993 resultados para Internet games


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This Ph.D., by thesis, proposes a speculative lens to read Internet Art via the concept of digital debris. In order to do so, the research explores the idea of digital debris in Internet Art from 1993 to 2011 in a series of nine case studies. Here, digital debris are understood as words typed in search engines and which then disappear; bits of obsolete codes which are lingering on the Internet, abandoned website, broken links or pieces of ephemeral information circulating on the Internet and which are used as a material by practitioners. In this context, the thesis asks what are digital debris? The thesis argues that the digital debris of Internet Art represent an allegorical and entropic resistance to the what Art Historian David Joselit calls the Epistemology of Search. The ambition of the research is to develop a language in-between the agency of the artist and the autonomy of the algorithm, as a way of introducing Internet Art to a pluridisciplinary audience, hence the presence of the comparative studies unfolding throughout the thesis, between Internet Art and pionners in the recycling of waste in art, the use of instructions as a medium and the programming of poetry. While many anthropological and ethnographical studies are concerned with the material object of the computer as debris once it becomes obsolete, very few studies have analysed waste as discarded data. The research shifts the focus from an industrial production of digital debris (such as pieces of hardware) to obsolete pieces of information in art practice. The research demonstrates that illustrations of such considerations can be found, for instance, in Cory Arcangel’s work Data Diaries (2001) where QuickTime files are stolen, disassembled, and then re-used in new displays. The thesis also looks at Jodi’s approach in Jodi.org (1993) and Asdfg (1998), where websites and hyperlinks are detourned, deconstructed, and presented in abstract collages that reveals the architecture of the Internet. The research starts in a typological manner and classifies the pieces of Internet Art according to the structure at play in the work. Indeed if some online works dealing with discarded documents offer a self-contained and closed system, others nurture the idea of openness and unpredictability. The thesis foregrounds the ideas generated through the artworks and interprets how those latter are visually constructed and displayed. Not only does the research questions the status of digital debris once they are incorporated into art practice but it also examine the method according to which they are retrieved, manipulated and displayed to submit that digital debris of Internet Art are the result of both semantic and automated processes, rendering them both an object of discourse and a technical reality. Finally, in order to frame the serendipity and process-based nature of the digital debris, the Ph.D. concludes that digital debris are entropic . In other words that they are items of language to-be, paradoxically locked in a constant state of realisation.

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Dissertação de mest., Ciências da Educação, Faculdade de Ciências Sociais e Humanas, Universidade do Algarve, 2006

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Les progrès récents dans le domaine des technologies de l'information et de la communication (TIC) ouvrent de nouvelles possibilités pour l'enseignement en général et pour celui des sciences en particulier. Les efforts gouvernementaux en cette matière indiquent le caractère pour le moins irréversible de la percée des TIC en éducation et de la nécessite de se pencher sur le matériel qui est offert. Plus particulièrement, nous nous sommes intéressés à la question des conceptions de l'apprentissage qui peuvent sous-tendre l'élaboration d'un site Internet pour l'enseignement des sciences au secondaire. Cette recherche est de type développement. Elle s'intéresse à l'enseignement des sciences au secondaire et au matériel disponible dans Internet. Elle se limite aux premières étapes particulières à ce type de recherche, soit celles de l'exploration de la littérature, de la validation des énoncés par un comité d'experts et de l'élaboration d'une grille d'analyse des conceptions de l'apprentissage sous-jacentes aux sites Internet. Le but de cette recherche est de construire un outil d'analyse des conceptions de l'apprentissage sous-jacentes à des sites Internet pour l'enseignement des sciences au secondaire."--Résumé abrégé par UMI.

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Ce projet de recherche de type quasi-expérimental visait à favoriser le développement de compétences discursives chez des élèves de 6e année par l'application d'une démarche d'écriture associée à l'échange entre pairs et avec des experts. Les éléments discursifs d'un texte font référence à la capacité de juger la qualité d'un texte à partir de critères de cohérence, de structure et d'organisation des idées ainsi qu'à partir de composantes liées au respect du lecteur et de l'intention d'écriture. Trente-neuf élèves provenant d'un milieu socio-économique moyen ont participé à l'expérimentation alors que quarante-trois élèves composaient le groupe témoin. Tous les groupes d'élèves présentaient un niveau académique faible à moyen en français écrit. Dans le cadre de cette expérimentation, trois situations d'écriture ont été réalisées au cours d'une même année scolaire. Pour chacune de ces situations d'écriture, les élèves du groupe expérimental devaient écrire un texte et utiliser les questions-guides de la démarche proposée pour diriger leur attention sur les aspects discursifs du texte. Au cours de la démarche, les élèves participaient à des échanges de commentaires avec leurs pairs quant à la qualité de leur texte. Douze experts provenant des domaines du journalisme, de l'enseignement et de la littérature fournissaient des rétroactions aux élèves quant à la qualité de leur texte sur le plan discursif.

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Dissertação de mestrado, Observação e Análise da Relação Educativa, Faculdade de Ciências Humanas e Sociais, Universidade do Algarve, 2005

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Tele-experimentação detécnicas de monitorização via Internet com aplicações em agricultura e energia solar.

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Relatório da Prática de Ensino Supervisionada, Ensino de Inglês e Espanhol no 3º Ciclo e Ensino Secundário, Universidade de Lisboa, 2013

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An education in Physics develops both strong cognitive and practical skills. These are well-matched to the needs of employers, from engineering to banking. Physics provides the foundation for all engineering and scientific disciplines including computing technologies, aerospace, communication, and also biosciences and medicine. In academe, Physics addresses fundamental questions about the universe, the nature of reality, and of the complex socio-economic systems comprising our daily lives. Yet today, there are emerging concerns about Physics education: Secondary school interest in Physics is falling, as is the number of Physics school teachers. There is clearly a crisis in physics education; recent research has identified principal factors. Starting from a review of these factors, and from recommendations of professional bodies, this paper proposes a novel solution – the use of Computer Games to teach physics to school children, to university undergraduates and to teacher-trainees.

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This paper explores the political reaction to Lord McConnell’s appeal for a political ‘truce’ in the form of a temporary halt to campaigning by all political parties and organisations involved in the debate regarding the Scottish independence referendum during the Glasgow 2014 Commonwealth Games (BBC, 2014; McConnell, 2014). Urging both sides of the debate to cease campaigning for the two-week period of the Glasgow 2014 games, the current Labour peer and past First Minister of the Scottish Parliament cited concerns that there are “genuine concerns that the Games, and the image of Scotland, could be damaged by attempts by either side – for and against – to use the Games to promote their cause, or to use the venues for campaigning” (McConnell, 2014). Drawing upon the principles of both a critical discourse and a narrative analysis methodological approach, this paper will scrutinise the nature of the political reactions to McConnell’s proposal from a variety of perspectives on both sides of the independence referendum debate. In particular, the emphasis in the responses from both sides of the debate regarding the apolitical nature of the 2014 Games will be critiqued, drawing upon the arguments of past analyses of sporting mega-events which highlight the potential for political exploitation of such events by the host nations (e.g. Horne, 2007; Grix, 2012; Houlihan and Giulianotti, 2012; Roche, 2006). Furthermore, the findings of academic research on the political implications of hosting the Commonwealth Games will be considered (e.g. Majumdar and Mehta, 2010; Van Der Westhuizen, 2004; Macintosh and Greenhorn, 1992; Majumdar, 2011; Lockstone and Baum, 2010; Macfarlane and Herd, 1986), highlighting a number of precedents which demonstrate the numerous challenges faced in any attempts to the keep the 2014 Games free from political influence.

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Thesis (Master's)--University of Washington, 2014

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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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Neste capítulo é debatido o papel da família como reprodutora de desigualdades digitais. Com base num inquérito a crianças portuguesas que frequentam o ensino básico, exploram-se as variações no uso da Internet pelas crianças segundo as características da família, em termos de morfologia e de localização na estrutura social. Questóes como as fontes de aprendizagem, os tipos de actividade realizadas on-line, os sites visitados, alocalizaçáo dos computadores em casa e as regras e a vigilância parentais são analisadas à luz do contexto familiar. É assinalada a função crucial da mediação parental na apropriaçáo da Internet pelas crianças.