personal significance of rhythm in judo was evidenced by the frequency with which the interviewees naturally referred to it during the interviews. A number of interviewees said that it was important for rhythm to be second nature. Rhythm was also described as an integrated and representative element in the context of training. This framework was seen as essential in providing the reader with a contextualised understanding of the phenomena considered most important for the current research. Interviewees reported various motives for employing training in rhythm such as faster technical development, better attack/defence, fitness, speed, skills acquisition, personal and spiritual growth, competition results. Conclusions This study offers first-hand accounts from professional coaches of a previously unknown phenomena, namely the use of rhythm in judo, and sheds insight on how judo experts understand rhythm in terms of training, competition, and personal growth. These findings suggest that outside of training, coaches play an important role in teaching, mentoring, and leading students. In conclusion, the research revealed four important points which form the basis of a new method of teaching judo: pedagogy, skills, rhythm and movement

    Ethnographies of Collaborative Economies across Europe: Understanding Sharing and Caring

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    "Sharing economy" and "collaborative economy" refer to a proliferation of initiatives, business models, digital platforms and forms of work that characterise contemporary life: from community-led initiatives and activist campaigns, to the impact of global sharing platforms in contexts such as network hospitality, transportation, etc. Sharing the common lens of ethnographic methods, this book presents in-depth examinations of collaborative economy phenomena. The book combines qualitative research and ethnographic methodology with a range of different collaborative economy case studies and topics across Europe. It uniquely offers a truly interdisciplinary approach. It emerges from a unique, long-term, multinational, cross-European collaboration between researchers from various disciplines (e.g., sociology, anthropology, geography, business studies, law, computing, information systems), career stages, and epistemological backgrounds, brought together by a shared research interest in the collaborative economy. This book is a further contribution to the in-depth qualitative understanding of the complexities of the collaborative economy phenomenon. These rich accounts contribute to the painting of a complex landscape that spans several countries and regions, and diverse political, cultural, and organisational backdrops. This book also offers important reflections on the role of ethnographic researchers, and on their stance and outlook, that are of paramount interest across the disciplines involved in collaborative economy research

    Blending the Material and Digital World for Hybrid Interfaces

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    The development of digital technologies in the 21st century is progressing continuously and new device classes such as tablets, smartphones or smartwatches are finding their way into our everyday lives. However, this development also poses problems, as these prevailing touch and gestural interfaces often lack tangibility, take little account of haptic qualities and therefore require full attention from their users. Compared to traditional tools and analog interfaces, the human skills to experience and manipulate material in its natural environment and context remain unexploited. To combine the best of both, a key question is how it is possible to blend the material world and digital world to design and realize novel hybrid interfaces in a meaningful way. Research on Tangible User Interfaces (TUIs) investigates the coupling between physical objects and virtual data. In contrast, hybrid interfaces, which specifically aim to digitally enrich analog artifacts of everyday work, have not yet been sufficiently researched and systematically discussed. Therefore, this doctoral thesis rethinks how user interfaces can provide useful digital functionality while maintaining their physical properties and familiar patterns of use in the real world. However, the development of such hybrid interfaces raises overarching research questions about the design: Which kind of physical interfaces are worth exploring? What type of digital enhancement will improve existing interfaces? How can hybrid interfaces retain their physical properties while enabling new digital functions? What are suitable methods to explore different design? And how to support technology-enthusiast users in prototyping? For a systematic investigation, the thesis builds on a design-oriented, exploratory and iterative development process using digital fabrication methods and novel materials. As a main contribution, four specific research projects are presented that apply and discuss different visual and interactive augmentation principles along real-world applications. The applications range from digitally-enhanced paper, interactive cords over visual watch strap extensions to novel prototyping tools for smart garments. While almost all of them integrate visual feedback and haptic input, none of them are built on rigid, rectangular pixel screens or use standard input modalities, as they all aim to reveal new design approaches. The dissertation shows how valuable it can be to rethink familiar, analog applications while thoughtfully extending them digitally. Finally, this thesis’ extensive work of engineering versatile research platforms is accompanied by overarching conceptual work, user evaluations and technical experiments, as well as literature reviews.Die Durchdringung digitaler Technologien im 21. Jahrhundert schreitet stetig voran und neue GerĂ€teklassen wie Tablets, Smartphones oder Smartwatches erobern unseren Alltag. Diese Entwicklung birgt aber auch Probleme, denn die vorherrschenden berĂŒhrungsempfindlichen OberflĂ€chen berĂŒcksichtigen kaum haptische QualitĂ€ten und erfordern daher die volle Aufmerksamkeit ihrer Nutzer:innen. Im Vergleich zu traditionellen Werkzeugen und analogen Schnittstellen bleiben die menschlichen FĂ€higkeiten ungenutzt, die Umwelt mit allen Sinnen zu begreifen und wahrzunehmen. Um das Beste aus beiden Welten zu vereinen, stellt sich daher die Frage, wie neuartige hybride Schnittstellen sinnvoll gestaltet und realisiert werden können, um die materielle und die digitale Welt zu verschmelzen. In der Forschung zu Tangible User Interfaces (TUIs) wird die Verbindung zwischen physischen Objekten und virtuellen Daten untersucht. Noch nicht ausreichend erforscht wurden hingegen hybride Schnittstellen, die speziell darauf abzielen, physische GegenstĂ€nde des Alltags digital zu erweitern und anhand geeigneter Designparameter und EntwurfsrĂ€ume systematisch zu untersuchen. In dieser Dissertation wird daher untersucht, wie MaterialitĂ€t und DigitalitĂ€t nahtlos ineinander ĂŒbergehen können. Es soll erforscht werden, wie kĂŒnftige Benutzungsschnittstellen nĂŒtzliche digitale Funktionen bereitstellen können, ohne ihre physischen Eigenschaften und vertrauten Nutzungsmuster in der realen Welt zu verlieren. Die Entwicklung solcher hybriden AnsĂ€tze wirft jedoch ĂŒbergreifende Forschungsfragen zum Design auf: Welche Arten von physischen Schnittstellen sind es wert, betrachtet zu werden? Welche Art von digitaler Erweiterung verbessert das Bestehende? Wie können hybride Konzepte ihre physischen Eigenschaften beibehalten und gleichzeitig neue digitale Funktionen ermöglichen? Was sind geeignete Methoden, um verschiedene Designs zu erforschen? Wie kann man Technologiebegeisterte bei der Erstellung von Prototypen unterstĂŒtzen? FĂŒr eine systematische Untersuchung stĂŒtzt sich die Arbeit auf einen designorientierten, explorativen und iterativen Entwicklungsprozess unter Verwendung digitaler Fabrikationsmethoden und neuartiger Materialien. Im Hauptteil werden vier Forschungsprojekte vorgestellt, die verschiedene visuelle und interaktive Prinzipien entlang realer Anwendungen diskutieren. Die Szenarien reichen von digital angereichertem Papier, interaktiven Kordeln ĂŒber visuelle Erweiterungen von UhrarmbĂ€ndern bis hin zu neuartigen Prototyping-Tools fĂŒr intelligente KleidungsstĂŒcke. Um neue DesignansĂ€tze aufzuzeigen, integrieren nahezu alle visuelles Feedback und haptische Eingaben, um Alternativen zu Standard-EingabemodalitĂ€ten auf starren Pixelbildschirmen zu schaffen. Die Dissertation hat gezeigt, wie wertvoll es sein kann, bekannte, analoge Anwendungen zu ĂŒberdenken und sie dabei gleichzeitig mit Bedacht digital zu erweitern. Dabei umfasst die vorliegende Arbeit sowohl realisierte technische Forschungsplattformen als auch ĂŒbergreifende konzeptionelle Arbeiten, Nutzerstudien und technische Experimente sowie die Analyse existierender Forschungsarbeiten

    Reframing museum epistemology for the information age: a discursive design approach to revealing complexity

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    This practice-based research inquiry examines the impact of an epistemic shift, brought about by the dawning of the information age and advances in networked communication technologies, on physical knowledge institutions - focusing on museums. The research charts adapting knowledge schemas used in museum knowledge organisation and discusses the potential for a new knowledge schema, the network, to establish a new epistemology for museums that reflects contemporary hyperlinked and networked knowledge. The research investigates the potential for networked and shared virtual reality spaces to reveal new ‘knowledge monuments’ reflecting the epistemic values of the network society and the space of flows. The central practice for this thesis focuses on two main elements. The first is applying networks and visual complexity to reveal multi-linearity and adapting perspectives in relational knowledge networks. This concept was explored through two discursive design projects, the Museum Collection Engine, which uses data visualisation, cloud data, and image recognition within an immersive projection dome to create a dynamic and searchable museum collection that returns new and interlinking constellations of museum objects and knowledge. The second discursive design project was Shared Pasts: Decoding Complexity, an AR app with a unique ‘anti-personalisation’ recommendation system designed to reveal complex narratives around historic objects and places. The second element is folksonomy and co-design in developing new community-focused archives using the community's language to build the dataset and socially tagged metadata. This was tested by developing two discursive prototypes, Women Reclaiming AI and Sanctuary Stories
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