924 resultados para Digital arts and humanities


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Mediante de un acercamiento cronológico, esta disertación analiza la función de la ideología como herramienta poderosa para construir la nación y moldear al futuro ciudadano en la narrativa infantil cubana pre y pos-revolucionaria. Aunque una tradición y un proceso de formación de identidad nacional anteceden la literatura infantil publicada antes del triunfo de la Revolución, en los períodos posteriores existe una estrecha relación entre el contexto social de los textos y su función ideológica. Partiendo de “La Edad de Oro” (1889) de José Martí, este estudio se enfoca en los cambios socio-culturales que influyen en el desarrollo de una narrativa infantil nacional que transita del didacticismo más férreo a una variada exploración temática. Por encontrarse entre la Colonia y la etapa revolucionaria, el período republicano ha recibido poca atención crítica, marginado a veces de la herencia literaria de la nación. Sin embargo, el análisis de varios textos representativos en este período permite apreciar la integración de un pensamiento cubano desde búsquedas y posiciones muy diferentes a las del período siguiente, de 1959 a 1989. A partir de 1990 una diversificación temática fomenta objetivos muy distantes del enunciado didáctico. Este estudio concluye que en contraste con los pertenecientes a generaciones anteriores, en los escritores formados dentro de la Revolución, especialmente a partir de la década del ochenta, existe un interés especial por abordar temáticas inexploradas en la literatura infantil tradicional. El divorcio, la muerte, los conflictos generacionales y las diferencias raciales son sólo algunos de los temas que matizan la narrativa infantil posrevolucionaria, cuyos presupuestos ideo-estéticos, se encuentran intrínsecamente relacionados al contexto sociocultural.

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This paper will examine how male and female character interactions in Ernest Hemingway’s The Garden of Eden and Wilkie Collins’s The Woman in White expose the internalization, normalization, and perpetuation of current modes of patriarchy in terms of gender roles through their presentations of androgyny. This paper highlights the parallels of gender construction and the interaction within the social relations depicted in these two novels, which have not been compared previously. The premise, based on the psychoanalytic theories of Jacques Lacan and cultural materialism of Raymond Williams, is that fiction reflects historical and contemporary social relations. Lacanian and feminist interpretations have both been conducted on literature written by Collins and Hemingway; however, neither look at these particular novels as two examples for the same contemporary phenomenon of 21st century patriarchal interpellation. This paper most similarly follows the work of Slavoj Žižek who analyzes contemporary social relations through film (including classics such as Casablanca and works by Alfred Hitchcock) and other aspects of popular culture. This project’s contribution and uniqueness lie with the way it applies theory to these particular literary works, specifically concerning gender relations and the prevalence of androgyny in widely read works by well-known authors in two very different literary and historical eras. My interpretation of these two novels provides an evaluation of historical and contemporary patriarchal norms and a radical potentiality for subverting the idea of static gender roles that has remained prevalent throughout the three centuries of these texts’ existence.

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This study explored the origins, evolution and influence of the tradition of San Lázaro as it currently pertains to the Cuban-American Santeria community in Miami. The main argument of the study is that in the context of the contemporary religious culture of Santeria in Miami, San Lázaro is a hybrid spirit. Many manifestations of healing entities have come to merge in the person of this spirit. Though practitioners identify with specific manifestations of this spirit, the processes of transmigration have blurred the lines of deep-rooted faiths and created a fusion of meanings from disparate traditions, making San Lázaro an ambivalent personality. San Lázaro’s ambivalence is the very quality that makes him such an important Orisha. As a deity whose personalities demonstrates the combination of a diversity of qualities, including those that contradict each other, San Lázaro is deployed in a very broad range of healing context, making him a versatile Orisha. This study clarified the contrasting qualities this deity embodies and traces the socio-historical context in which the deity acquires the layers of meanings it is currently associated with. Drawing on interviews with Lázaranian worshipers [Lázarenos] in Miami and engaging in Bourdieu’s concept of Habitus, the study provided a window into the nature of the tradition of San Lázaro and how its usage is linked with the African heritage of the worshipers.

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The selected publications are focused on the relations between users, eGames and the educational context, and how they interact together, so that both learning and user performance are improved through feedback provision. A key part of this analysis is the identification of behavioural, anthropological patterns, so that users can be clustered based on their actions, and the steps taken in the system (e.g. social network, online community, or virtual campus). In doing so, we can analyse large data sets of information made by a broad user sample,which will provide more accurate statistical reports and readings. Furthermore, this research is focused on how users can be clustered based on individual and group behaviour, so that a personalized support through feedback is provided, and the personal learning process is improved as well as the group interaction. We take inputs from every person and from the group they belong to, cluster the contributions, find behavioural patterns and provide personalized feedback to the individual and the group, based on personal and group findings. And we do all this in the context of educational games integrated in learning communities and learning management systems. To carry out this research we design a set of research questions along the 10-year published work presented in this thesis. We ask if the users can be clustered together based on the inputs provided by them and their groups; if and how these data are useful to improve the learner performance and the group interaction; if and how feedback becomes a useful tool for such pedagogical goal; if and how eGames become a powerful context to deploy the pedagogical methodology and the various research methods and activities that make use of that feedback to encourage learning and interaction; if and how a game design and a learning design must be defined and implemented to achieve these objectives, and to facilitate the productive authoring and integration of eGames in pedagogical contexts and frameworks. We conclude that educational games are a resourceful tool to provide a user experience towards a better personalized learning performance and an enhance group interaction along the way. To do so, eGames, while integrated in an educational context, must follow a specific set of user and technical requirements, so that the playful context supports the pedagogical model underneath. We also conclude that, while playing, users can be clustered based on their personal behaviour and interaction with others, thanks to the pattern identification. Based on this information, a set of recommendations are provided Digital Anthropology and educational eGames 6 /216 to the user and the group in the form of personalized feedback, timely managed for an optimum impact on learning performance and group interaction level. In this research, Digital Anthropology is introduced as a concept at a late stage to provide a backbone across various academic fields including: Social Science, Cognitive Science, Behavioural Science, Educational games and, of course, Technology-enhance learning. Although just recently described as an evolution of traditional anthropology, this approach to digital behaviour and social structure facilitates the understanding amongst fields and a comprehensive view towards a combined approach. This research takes forward the already existing work and published research onusers and eGames for learning, and turns the focus onto the next step — the clustering of users based on their behaviour and offering proper, personalized feedback to the user based on that clustering, rather than just on isolated inputs from every user. Indeed, this pattern recognition in the described context of eGames in educational contexts, and towards the presented aim of personalized counselling to the user and the group through feedback, is something that has not been accomplished before.

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Thee rise of computing and the internet have brought about an ethical eld of studies that some term information ethics, computer ethics, digital media ethics, or internet ethics e aim of this contribution is to discuss information ethics’ foundations in the context of the internet’s political economy e chapter rst looks to ground the analysis in a comparison of two information ethics approaches, namely those outlined by Rafael Capurro and Luciano Floridi It then develops, based on these foundations, analyses of the information ethical dimensions of two important areas of social media: one concerns the framing of social media by a surveillance-industrial complex in the context of Edward Snowden’s revelations and the other deals with issues of digital labour processes and issues of class that arises in this context e contribution asks ethical questions about these two phenomena that bring up issues of power, exploitation, and control in the information age It asks if, and if so, how, the approaches of Capurro and Floridi can help us to understand ethico-political aspects of the surveillance-industrial complex and digital labour

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Frederik Kauffman talks about his compositions. Various artists perform his compositions and speak.

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The purpose of this project centered on the influential literary magazine Timothy McSweeney’s Quarterly Concern. Using Bruno Latour’s network theory as well as the methods put forth by Robert Scholes and Clifford Wulfman to study modernist little magazines, I analyzed the influence McSweeney’s has on contemporary little magazines. I traced the connections between McSweeney’s and other paradigmatic examples of little magazines—The Believer and n+1—to show how the McSweeney’s aesthetic and business practice creates a model for more recent publications. My thesis argued that The Believer continues McSweeney’s aesthetic mission. In contrast, n+1 positioned itself against the McSweeney’s aesthetic, which indirectly created a space within the little magazines for writers, philosophers, and artists to debate the prevailing aesthetic theories of the contemporary period. The creation of this space connects these contemporary magazines back to modernist little magazines, thereby validating my decision to use the methods of Scholes and Wulfman.

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We investigate the ways young children’s use of mobile touchscreen interfaces is both understood and shaped by parents through the production of YouTube videos and discussions in associated comment threads. This analysis expands on, and departs from, theories of parental mediation, which have traditionally been framed through a media effects approach in analyzing how parents regulate their children’s use of broadcast media, such as television, within family life. We move beyond the limitations of an effects framing through more culturally and materially oriented theoretical lenses of mediation, considering the role mobile interfaces now play in the lives of infants through analysis of the ways parents intermediate between domestic spaces and networked publics. We propose the concept of intermediation, which builds on insights from critical interface studies as well as cultural industries literature to help account for these expanded aspects of digital parenting. Here, parents are not simply moderating children’s media use within the home, but instead operating as an intermediary in contributing to online representations and discourses of children’s digital culture. This intermediary role of parents engages with ideological tensions in locating notions of “naturalness:” the iPad’s gestural interface or the child’s digital dexterity.