705 research outputs found

    Free the sheep: Improvised song and performance in and around a minecraft community

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    Recent work around the use of virtual world video games in educational contexts has conceptualised literacies as communal processes, whilst considering complex notions of collaboration through participants' multiplicity of presence in hybrid virtual / physical locations. However, further research is necessary in order to help us understand how the complex interactions afforded by such spaces influence - and are influenced by - children's social relationships. This article draws upon data from a year-long ethnographic study, investigating a group of ten and eleven year old children's engagement with the video game 'Minecraft' as they collaborate to build a 'virtual community'. With a particular focus on the children's improvised singing and use of song during the club, I examine how their creative practices - drawing on a wide range of self-selected resources, played out both in and out of the virtual world - help to fundamentally shape the nature of the space around them. Furthermore, through examination of one particular performance, I demonstrate the importance of ensuring that such details are not written out of accounts of children interactions around technology, if we are to understand the true potential of such environments

    Assembling literacies in virtual play

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    Virtual worlds provide opportunities for new kinds of interaction and new forms of play and learning, and they are rapidly becoming a common feature of the lives of many children and young people. This chapter explores the digital writing and textual activity that circulates around this virtual play and the issues that it raises for both researchers and educators. Drawing on work from a range of theoretical and methodological perspectives we look at the ways in which the virtual is embedded in everyday meaning making and indicate important new directions for future research. In doing this we trace some possible relationships between writing and virtual play and consider how to engage with notions of authorship, particularly given the fuzzy boundaries between human and non-human activity. We propose that encountering such activity with a mood of ‘enchantment’ (Bennett, 2001) enables researchers and practitioners to approach moments of writing as fluid human/non-human assemblings and in doing so more fully appreciate the complexity and potentiality of virtual play

    ‘Neurodivergent literacies’: exploring autistic adults' ‘ruling passions’ and embracing neurodiversity through classroom literacies

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    The concept of neurodiversity has fuelled a social justice movement advocating for the rights of those whose lives diverge from a socially‐constructed default. However, deficit understandings of disability persist in educational settings and neurodivergent people continue to face disadvantage and discrimination in organisations constructed on normative understandings of the world. Although New Literacy Studies is concerned with ideas of power, dominance and worth, there is a notable lack of work that connects NLS with issues of neurodiversity. In this paper, I introduce the term ‘neurodivergent literacies’ to propose a field of study that links the ideological model of literacy with the neurodiversity paradigm. From this starting point, I outline a project that examined literacies around what are often referred to as the ‘special interests’ of autistic people. Presenting data from interviews with 13 neurodivergent adults, related to school experiences and the literacies they engage with around their self‐defined ‘ruling passions’, I make recommendations for literacies practitioners, arguing that schools need to do more to take account of difference and disability. By describing how ‘neurodivergent literacies’ can help teachers harness their own critical literacy skills to challenge deficit models of difference in the classroom, this paper illuminates how an understanding of neurodiversity is essential for anyone teaching and researching literacies with a commitment to social justice

    The Real Effect of Warm-Cool Colors

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    The phenomenon of warmer colors appearing nearer in depth to viewers than cooler colors has been studied extensively by psychologists and other vision researchers. The vast majority of these studies have asked human observers to view physically equidistant, colored stimuli and compare them for relative depth. However, in most cases, the stimuli presented were rather simple: straight colored lines, uniform color patches, point light sources, or symmetrical objects with uniform shading. Additionally, the colors used were typically highly saturated. Although such stimuli are useful in isolating and studying depth cues in certain contexts, they leave open the question of whether the human visual system operates similarly for realistic objects. This paper presents the results of an experiment designed to explore the color-depth relationship for realistic, colored objects with varying shading and contour

    Investigating the lived experience of an after-school Minecraft club

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    This qualitative study seeks to explore and illuminate the lived experience of a group of ten and eleven year-old children, playing in and around the popular multiplayer, sandbox videogame, Minecraft, during a year-long after-school club. Drawing on the work of Deleuze and Guattari (1987) the research employs a playful and emergent methodology, referred to as ‘rhizomic ethnography’, which provides a suite of approaches as a means of exploring the complexity of the social world. This poststructuralist study also builds upon existing research around play, New Literacy Studies, new literacies, space and place, multimodality, multiliteracies and virtual worlds. The accounts that constitute this thesis draw from a pool of rich and varied data, generated using a number of participatory and visual methods, including child-produced video, audio, screencasts, photography, fieldnotes and virtual model-making discussion sessions. In response to this data, this thesis takes a novel approach to representation, drawing on a range of modes. This results in a hybrid text that includes comic strips, illustration and audio, as a means of transcribing and representing the complexity that is the children’s lived experience. Using different selections of data, I investigate the lived experience from three alternative but interconnected perspectives, employing the Deleuzian trope of the plateau. Firstly, I examine how the children’s play worked across the on and off-screen spaces in this complex hybrid site. With a particular focus on the children’s construction of the virtual community that they named ‘Banterbury’, I demonstrate how the game itself shaped the club. Secondly, I show how the children’s interactions regularly drew on aspects of their lives outside of the club, revealing the club as a social site of play, driven by a range of resources from children’s everyday experiences and wider culture. Thirdly, through a focus on the club’s soundscape, I reveal how the children’s play often had a mischievous and exuberant quality. Finally, reading across, between and beyond these three plateaus, I conclude by examining how the lived experience of the club was characterised by an emergent playfulness. Therefore, as well as contributing to the existing literature on virtual world play and demonstrating methodological potential for application in other contexts, this thesis also offers new insights into what constitutes the emergent dimension of play. This has implications for how we consider the kind of opportunities provided for children to interact and drive their own play experiences, with or without technology

    The Distant Horizon: investigating the relationship between social sciences academic research and game development

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    Research in the social sciences devotes a great amount of attention to investigating the impact of video games on the individual and on society. However, results generated by this research often fail to inform game development. The present study investigated the outreach of research conducted by the academic community by interviewing 30 game developers and 14 researchers, highlighting critical aspects in the relationship between game research and game industry. Specifically, we found that the difference in priorities, speed cycles, and dissemination practices between these two contexts hinder communication. Subsequently, we carried out a focus group for a set of developers and researchers (N=6) with the aim of eliciting recommendation for improving communication between academics and developers. Among the recommendations to emerge were calls to diversify dissemination channels, promote joint conferences and develop research-production partnerships. It was felt such measures could strengthen the influence of research results outside the academic community

    High eccentricity planets from the Anglo-Australian Planet Search

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    We report Doppler measurements of the stars HD187085 and HD20782 which indicate two high eccentricity low-mass companions to the stars. We find HD187085 has a Jupiter-mass companion with a ~1000d orbit. Our formal `best fit' solution suggests an eccentricity of 0.47, however, it does not sample the periastron passage of the companion and we find that orbital solutions with eccentricities between 0.1 and 0.8 give only slightly poorer fits (based on RMS and chi^2) and are thus plausible. Observations made during periastron passage in 2007 June should allow for the reliable determination of the orbital eccentricity for the companion to HD187085. Our dataset for HD20782 does sample periastron and so the orbit for its companion can be more reliably determined. We find the companion to HD20782 has M sin i=1.77+/-0.22M_JUP, an orbital period of 595.86+/-0.03d and an orbit with an eccentricity of 0.92+/-0.03. The detection of such high-eccentricity (and relatively low velocity amplitude) exoplanets appears to be facilitated by the long-term precision of the Anglo-Australian Planet Search. Looking at exoplanet detections as a whole, we find that those with higher eccentricity seem to have relatively higher velocity amplitudes indicating higher mass planets and/or an observational bias against the detection of high eccentricity systems.Comment: to appear in MNRA

    SAR by MS for Functional Genomics (Structure-Activity Relation by Mass Spectrometry)

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    Large-scale functional genomics will require fast, high-throughput experimental techniques, coupled with sophisticated computer algorithms for data analysis and experiment planning. In this paper, we introduce a combined experimental-computational protocol called Structure-Activity Relation by Mass Spectrometry (SAR by MS), which can be used to elucidate the function of protein-DNA or protein-protein complexes. We present algorithms for SAR by MS and analyze their complexity. Carefully-designed Matrix-Assisted Laser Desorption/Ionization Time-Of-Flight (MALDI TOF) and Electrospray Ionization (ESI) assays require only femtomolar samples, take only microseconds per spectrum to record, enjoy a resolution of up to one dalton in 10610^6, and (in the case of MALDI) can operate on protein complexes up to a megadalton in mass. Hence, the technique is attractive for high-throughput functional genomics. In SAR by MS, selected residues or nucleosides are 2H-, 13C-, and/or 15N-labeled. Second, the complex is crosslinked. Third, the complex is cleaved with proteases and/or endonucleases. Depending on the binding mode, some cleavage sites will be shielded by the crosslinking. Finally, a mass spectrum of the resulting fragments is obtained and analyzed. The last step is the Data Analysis phase, in which the mass signatures are interpreted to obtain constraints on the functional binding mode. Experiment Planning entails deciding what labeling strategy and cleaving agents to employ, so as to minimize mass degeneracy and spectral overlap, in order that the constraints derived in data analysis yield a small number of binding hypotheses. A number of combinatorial and algorithmic questions arise in deriving algorithms for both Experiment Planning and Data Analysis. We explore the complexity of these problems, obtaining upper and lower bounds. Experimental results are reported from an implementation of our algorithms

    Telomere dysfunction accurately predicts clinical outcome in chronic lymphocytic leukaemia, even in patients with early stage disease

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    © 2014 John Wiley & Sons Ltd. Defining the prognosis of individual cancer sufferers remains a significant clinical challenge. Here we assessed the ability of high-resolution single telomere length analysis (STELA), combined with an experimentally derived definition of telomere dysfunction, to predict the clinical outcome of patients with chronic lymphocytic leukaemia (CLL). We defined the upper telomere length threshold at which telomere fusions occur and then used the mean of the telomere 'fusogenic' range as a prognostic tool. Patients with telomeres within the fusogenic range had a significantly shorter overall survival (P  <  0·0001; Hazard ratio [HR] = 13·2, 95% confidence interval [CI]  = 11·6-106·4) and this was preserved in early-stage disease patients (P  <  0·0001, HR=19·3, 95% CI = 17·8-802·5). Indeed, our assay allowed the accurate stratification of Binet stage A patients into those with indolent disease (91% survival at 10 years) and those with poor prognosis (13% survival at 10 years). Furthermore, patients with telomeres above the fusogenic mean showed superior prognosis regardless of their IGHV mutation status or cytogenetic risk group. In keeping with this finding, telomere dysfunction was the dominant variable in multivariate analysis. Taken together, this study provides compelling evidence for the use of high-resolution telomere length analysis coupled with a definition of telomere dysfunction in the prognostic assessment of CLL
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