486 research outputs found

    Cultural realignment, islands and the influence of tourism: A new conceptual approach

    Get PDF
    This article introduces a new concept: ‘cultural realignment’, which embraces phenomena such as cultural representation, interpretation, stereotyping and branding. Cultural realignment is the intentional depiction or interpretation of a culture (or part of one) for a specific preconceived purpose. It relates directly to power, and there is a need for this broad concept to help comprehend processes in an era of increasing globalisation, the growth of cultural commodification and the proliferation of representations in media including the internet. A prime concern of the article is the way that cultural realignment impacts on the identities of the communities subject to the realignment. The main examples given relate to island communities and their representation by anthropologists, and to island tourist destinations that have been subject to various descriptions, physical transformations and commodification driven by the tourism industry. A case study is examined as an example in the Canary Islands, using original research material related to recent and longitudinal fieldwork

    Glitchspace:teaching programming through puzzles in cyberspace

    Get PDF
    There is an increasing need to address the player experience in games-based learning. Whilst games offer enormous potential as learning experiences, the balance between entertainment and education must be carefully designed and delivered. Successful commercial games tend to focus gameplay above any educational aspects. In contrast, games designed for educational purposes have a habit of sacrificing entertainment for educational value which can result in a decline in player engagement. For both, the player experience is critical as it can have a profound effect on both the commercial success of the game and in delivering the educational engagement. As part of an Interface-funded research project Abertay University worked with the independent games company, Space Budgie, to enhance the user experience of their educational game Glitchspace. The game aimed to teach basic coding principles and terminology in an entertaining way. The game sets the player inside a Mondrian-inspired cyberspace world where to progress the player needs to reprogramme the world around them to solve puzzles. The main objective of the academic-industry collaborative project was to analyse the user experience (UX) of the game to increase its educational value for a standalone educational version. The UX design focused on both pragmatic and hedonic qualities such playability, usability and the psychological impact of the game. The empirical study of the UX design allowed all parties to develop a deeper understanding of how the game was being played and the initial reactions to the game by the player. The core research question that the study sought to answer was whether when designing an educational game, UX design could improve philosophical concepts like motivation and engagement to foster better learning experiences.</p

    On the Burnside ring of a finite group

    Get PDF
    Imperial Users onl

    Office politics: power in the London salesroom

    Get PDF

    Dianne Newell — Technology on the Frontier. Mining in Old Ontario.

    Get PDF

    Kris R. Inwood — The Canadian Charcoal Iron Industry, 1870-1914.

    Get PDF

    Parallel algorithm for large scale electronic structure calculations

    Get PDF
    SIGLEAvailable from British Library Document Supply Centre- DSC:DX84152 / BLDSC - British Library Document Supply CentreGBUnited Kingdo
    • …
    corecore