16 resultados para Internet games

em WestminsterResearch - UK


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Artwork using Internet search engine technology to make people’s online desires, interests and orientations visible, presenting random search term enquiries in a variety of forms including a railway information sign, an art gallery installation and an online website. activity, curiosity and desire. The project sampled and analysed how ‘search terms’ were used by the public as live data. It then re-presented them on a website, in a gallery and latterly on a bespoke mechanical railway flap-sign, thus creating a snapshot of online enquiry at any give time. Beacon’s originality lies in the manner in which it has taken abstract digital data and found different expressions for it. Thus the work extends debates in media arts that focus on purely virtual and online expressions of data, by developing online information into new non-digital material forms and contexts such as railway signs. This research has been developed over a three year period. Initially with software only and then on receipt of AHRC small grant (£5000) with the lauded Italian manufacturer Solari of Udine, Italy and BFI Southbank. It represents the culmination of a body of research that asks whether live data can be used as material to make artworks. Beacon was specially developed for the Tate Britain programme 40 artists 40 days, produced in conjunction with the UK Olympic Games bid and intended to “create a unique countdown calendar that will focus attention on Britain’s exceptional creative talent”. The project is exhibited by the Tate website ‘Tate Online’ presently in perpetuity. The gallery version of this work is currently held in five private collections in the USA and is shown regularly in galleries around the world. The railway flap-sign is owned by BFI Southbank and will eventually be sited there permanently. All work is developed jointly and equally between Craighead and her collaborator, Jon Thomson, (Slade).

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The role of tourism in delivering wider economic legacies is strongly stated in recent national tourism policy documents. The Olympic Games are envisaged to have the legacy impact of ‘4 million extra visitors’ and ‘50,000 extra jobs’ over 4 years (DCMS (2011). Government Tourism Policy, p. 15). This paper considers the nature of Olympic tourism and the possible contribution of the Cultural Olympiad to developing a cultural tourism legacy. It does this by investigating local perceptions of culture and local cultural enactments in the London Borough of Hackney, one of the five boroughs surrounding the Olympic Park. This research shows that local cultural enactments and programming connected to the Olympics are largely motivated by a wider social agenda. They are funded by a wide variety of arts, social and youth programmes and largely reflect initiatives and projects that were already in place in the Borough. While there is an acceptance that cultural events might stimulate the visitor economy, specific discourses around ‘tourism’ and ‘tourists’ are not expressed by the people engaged in the local process.

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Regeneration proposals typically seek to use a range of physical, economic and social initiatives to tackle inequality and improve areas. Often they attempt to change the image of places, making them more attractive to tourists, investors, and residents. The role of tourism in these regeneration processes is complex and contested. Tourism elements are often not well understood by decision-makers and sometimes create tensions with wider social regeneration aspirations. Using concepts from complexity theory, this paper interrogates the relationship between tourism and wider regeneration aspirations connected with the 2012 Olympic Games. It uses complexity theory to explore the context within which policies are developed, and the relationships between different policy initiatives. Both are highly complex, constantly evolving and sometimes ambiguous. It argues complexity concepts might be used to help to develop deeper understanding of the relationships between tourism and regeneration.

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This study aims to examine the relationship between the personality attributes of Internet users and their leisure activities. A questionnaire survey was undertaken which revealed that most Internet users are single males aged between 21-30 belonging to the lower income groups, employed in information technology or related fields. The personality attributes of the sample showed a tendency towards a mixed locus control category. The survey indicated that the preferred leisure activities of this population group are reading, collecting and computer-based activities. However, ‘movement’ and collecting were the only leisure activities to show a significant correlation with the users’ personality attributes.

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The paper addresses road freight transport operations during the London Olympic and Paralympic Games in 2012. It presents work carried out prior to the Games to understand pre-Games patterns of freight deliveries in London (for both light and heavy goods vehicles) and the results of modelling work carried out to assess the likely impacts of the Games road restrictions on freight operations. The modelling results indicated that increases in total hours travelled carrying out collection and delivery work would range from 1.4% to 11.4% in the six sectors considered. The results suggested increases in hours travelled in excess of 3.5% in four of the six sectors modelled. The possible actions that could be taken by organizations to reduce these negative impacts were also modelled and the results indicated that such actions would help to mitigate the impact of the road restrictions imposed on operators during the Games. The actual impacts of the 2012 Games on transport both in general terms and specifically in terms of freight transport are also discussed, together with the success of the actions taken by Transport for London (TfL) to help the road freight industry. The potential freight transport legacy of the London 2012 Games in terms of achieving more sustainable urban freight transport is considered and the steps being taken by TfL to help ensure that such a legacy can be realized are discussed. Such steps include policy-makers continuing to collaborate closely with the freight industry through the ‘London Freight Forum’, and TfL's efforts to encourage and support companies revising their delivery and collection times to the off-peak; improving freight planning in the design and management of TfL-funded road schemes; electronic provision of traffic information by TfL to the freight industry, and the further development of freight journey planning tools.

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The Human-Computer Interaction (HCI) with interfaces is an active challenge field in the industry over the past decades and has opened the way to communicate with the means of verbal, hand and body gestures using the latest technologies for a variety of different applications in areas such as video games, training and simulation. However, accurate recognition of gestures is still a challenge. In this paper, we review the basic principles and current methodologies used for collecting the raw gesture data from the user for recognize actions the users perform and the technologies currently used for gesture-HCI in games enterprise. In addition, we present a set of projects from various applications in games industry that are using gestural interaction.