402 research outputs found
Archaeological possibilities for feminist theories of transition and transformation
Archaeology takes up material fragments from distant andrecent pasts to create narratives of personal and collective identity. It is, therefore, a powerful voice shaping our current and future social worlds. Feminist theory has to date made little reference to archaeology and its projects, in part because archaeologists have primarily chosen to work with normative forms of gender theory rather than forge new theory informed by archaeological insights. This paper argues that archaeology has considerably more potential for feminist theorizing than has so far been recognized. In particular it is uniquely placed to build theory for understanding change, transition and transformationover extended time periods, a potential explored through anarchaeological case study of Pacific Northwest Coast people. Inconclusion, some possibilities for expanding this case study into a wider comparative perspective are sketched ou
Animating archaeology: local theories and conceptually open-ended methodologies
Animistsâ theories of matter must be given equivalence at the level of theory if we are to understand adequately the nature of ontological difference in the past. The current model is of a natural ontological continuum that connects all cultures, grounding our culturally relativist worldviews in a common world. Indigenous peoplesâ worlds are thought of as fascinating but ultimately mistaken ways of knowing the world. We demonstrate how ontologically oriented theorists Eduardo Viveiros de Castro, Karen Barad and Tim Ingold in conjuncture with an anti-representationalist methodology can provide the necessary conditions for alternative ontologies to emerge in archaeology. Anthropo-zoomorphic âbody-potsâ from first-millennium ad northwest Argentina anticipate the possibility that matter was conceptualized as chronically unstable, inherently undifferentiated, and ultimately practice dependent
The role and responsibilities of a midwifery mentor
Midwifery Basics: Mentorship 1
Mentorship of student midwives in clinical practice is an important part of the role of a qualified and experienced midwife (Steele 2009). The Nursing and Midwifery Council (2008 p9) states âThe role of the sign-off mentor and/or practice teacher is to make judgments about whether a student has achieved the required standards of proficiency for safe and effective practice for entry to the NMC register.â However, mentorship is much more than this and can be considered as the process of giving support for personal and professional development. This can be provided in a range of ways, such as acting as a role model, teaching, encouraging, offering feedback and formally assessing the student midwife. Less formal definitions suggest that the mentor is a guide, supporter and advisor (Casey & Clark 2012). The mentoring process, the relationship between mentor and student midwife and the institutional environment within which the mentoring occurs can present a range of rewards and challenges for both mentor and studen
Low-fi skin vision: A case study in rapid prototyping a sensory substitution system
We describe the design process we have used to develop a minimal, twenty vibration motor Tactile Vision Sensory Substitution (TVSS) system which enables blind-folded subjects to successfully track and bat a rolling ball and thereby experience 'skin vision'. We have employed a low-fi rapid prototyping approach to build this system and argue that this methodology is particularly effective for building embedded interactive systems. We support this argument in two ways. First, by drawing on theoretical insights from robotics, a discipline that also has to deal with the challenge of building complex embedded systems that interact with their environments; second, by using the development of our TVSS as a case study: describing the series of prototypes that led to our successful design and highlighting what we learnt at each stage
Rethinking 'multi-user': an in-the-wild study of how groups approach a walk-up-and-use tabletop interface
Multi-touch tabletops have been much heralded as an innovative technology that can facilitate new ways of group working. However, there is little evidence of these materialising outside of research lab settings. We present the findings of a 5-week in-the-wild study examining how a shared planning application â designed to run on a walk-up- and-use tabletop â was used when placed in a tourist information centre. We describe how groups approached, congregated and interacted with it and the social interactions that took place â noting how they were quite different from research findings describing the ways groups work around a tabletop in lab settings. We discuss the implications of such situated group work for designing collaborative tabletop applications for use in public settings
When the fingers do the talking: A study of group participation for different kinds of shareable surfaces
and other research outputs When the fingers do the talking: A study of group par-ticipation for different kinds of shareable surface
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Around the table: Are multiple-touch surfaces better than single-touch for children's collaborative interactions?
This paper presents a classroom study that investigated the potential of using touch tabletop technology to support children's collaborative learning interactions. Children aged 7-10 worked in groups of three on a collaborative planning task in which they designed a seating plan for their classroom. In the single-touch condition, the tabletop surface allowed only one child to interact with the digital content at a time. In the multiple-touch condition, the children could interact with the digital content simultaneously. Results showed that touch condition did not affect the frequency or equity of interactions, but did influence the nature of children's discussion. In the multiple-touch condition, children talked more about the task; in the single-touch condition, they talked more about turn taking. We also report age and gender differences
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From entry to access: How shareability comes about
Shareability is a design principle that refers to how a system, interface, or device engages a group of collocated, co-present users in shared interactions around the same content (or the same object). This is broken down in terms of a set of components that facilitate or constrain the way an interface (or product) is made shareable. Central are the notions of access points and entry points. Entry points invite and entice people into engagement, providing an advance overview, minimal barriers, and a honeypot effect that draws observers into the activity. Access points enable users to join a group's activity, allowing perceptual and manipulative access and fluidity of sharing. We show how these terms can be useful for informing analysis and empirical research
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