6,944 research outputs found

    What makes you not a Buddhist? : a preliminary mapping of values

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    This study sets out to establish which Buddhist values contrasted with or were shared by adolescents from a non-Buddhist population. A survey of attitude toward a variety of Buddhist values was fielded in a sample of 352 non-Buddhist schoolchildren aged between 13 and 15 in London. Buddhist values where attitudes were least positive concerned the worth of being a monk/nun or meditating, offering candles & incense on the Buddhist shrine, friendship on Sangha Day, avoiding drinking alcohol, seeing the world as empty or impermanent and Nirvana as the ultimate peace. Buddhist values most closely shared by non-Buddhists concerned the Law of Karma, calming the mind, respecting those deserving of respect, subjectivity of happiness, welfare work, looking after parents in old age and compassion to cuddly animals. Further significant differences of attitude toward Buddhism were found in partial correlations with the independent variables of sex, age and religious affiliation. Correlation patterns paralleled those previously described in theistic religions. Findings are applied to spiritual, moral, social and cultural development and for the teaching of religious to pupils of no faith adherence. The study recommends that quantitative psychometrics employed to conceptualize Buddhist values by discriminant validity in this study could be extended usefully to other aspects of the study of Buddhism, particularly in quest of validity in the conceptualization of Buddhist identity within specifically Buddhist populations

    The “edulibrarian”

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    There are no doubts: Information, Knowledge and Learning are the key words of our era. Always during the time, our profession has had a specific mission: to serve the needs of the society; nowadays, more than ever, user must be the center of our operating. We have no choice: in order to survive and in order to continue to be indispensable, we must adapt ourselves to the contemporary world. It should not be a strain, but a stimulus! We wanted to travel around and into the specialized literature, looking for new roads to run, for new professional stimuli to enjoy, for innovated roles to cover. The paradox of a society which defines itself through the power of information, communication and learning, reducing at the same time our profession as something “optional”, needs to be understood by us: if we know the problem, as Reflective Information Professionals we can solve it. It's on us, it's our responsibility: we can make society understood we are indispensable. What's the way to achieve it? This literature review is about it

    Kites Flying: Chinese overseas Kites Flying: Reflections of Chinese Students in New Zealand on National Identity Students’ reflections on National Identity

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    The study described in this paper examined the national identity tension that often occurs between Chinese international students and Western host country members. Research questions guiding the study were: How does the experience of studying in New Zealand provide challenges for Chinese international identity, and how do Chinese students reflect their cognitions of national identity in everyday life. Case study was used as a method to collect data from 20 Chinese international students. Cross-national discussions of China from the participants’ life experiences reveal a complex, sometimes contradictory, relationship between the individual and state, which is deeply rooted in Chinese culture and context, and provides a critical reflection on Chinese citizens. Drawing on interviews of Chinese students at a New Zealand university, this study showed that these Chinese international students are struggling with a changeable national identity which is relevant to their overseas experience, family history and education background

    Media do not exist : performativity and mediating conjunctures

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    Collection : Theory on demand ; 31Media Do Not Exist: Performativity and Mediating Conjunctures by Jean-Marc Larrue and Marcello Vitali-Rosati offers a radically new approach to the phenomenon of mediation, proposing a new understanding that challenges the very notion of medium. It begins with a historical overview of recent developments in Western thought on mediation, especially since the mid 80s and the emergence of the disciplines of media archaeology and intermediality. While these developments are inseparable from the advent of digital technology, they have a long history. The authors trace the roots of this thought back to the dawn of philosophy. Humans interact with their environment – which includes other humans – not through media, but rather through a series of continually evolving mediations, which Larrue and Vitali-Rosati call ‘mediating conjunctures’. This observation leads them to the paradoxical argument that ‘media do not exist’. Existing theories of mediation processes remain largely influenced by a traditional understanding of media as relatively stable entities. Media Do Not Exist demonstrates the limits of this conception. The dynamics relating to mediation are the product not of a single medium, but rather of a series of mediating conjunctures. They are created by ceaselessly shifting events and interactions, blending the human and the non-human, energy, and matter

    Ludics for a Ludic Society. The Art and Politics of Play

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    This dissertation provides an analysis of, and critical commentary on, the practice of playfulness as persistent phenomenon in the arts, technology and theory. Its aim is to introduce political reflections on agency through the study of playful technological artefacts, which were largely ignored in the recent discussions on game and play. Following the critical analysis of historic discourses and actual studies of play under differing auspices, and in order to understand play as inherently political agency, this thesis’ research question addresses the immersive effects of playful agency in symbolic exchange systems and in the material consciousness of the player. This thesis conducts an analysis of material cultures, in order to categorise play as technique of an inherent critique of technological culture. It traces the development of contemporary technological objects and their materiality in relation to the application of the concept of affordance in design theory. The author consequently proposes a new category of ‘play affordances’ in order to describe these new requirements of play found in consumer technologies. The structure of the analysis in the distinct chapters is informed by a stringent historic, theoretical and arts analysis and an alternating arts practice. The convergence of these elements leads to insights on further uses, options and perspectives of the research problems discussed, in particular in relation to the requirements of playful interaction in contemporary technologies, which increasingly radicalises the importance of play. The thesis’ hypothesis states that playful practices in arts and technologies provide models for political agency, like the strategic use of Con-Dividualities (Jahrmann 2000). This term describes the concept of shared identities in society or social media consumer technologies, as discussed in historic case studies and the author’s own arts practice, related to the modification of technologies as methodology of arts research. In this way the arts practice and theory of playfulness informs the emergence of a new methodology of research, intervention and participation in society through the arts of play, which is coined as Ludics, as an original outcome of this thesis

    Processpatching: defining new methods in aRt&D

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    In the context of a rapidly changing domain of contemporary electronic art practice- where the speed of technological innovation and the topicality of art 'process as research' methods are both under constant revision- the process of collaboration between art, computer science and engineering is an important addition to existing 'R&D'. Scholarly as well as practical exploration of artistic methods, viewed in relation to the field of new technology, can be seen to enable and foster innovation in both the conceptualisation and practice of the electronic arts. At the same time, citing new media art in the context of technological innovation brings a mix of scientific and engineering issues to the fore and thereby demands an extended functionality that may lead to R&D, as technology attempts to take account of aesthetic and social considerations in its re-development. This new field of new media or electronic art R&D is different from research and development aimed at practical applications of new technologies as we see them in everyday life. A next step for Research and Development in Art (aRt&D) is a formalisation of the associated work methods, as an essential ingredient for interdisciplinary collaboration. This study investigates how electronic art patches together processes and methods from the arts, engineering and computer science environments. It provides a framework describing the electronic art methods to improve collaboration by informing others about one's artistic research and development approach. This investigation is positioned in the electronic art laboratory where new alliances with other disciplines are established. It provides information about the practical and theoretical aspects of the research and development processes of artists. The investigation addresses fundamental questions about the 'research and development methods' (discussed and defined at length in these pages), of artists who are involved in interdisciplinary collaborations amongst and between the fields of Art, Computer Science, and Engineering. The breadth of the fields studied necessarily forced a tight focus on specific issues in the literature, addressed herein through a series of focused case studies which demonstrate the points of synergy and divergence between the fields of artistic research and development, in a wider art&D' context. The artistic methods proposed in this research include references from a broad set of fields (e. g. Technology, Media Arts, Theatre and Performance, Systems Theories, the Humanities, and Design Practice) relevant to and intrinsically intertwined with this project and its placement in an interdisciplinary knowledge domain. The aRt&D Matrix provides a complete overview of the observed research and development methods in electronic arts, including references to related disciplines and methods from other fields. The new Matrix developed and offered in this thesis also provides an instrument for analysing the interdisciplinary collaboration process that exclusively reflects the information we need for the overview of the team constellation. The tool is used to inform the collaborators about the backgrounds of the other participants and thus about the expected methods and approaches. It provides a map of the bodies of knowledge and expertise represented in any given cross-disciplinary team, and thus aims to lay the groundwork for a future aRt&D framework of use to future scholars and practitioners alike

    The dereliction tourist : ethical issues of conducting research in areas of industrial ruination

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    Dereliction tourism is the act of seeking out abandoned industrial sites as sites of aesthetic pleasure, leisure or adventure. Drawing on research in areas of industrial ruination in Russia, the UK and North America, this article examines the role of the 'dereliction tourist' as a way of critically reflecting on the ethics of 'outsider' research. Ethical problems are associated with both dereliction tourism and ethnographic research in areas of industrial decline, including voyeurism, romanticization, and the reproduction of negative stereotypes about marginal people and places. However, both dereliction tourism and ethnographic research also share more positive ethical possibilities through offering alternative ways of imagining places and raising social justice awareness of issues related to deprivation and blight. Through considering the ambivalent figure of the dereliction tourist in relation to ethnography, this article advances a way of being in the research field through intrinsic ethical reflection and practice

    Rethinking Television in the Self-Media Age

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    Informed by theoretical reflections the article presents a review of the literature that focuses on television in the self-media age. The main objective of the research outlined in the paper is to rethink the role currently played by television from multiple perspectives and question the position of the medium in contemporary digital societies. Research shows that the main strength of television is the attractiveness of its content, its flexibility, and the experience it offers to its viewers. The numerous studies reviewed provided us with enough information to conclude that television has been able to adapt and has discovered new forms of storytelling without ever losing sight of the way television consumption has evolved on multiple platforms.info:eu-repo/semantics/publishedVersio
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