258 research outputs found

    Giving games a day job: developing a digital game-based resource for journalism training

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    Computer simulations have been commonplace in some industries such as the military, medicine and science and educators are now actively exploring their potential application to a range of disciplines. Educators and trainers have looked to the multi-billion dollar computer and video game industry for inspiration, and Marc Prensky (2001) has used the phrase digital game-based learning to describe this emerging learning and teaching framework. The purpose of this research project is to produce an Internet-delivered newsgathering/newswriting training package that can be used for an expanding, and increasingly visually literate, tertiary journalism eduction field. This thesis comprises two parts: a) the written component which describes the production of the hypertext-based journalism training scenario and, b) a prototype copy of the training scenario on CD-ROM. The Flood scenario depicts the flooding of a fictional city called Lagoon, and is based on real news stories, media releases and audio-visual material gathered during major floods in the Central West of NSW in August 1990. In its present form Flood is designed as a multi-path learning narrative, which participants must pursue and unravel in their search for news stories. My intention has been to develop a more engaging activity than is currently the case for many traditional, paper-based, approaches to journalism training exercises. Flood is also specifically designed for flexible delivery via the Internet or CD-ROM. This approach makes it especially well suited for both on-campus and distance education students. The Flood resource is at this stage a limited prototype designed as a teaching aid. A theoretical framework combining the roles of researchers and producer is discussed in the thesis. An overview of the use of simulations in journalism education contextualises the practical project, and the place of Web-based scenario simulation within an emerging teaching framework digital game-based learning is considered. There is also an examination of historical precedents for the application of technology in Australian journalism classrooms. The Flood prototype has been trailed at Charles Sturt University with on-campus undergraduate students in 2001 and 2002, and with distance education postgraduate students in 2002. Descriptions of these trials, and details of the student feedback, are provided. This project also includes an experimental narrative element, the use of a software artificial intelligence character known as a chatterbox to explore possibilities for providing a more personal and engaging experience. One of the key design intentions of this project has been consideration of ways to allow participants to develop their own lines of questioning, rather than forcing them to simply follow pre-determined paths. The thesis concludes that digital materials such as the Flood package are worthy of future development to complement the face-to-face instruction in reporting tasks, internships and classroom simulations traditionally used in journalism education and training. Computer simulations are a means for providing students with a controlled exposure to the journalistic process. However, simulation and reality are clearly two different experiences, and digital game-based learning in its present form does not provide a complete substitute for journalism as it is practised in the workplace

    Task Force on Digital Directions in the Humanities

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    This report was prepared with assistance by Ann Cudd, Kristine Latta and members of the task force.Recommendations of a task force formed by KU Libraries, the Hall Center for the Humanities, and the College of Liberal Arts and Sciences to fund an institute for digital humanities research.KU Libraries; Hall Center for the Humanities; College of Liberal Arts and Science

    Design models for multimedia learning environments based on interactive drama

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    Interactive multimedia offers a degree of richness that lies outside the scope of conventional design methods for computer based learning. This research seeks to develop an interdisciplinary approach to design, that recognises the ways in which the combination and integration of different media forms can be exploited to stimulate experiential, intuitive, perceptual, and social/communicative aspects of learning. The goal of the project has been to develop a conceptual design model for the development of multimedia learning environments (MLEs), for humanistic learning applications, by using interactive drama. The models and methods developed though a practical design project have been founded upon theory from the realms of psychology, social sciences, learning and education, the arts and media, and software design. They address the cognitive and social aspects of learning, the use and interpretation of interactive media, the creation of learning environments, and the activities involved in design. As a vehicle to test the theoretical perspective, a design project has been undertaken, that has involved: 0 learning needs analysis and subject matter development; 9 development of a structural model for the MLE; 9 information structure, navigation and interface design; scripting, design and development of media materials for the development of interactive drama; formative evaluation. The subject area chosen for the design project is that of pregnancy and childbirth. The primary reasons for this choice was a desire to address the issues of design for informal learning experiences (that do not fit in the remit of institutional curricula) and an interest in finding ways to represent the social and interpersonal dimension to learning. Such learning processes have been described as `humanistic learning' for the purposes of this research project. To help fulfil these goals, it was decided to work with playwright Simon Turley to develop a number of interactive drama scenes. Not only did this enable some of the more sensitive and personal issues of pregnancy to be addressed, but it also gave an opportunity to explore the world of drama, film and theatre as a means to create interactive learning experiences. The research has shown the benefits of interdisciplinary design practice, produced a framework of the theoretical issues that inform designers, and developed an approach to the design of MLEs for humanistic learning applications. These elements have been brought together to form the conceptual design model.The Higher Education Funding Council For Englan

    Cultural Heritage on line

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    The 2nd International Conference "Cultural Heritage online – Empowering users: an active role for user communities" was held in Florence on 15-16 December 2009. It was organised by the Fondazione Rinascimento Digitale, the Italian Ministry for Cultural Heritage and Activities and the Library of Congress, through the National Digital Information Infrastructure and Preservation Program - NDIIP partners. The conference topics were related to digital libraries, digital preservation and the changing paradigms, focussing on user needs and expectations, analysing how to involve users and the cultural heritage community in creating and sharing digital resources. The sessions investigated also new organisational issues and roles, and cultural and economic limits from an international perspective

    Proceedings of the 12th International Conference on Digital Preservation

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    The 12th International Conference on Digital Preservation (iPRES) was held on November 2-6, 2015 in Chapel Hill, North Carolina, USA. There were 327 delegates from 22 countries. The program included 12 long papers, 15 short papers, 33 posters, 3 demos, 6 workshops, 3 tutorials and 5 panels, as well as several interactive sessions and a Digital Preservation Showcase

    Proceedings of the 12th International Conference on Digital Preservation

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    The 12th International Conference on Digital Preservation (iPRES) was held on November 2-6, 2015 in Chapel Hill, North Carolina, USA. There were 327 delegates from 22 countries. The program included 12 long papers, 15 short papers, 33 posters, 3 demos, 6 workshops, 3 tutorials and 5 panels, as well as several interactive sessions and a Digital Preservation Showcase

    Dance performance in cyberspace - transfer and transformation

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    The aim of this research undertaking is to understand the potential development of dance performance in the context of cyberculture, by examining the way practitioners use new media to create artworks that include audience participation, and by endeavouring in their theorization. With specific reference to cyberspace as a concept of electronic, networked and navigable space, the enquiry traces the connections such practices have with conventions of the medium of dance, which operate in its widely known condition as a live performing art. But acknowledgement that new media and new contexts of production and reception inform the characteristics of these artworks and their discursive articulation, in terms of the way people and digital technologies interact in contemporary culture, is a major principle to their analysis and evaluation. This qualitative research is based on case-study design as a means of finding pragmatic evidence in particulars, to illustrate abstract concepts, technological processes and aesthetic values that are underway in a new area of knowledge. The field where this research operates within is located by a mapping of published literature that informs a theoretical interdisciplinary framework, which contextualizes the interpretation of artworks. The selected case studies have been subject to a process of systematic and detailed analysis, entailed with a model devised for the purpose of this enquiry. From this undertaking it can be claimed that while an extensive array of technologies, media and interactive models is available in this field, the artists pursue a commitment to demonstrate their worth for specifically developing (new media) dance performance, and for dance performance to articulate technological and critical issues for cyberculture studies. The results of this enquiry also contribute to conceptual understanding of what dance can be, today, in the light of technological changes

    Housing quality and lost (public) space in Croatia

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    IN ENGLISH: In the post-socialist period and within the current social transition context, urban and rural Croatia has, just like other transition countries, experienced many changes in the social structure and space. One example is the housing quality which is a replica of the situation in the Croatian society and has also undergone some major changes. Socially oriented housing construction co-financed by the state and the cities is in an unfavourable position compared to private housing construction. In the last twenty years the amount of the social housing construction has been only a minor part of the total contruction work in the country. For instance, out of nine newly planned residential housing developments in Zagreb, the capital city, only three have been completed and the work on the rest of them has stopped and is unlikely to continue. Private construction work prevails especially on the edge of the city and is characterised by high density housing. This type of housing construction doesn't benefit the majority of citizens in search of accommodation (price per square meter is too high, low-quality building). There is also a big problem of the community facilities (primary and secondary infrastructure, schools, kindergartens, playgrounds, green areas, sidewalks, public transport etc.). The existing globalisation-transition circumstances of the Croatian society corroborate the fact which experts of various profiles often point out: ignoring the process of (urban) planning will irreparably damage the space. The city transformation shows the absence of comprehensive urban planning which results in an ever increasing number of random buildings which do not fit in the surroundings. This leads up to yet another important issue – the shrinking and, in some cases, disappearance of public space which becomes the “lost space“. In recent years there has been a lot of building in the city core and on the edge which does not quite fit in the existing urban structure, image or the skyline of the city. The current situation in the process of planning can be characterized as a conflict and imbalance between the powerful actors (mostly political and economic) and less powerful actors (mostly professional and civil). The actors who have the political power and influence and the ones who possess the capital are forming an “alliance” between two important layers of the social structure. The lack of civil and professional actors, “lost spatial actors”, and therefore of civic aggregation is also present and that is also the cause of public space “disappearance” and undermined process of public participation. --------------- IN CROATIAN: U postsocijalističkom razdoblju i trenutnom tranzicijskom kontekstu urbana i ruralna Hrvatska su, kao i ostale tranzicijske zemlje, doživjele mnoge promjene u društvenoj strukturi i samom prostoru. Na primjeru kvalitete stanovanja kao replike stanja u hrvatskom društvu mogu se vidjeti značajne promjene. Društveno usmjerena stambena izgradnja sufinancirana od strane države i gradova je stoga rjeđa i u nepovoljnijoj je situaciji prema privatnoj stanogradnji. Zadnjih dvadeset godina udjel socijalne stambene gradnje je zanemariv u ukupnoj izgradnji na razini zemlje. Primjerice, od devet planiranih stambenih naselja izgrađenih po modelu POS-a u Zagrebu samo su tri i završena. Na ostalima je proces gradnje zastao i ne čini se da će se privesti kraju. Privatna je gradnje prisutnija, posebno na rubovima grada, a obilježava je visoka gustoća gradnje. Ovakav tip gradnje ne odgovara većini stanovnika koji su u procesu potražnje stambene nekretnine (visoka cijena kvadratnog metra, a slaba kvaliteta gradnje). Postoji također i problem nedostatne opremljenosti susjedstva (primarna i sekundarna infrastruktura, škole, vrtići, igrališta, zelene površine, pješačke staze, javni transport itd.). Navedene globalizacijsko-tranzicijske okolnosti hrvatskog društva potvrđuju ono što eksperti različitih profila ističu, a to je da će ignoriranje procesa (urbanog) planiranja nepovratno uništiti prostor gradova. Ovakve transformacije pokazuju nedostatak sustavnog urbanog planiranja što rezultira sve većim brojem zgrada koje se ne uklapaju u neposrednu okolinu. To nadalje dovodi do drugog važnog aspekta – smanjivanja i u nekim slučajevima, nestanka javnog prostora koji postaje „izgubljeni prostor“. Posljednjih je godina izgrađen velik broj zgrada, i u središtu i na rubovima grada, koje se ne uklapaju u postojeću urbanu strukturu, izgled ili vizuru grada. Ovakvu situaciju obilježavaju sukob i neravnoteža između moćnijih društvenih aktera (većinom političkih i ekonomskih) i onih manje moćnih (većinom profesionalnih i civilnih). Politički i ekonomski akteri se često povezuju u „savez“ dvaju najjačih u društvenoj strukturi. S druge strane nedostatak utjecaja civilnih i profesionalnih aktera kao „izgubljenih prostornih aktera“ dovodi do „nestanka“ javnih prostora te smanjenja važnosti procesa participacije (sudjelovanja javnosti)

    Webfilm theory

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    Since its inception in 1989, the World Wide Web has grown as a medium for publishing first text, then images, audio, and finally, moving images including short films. While most new media forms, in particular, hypertext, have received scholarly attention, research into moving image on the Internet had been limited. The thesis therefore set out to investigate webfilms, a form of short film on the WWW and the Internet, over a period of 9 years (1997-2005). The thesis was theoretically embedded in questions regarding new media as new field of research, since the increasing visibility of new media had resulted in the emergence of the discipline of 'new media studies'. This context raised issues regarding the configuration of new media studies within the existing academic disciplines of media and cultural studies, which were explored in depth in the literature review. The case studies of the thesis explored and analysed webfilms from a vantage point of actor-network theory, since this was arguably the most appropriate methodology to a research object considerably influenced by technological factors. The focus was on the conditions of webfilm production, distribution, and exhibition, and the evolution of webfilm discourse and culture. The aim was to seek answers to the question 'How didwebfilm arise as (new) form of film?' In the process of research, a number of issues were raised including the changing definition and changing forms of webfilms, the convergence of media, and the complex interdependency of humans and their computers. The research re-evaluates the relationship between human and non-human factors in media production and presents a fresh approach by focusing on the network as unit of analysis. The thesis as a whole not only provides new information on the evolution of webfilm as a form of film, but also illustrates how the network interaction of humans and nonhumans lies at the heart of contemporary new media and convergence culture.sub_mcpaunpub79_ethesesunpu
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