107,033 research outputs found

    Emerging technologies for learning (volume 2)

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    "A step into the abyss" Transmedia in the UK Games and Television Industries

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    This article uses a media industries studies perspective to investigate the current state of transmedia production in the UK. Analysing the discursive statements of a range of industry participants from both UK television and games industries, the article reveals a series of contradictions and misunderstandings that may be limiting the effectiveness of multi-platform projects. By comparing overlapping discursive patterns around attitudes to risk, measures of success, authorship between the two industries, and repeated concerns over the balance of creative and commercial imperatives, the article argues that existing hierarchies of power between media industries threaten to derail future convergence

    Afterschool for the Global Age

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    Summarizes discussions from a July 2006 convening on model afterschool programs and best practices for enhancing global literacy, including innovative uses of community and international connections, project-based learning, and educational technology

    A case study of MMO2's Madic: A framework for creating mobile internet systems

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    Mobile Internet applications on ubiquitous mobile networks allows real-time, anywhere, anytime connectivity to services. Due to its scalability and potential cost savings, mobile communication is being increasingly applied in the business and consumer communities to create innovative data and voice application, which run over the Internet infrastructure. This paper reports on a case study at an organisation that created an innovative approach to developing mobile applications developed by third party independent developers. A conceptual wireless reference model is presented that was used to define the various system components required to create effective mobile applications

    A history of vision and plans for the transformation of a coastal tourism city into a knowledge city: Australia's Gold Coast

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    Many coastal mass tourism centres have attempted to reinvent themselves as they have grown from informal coastal towns into large cities. Lifestyle migration boosts urban growth as these cities become home to ‘permanent tourists’ attracted by the characteristics that attract tourism. Australia’s best known resort, the Queensland Gold Coast, provides a case study of a resort region experiencing similar transformations to those noted in Honolulu, Miami and Sitges, Spain. These cities have pursued broader socioeconomic resilience rather than the common strategy of simply expanding or improving their tourism appeal. Using literature review and documentary research, this paper traces how ideas of a ‘knowledge city’ have featured in Gold Coast planning history since the 1980s, through proposals including an ‘innovation corridor’, ‘research triangle’, a designated knowledge precinct and the development of universities and hospitals under plans and strategies for economic development. Although implementation has been sporadic, the case study demonstrates a continuity in narrative that has shaped outcomes towards the desired ‘knowledge city’, thereby creating a more cohesive urban structure integrating knowledge nodes, town centres and urban transport infrastructure investments. This case study will add knowledge to inform planners grappling with the transformation of similar coastal tourism areas into significant cities

    Social Entrepreneurship Collaboratory: (SE Lab): A University Incubator for a Rising Generation of Leading Social Entrepreneurs

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    How can universities help create, develop and sustain a rising generation of social entrepreneurs and their ideas? What new forms of learning environments successfully integrate theory and practice? What conditions best support university students interested in studying, participating in, creating and developing social change organizations, thinking through their ideas, and connecting with their inspiration? What is the intellectual content and the rationale for a curriculum addressing this at a university

    Crawling in Rogue's dungeons with (partitioned) A3C

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    Rogue is a famous dungeon-crawling video-game of the 80ies, the ancestor of its gender. Rogue-like games are known for the necessity to explore partially observable and always different randomly-generated labyrinths, preventing any form of level replay. As such, they serve as a very natural and challenging task for reinforcement learning, requiring the acquisition of complex, non-reactive behaviors involving memory and planning. In this article we show how, exploiting a version of A3C partitioned on different situations, the agent is able to reach the stairs and descend to the next level in 98% of cases.Comment: Accepted at the Fourth International Conference on Machine Learning, Optimization, and Data Science (LOD 2018

    Obama’s election campaign and the integrated use of social\ud media

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    When Barack Obama won the 2008 US Presidential election he\ud did so partly as a result of harnessing the power of social media to\ud communicate with, and enlist the support of, millions of Americans who\ud had never previously been active in the processes of an election campaign.\ud As a result of Obama‘s invitation and his use of new media, some of the\ud poorest members of the world‘s wealthiest nation found themselves able\ud to make a critical contribution through a myriad of small activities starting\ud from seemingly inconsequential choices such as the selection of a mobile\ud phone ring tone. Although ‗people power‘ is not a new force in politics,\ud the Obama campaign set a fresh benchmark for inclusive ways in which to\ud communicate to and with a holistic cross section of the American people,\ud including many who would not have been previously seen as a critical\ud ‗target market‘. This paper examines Obama‘s use of integrated\ud communications and considers the potential implications for other\ud campaigns which may have an inclusion agenda
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