74,764 research outputs found

    Exhibiting Class: Art Exhibition and the New Chinese Middle Class

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    Kanzhan, translated at “going to exhibitions,” has emerged as one of the most popular leisure activities in urban China. Contemporary art exhibitions cover a wide range of subjects, including world-renown artists, jewelry and fashion brands, and pop-up museums. More and more visitors are taking art exhibitions experience as a way to exhibit their personal taste, which reflect the rise of middle-class values such as individuality and self-development in China. This paper is an anthropological exploration of the relationship between visitors and art exhibits and what those art exhibitions tell about the new middle class in China. My research is based on original field research in the summer of 2018 and winter of 2019. I conducted participant observation and semi-structured interviews in art exhibitions in the city of Beijing and Shanghai. Drawing on anthropological theories of cosmopolitanism, body and emotion, and photography and self-presentation, I argue that going to art exhibitions is a critical means of performing and reinforcing one’s middle-class identity and aspirations in contemporary China. As such, the thesis contributes to the anthropological understanding of the role of aesthetics and taste in the production of class

    Blue-and-White: Exploring Mixed Reality Technology for Representing and Facilitating Intercultural Dialogue in Museums

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    Since the 1980s, museums have been viewed as being able to promote conversations between communities in multicultural societies. The shift from the idea of a museum-going public to museum-going publics has contributed to efforts on the part of institutions to aid in addressing the diversity of experiences and interests that mark the postmodern world. The development of digital technology, mixed reality (MR), for example, has transformed the shared understanding of communication and the perception of information. This thesis presents an argument that MR can be effectively utilized to create a platform in which cross-cultural links between artefacts can be represented dynamically and interactively, to formulate a more diverse narrative about the history and material life, for museum audiences. By augmenting the narrative, the museum space can become a powerful platform to help audiences raise awareness of intercultural dialogue. A mobile-based augmented reality (AR) prototype that uses the story of what is commonly known as “Blue-and-White pottery” [青花; pinyin: qīng-huā or blue patterns and flowers] as a case study was developed to demonstrate the argument. This thesis concludes with a discussion of the potential for emerging technologies to solve contemporary problems in museums

    Digital Transformation

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    The amount of literature on Digital Transformation is staggering—and it keeps growing. Why, then, come out with yet another such document? Moreover, any text aiming at explaining the Digital Transformation by presenting a snapshot is going to become obsolete in a blink of an eye, most likely to be already obsolete at the time it is first published. The FDC Initiative on Digital Reality felt there is a need to look at the Digital Transformation from the point of view of a profound change that is pervading the entire society—a change made possible by technology and that keeps changing due to technology evolution opening new possibilities but is also a change happening because it has strong economic reasons. The direction of this change is not easy to predict because it is steered by a cultural evolution of society, an evolution that is happening in niches and that may expand rapidly to larger constituencies and as rapidly may fade away. This creation, selection by experimentation, adoption, and sudden disappearance, is what makes the whole scenario so unpredictable and continuously changing.The amount of literature on Digital Transformation is staggering—and it keeps growing. Why, then, come out with yet another such document? Moreover, any text aiming at explaining the Digital Transformation by presenting a snapshot is going to become obsolete in a blink of an eye, most likely to be already obsolete at the time it is first published. The FDC Initiative on Digital Reality felt there is a need to look at the Digital Transformation from the point of view of a profound change that is pervading the entire society—a change made possible by technology and that keeps changing due to technology evolution opening new possibilities but is also a change happening because it has strong economic reasons. The direction of this change is not easy to predict because it is steered by a cultural evolution of society, an evolution that is happening in niches and that may expand rapidly to larger constituencies and as rapidly may fade away. This creation, selection by experimentation, adoption, and sudden disappearance, is what makes the whole scenario so unpredictable and continuously changing

    Agent-Based Modelling: A New Tool for Legal Requirements Engineering: Introduction and Use Case (KEI)

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    Foundational assumptions under legal systems come adrift with innovation in non-law disciplines. In an effort towards improved understanding of what is going on (and what can be done) we turn to agent-based modeling as a tool. We use the KEI project for our use case, apply Holland’s ECHO framework as legal requirements engineering tool and use NetLogo as platform for implementation (resulting in an application we call Epiframer). We study parameter-change induced behavioral dynamics in the resulting artificial society. Findings are in two tiers: (i) on the role of the law in a multi-force field and (ii) on the role of institutions (also: sibling disciplines) for informing specialist legal professionals. We submit epiframer’s assumptions for diverse-disciplinary scrutiny as a closure. We have not yet reached a level that warrants the deployment of statistical learning methods onto data provided by simulation runs and are aware that such an approach has - where legal requirements engineering events tend to be sparsely punctuated - limited added value for legal requirements engineering situations anyway. With De Marchi (2005) our claim is that under such conditions computational, mathematical and, indeed, qualitative methods have complementary uses

    Design semantics of connections in a smart home environment

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    As the environments in which we live become more intelligent— through more computational power, embedded sensors and network connections between the devices that reside in the environment—there is a risk of leaving its users clueless about what is going on. User interaction changes from interaction with a single device into interaction with a larger system— an ecology of things. Physical things are becoming mediators between the physical world and the digital, invisible world that is inside and behind them. The work we present in this article is part of ongoing academic research on using explicit design semantics to convey abstracted models of connections between devices in a smart home environment. This enables users to understand and construct meaningful mental models of the smart environment and interact with it accordingly. We illustrate our findings by presenting a demonstrator that gives users physical control over invisible, wireless connections between devices in a home entertainment scenario

    Emerging technologies for learning (volume 1)

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    Collection of 5 articles on emerging technologies and trend

    CREATe 2012-2016: Impact on society, industry and policy through research excellence and knowledge exchange

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    On the eve of the CREATe Festival May 2016, the Centre published this legacy report (edited by Kerry Patterson & Sukhpreet Singh with contributions from consortium researchers)

    Examining the role of smart TVs and VR HMDs in synchronous at-a-distance media consumption

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    This article examines synchronous at-a-distance media consumption from two perspectives: How it can be facilitated using existing consumer displays (through TVs combined with smartphones), and imminently available consumer displays (through virtual reality (VR) HMDs combined with RGBD sensing). First, we discuss results from an initial evaluation of a synchronous shared at-a-distance smart TV system, CastAway. Through week-long in-home deployments with five couples, we gain formative insights into the adoption and usage of at-a-distance media consumption and how couples communicated during said consumption. We then examine how the imminent availability and potential adoption of consumer VR HMDs could affect preferences toward how synchronous at-a-distance media consumption is conducted, in a laboratory study of 12 pairs, by enhancing media immersion and supporting embodied telepresence for communication. Finally, we discuss the implications these studies have for the near-future of consumer synchronous at-a-distance media consumption. When combined, these studies begin to explore a design space regarding the varying ways in which at-a-distance media consumption can be supported and experienced (through music, TV content, augmenting existing TV content for immersion, and immersive VR content), what factors might influence usage and adoption and the implications for supporting communication and telepresence during media consumption
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