870 resultados para Adventure stories.


Relevância:

20.00% 20.00%

Publicador:

Resumo:

Mixed reality stories (MRS) unfold simultaneously in the physical and the virtual world. Advancements in digital technologies, which are now able to capture more contextual information about our physical environments, are enabling novel ways of blending the two worlds. To explore the process of creating stories from this perspective, we conducted a study with creative writers, in which we asked them to write a MRS script for outdoor running. While we saw instances of intentional connections between physical and virtual worlds in their work, we also observed the use of ambiguity or even deliberate contradiction with available contextual information. In this paper we discuss how these approaches can be beneficial for MRS and propose directions for future work.

Relevância:

20.00% 20.00%

Publicador:

Resumo:

Although they made up a significant share of the retail music market from the 60s to the 90s, and were often used as promotional and marketing tools, cassettes became re-configured in the 80s as an integral component of cassette magazines. Binding sound, music, talk, text, visual art and design, they were a truly innovative interdisciplinary form. This paper explores the history of these artefacts with particular emphasis on the Brisbane underground music scene of the late 70s and 80s, and discusses their significance in as a bridge between the music scene and art scenes of this period.

Relevância:

20.00% 20.00%

Publicador:

Resumo:

The purpose of this work is to use the concepts of human time and cultural trauma in a biographical study of the turning points in the recent history of Estonia. This research is primarily based on 148 in-depth biographical interviews conducted in Estonia and Sweden in 1995-2005, supplemented by excerpts from 5 collections and 10 individually published autobiographies. The main body of the thesis consists of six published and of two forthcoming separate refereed articles, summarised in the theoretical introduction, and Appendix of the full texts of three particular life stories. The topic of the first article is the generational composition and the collective action frames of anti-Soviet social mobilisation in Estonia in 1940-1990. The second article details the differentiation of the rites of passage and the calendar traditions as a strategy to adapt to the rapidly changed political realities, comparatively in Soviet Estonia and among the boat-refugees in Sweden. The third article investigates the life stories of the double-minded strategic generation of the Estonian-inclined Communists, who attempted to work within the Soviet system while professing to uphold the ideals of pre-war Estonia. The fourth article is concentrated on the problems of double mental standards as a coping strategy in a contradictory social reality. The fifth article implements the theory of cultural trauma for the social practice of singing nationalism in Estonia. The sixth article bridges the ideas of Russian theoreticians concerning cultural dialogue and the Western paradigm of cultural trauma, with examples from Estonian Russian life stories. The seventh article takes a biographical look at the logic of the unraveling of cultural trauma through four Soviet decades. The eighth article explores the re-shaping of citizen activities as a strategy of coping with the loss of the independent nation state, comparatively in Soviet Estonia and among Swedish Estonians. Cultural trauma is interpreted as the re-ordering of the society s value-normative constellation due to sharp, violent, usually political events. The first one under consideration was caused by the occupations of the Republic of Estonia by the Soviet army in 1940-45. After half a century of suppression the memories of these events resurfaced as different stories describing the long-term, often inter-generational strategies of coping with the value collapse. The second cultural trauma is revealed together with the collapse of the Soviet power and ideology in Estonia in 1991. According to empirical data, the following three trauma discourses have been reconstructed: - the forced adaptation to Soviet order of the homeland Estonians; - the difficulty of preserving Estonian identity in exile (Sweden); - the identity crisis of the Russian population of Estonia. Comparative analyses of these discourses have shown that opposing experiences and worldviews cause conflicting interpretations of the past. Different social and ethnic groups consider coping with cultural trauma as a matter of self-defence and create appropriate usable pasts to identify with. Keywords: human time, cultural trauma, frame analysis, discourse, life stories

Relevância:

20.00% 20.00%

Publicador:

Resumo:

The recession that hit the Finnish economy at the beginning of the 1990s has been regarded as unusually severe. Organisations’ failure to survive the recession has been researched in their various aspects. However, the reasons for why and how organisations that survived did so have been explored to a somewhat lesser extent. This study concerns organisations that survived rather than those that failed to do so, as studying successful experiences is acknowledged as an important source for learning how to counteract future failure. The thesis examines four knowledge intensive organisations, with the focus on managerial and social aspects of the crisis handling processes. The study deals with managers’ and co-workers’ stories about organisational attempts to survive, rather than seeking to identify causal relationships. Drawing upon a narrative approach and a social constructionist perspective, the crisis handling processes are treated as reconstructions and rationalisations of what happened. A primary assumption of this thesis is that we make sense of experiences in retrospect, and the aim is to describe the handling of crisis situations and the hardships related to economic difficulties, by focusing on the interviewees’ explanations of how those difficulties were dealt with. The stories are about taking control despite the threats induced by an extremely severe economic recession, remaining active, how the managers and their co-workers dealt with the uncertainty experienced, and how the organisations subsequently survived. The analysis also interrogates such issues as trust, authenticity, legitimacy, identity and nostalgia in crisis contexts.

Relevância:

20.00% 20.00%

Publicador:

Resumo:

During 2008–2010, the Transforming Curriculum Delivery through Technology Programme investigated the potential for technology to support more flexible and creative models of curriculum delivery. This publication captures outcomes from individual projects and summarises the key points emerging from the programme.

Relevância:

20.00% 20.00%

Publicador:

Resumo:

These stories are based on a selection of regional pilot projects that were completed for the Distributed e-Learning Programme between 2005 and 2007. As part of this HEFCEfunded programme, JISC commissioned 21 projects around the use of technology to support lifelong learning in a regional context.

Relevância:

20.00% 20.00%

Publicador:

Resumo:

Stories are helping us learn more about the livelihoods of the fishers and farmers with whom we work in eastern India. We are engaged with these communities in processes and activities aimed at improving their lives and promoting changes in government policy and service delivery in aquaculture and fisheries. Stories are told in several languages by women and men who fish and farm, about their lives, their livelihoods and significant changes they have experienced. We also record stories as narrated to us by colleague-informants. The written and spoken word, photographs, drawings and films – all are used to document the stories of people’s lives, sometimes prompted by questions as simple as “What do people talk about in the village?” Through the power of language, stories can be an entry point into livelihoods programming, monitoring and evaluation, conflict transformation and ultimately a way of giving life to a rights-based approach to development. (PDF contains 10 pages).

Relevância:

20.00% 20.00%

Publicador:

Resumo:

Eterio Pajares, Raquel Merino y José Miguel Santamaría (eds.)

Relevância:

20.00% 20.00%

Publicador:

Resumo:

O objetivo deste estudo é analisar como a prática da produção literária interfere, positivamente, na trajetória de indivíduos que se encontram em situação de vulnerabilidade social. A investigação deu-se no Centro Cultural Cartola, situado na comunidade da Mangueira na cidade do Rio de Janeiro, espaço que favorece a experiência individual e social de crianças e jovens por meio de ferramentas pedagógico-culturais: dança, orquestra de violinos, música, capoeira, judô, balé, oficinas literárias de leituras e de composições de texto, que possibilitam a criação de valores culturais da comunidade e dos indivíduos pelo processo de identificação. A oficina Produção Literária: Tecer o Imaginário teve início em maio de 2011, com propostas de estímulo à criação e à leitura de textos ficcionais, possibilitando que a narrativa como um vetor de (re)construção do sujeito e do coletivo, sob o ponto de vista ético e estético. A fase investigativa constou de oficinas de literatura apresentadas de duas formas: Leitura e escrita em grupos pequenos - ou individuais. O trabalho de campo da nossa pesquisa qualitativo-participativa requereu que fizéssemos um recorte espacial de nossa experiência, para que à partir dai pudéssemos inserir o recorte teórico que fosse factível ao nosso objeto de investigação. Importava a dinâmica da ação dos atores sociais. A pesquisa, estruturada sobre a ação, revelou-se detentora de inúmeras possibilidades onde o imaginário se apresenta. A interação por meio de falas que estimulam a imaginação e a reflexão exerce influência no grupo e no indivíduo na construção de si e de seu mundo. Como o objetivo da pesquisa não se adequava somente à prática oral, de contar e ouvir estórias, mas de estimular os atores à inventar e escrevê-las percebemos que este modo prevaleceu. Por exigência de que a criança dominasse de alguma forma essa modalidade, sobretudo porque o ato de escrever validava as histórias inventadas por elas e as dispostas por outras pessoas nos livros. Visto que oralidade pode dispersar a entrada da criança em seu mundo imaginário, tendo importância maior para crianças muito pequenas que não entraram ainda no mundo da linguagem. A maneira que conduzíamos a pesquisa era sempre no sentido de estimular o imaginário, capturando-o, e a partir disso inseri-lo no mundo da linguagem, da simbolização. Para Minayo (1992), O método é o próprio processo do desenvolvimento das coisas.... Nesse sentido, surgia, daquela prática, um texto/sujeito, cujas palavras eram um tronco donde se espalhavam uma infinidade de ideias criativas. O resultado da investigação constatou que a criação ficcional, estimula e desenvolve o imaginário e as representações simbólicas empobrecidas. Evidenciando o quanto é gratificante e prazeroso para crianças e jovens suas participações em atividade que fazem do campo educativo e terapêutico um campo de aventura. Observar o efeito reparador da literatura no individuo, e de consolo nos momentos de lutos e de crises de toda ordem foi evidente em situação fronteiriça, pelo uso do mundo interno dessa potente ferramenta psicopedagogica como fortalecimento psicoemocional

Relevância:

20.00% 20.00%

Publicador:

Resumo:

As an animator and practice-based researcher with a background in games development, I am interested in technological change in the video game medium, with a focus on the tools and technologies that drive game character animation and interactive story. In particular, I am concerned with the issue of ‘user agency’, or the ability of the end user to affect story development—a key quality of the gaming experience and essential to the aesthetics of gaming, which is defined in large measure by its interactive elements. In this paper I consider the unique qualities of the video game1 as an artistic medium and the impact that these qualities have on the production of animated virtual character performances. I discuss the somewhat oppositional nature of animated character performances found in games from recent years, which range from inactive to active—in other words, low to high agency. Where procedural techniques (based on coded rules of movement) are used to model dynamic character performances, the user has the ability to interactively affect characters in real-time within the larger sphere of the game. This game play creates a high degree of user agency. However, it lacks the aesthetic nuances of the more crafted sections of games: the short cut-scenes, or narrative interludes where entire acted performances are mapped onto game characters (often via performance capture)2 and constructed into relatively cinematic representations. While visually spectacular, cut-scenes involve minimal interactivity, so user agency is low. Contemporary games typically float between these two distinct methods of animation, from a focus on user agency and dynamically responsive animation to a focus on animated character performance in sections where the user is a passive participant. We tend to think of the majority of action in games as taking place via playable figures: an avatar or central character that represents a player. However, there is another realm of characters that also partake in actions ranging from significant to incidental: non-playable characters, or NPCs, which populate action sequences where game play takes place as well as cut scenes that unfold without much or any interaction on the part of the player. NPCs are the equivalent to supporting roles, bit characters, or extras in the world of cinema. Minor NPCs may simply be background characters or enemies to defeat, but many NPCs are crucial to the overall game story. It is my argument that, thus far, no game has successfully utilized the full potential of these characters to contribute toward development of interactive, high performance action. In particular, a type of NPC that I have identified as ‘pivotal’3—those constituting the supporting cast of a video game—are essential to the telling of a game story, particularly in genres that focus on story and characters: adventure games, action games, and role-playing games. A game story can be defined as the entirety of the narrative, told through non-interactive cut-scenes as well a interactive sections of play, and development of more complex stories in games clearly impacts the animation of NPCs. I argue that NPCs in games must be capable of acting with emotion throughout a game—in the cutscenes, which are tightly controlled, but also in sections of game play, where player agency can potentially alter the story in real-time. When the animated performance of NPCs and user agency are not continuous throughout the game, the implication is that game stories may be primarily told through short movies within games, making it more difficult to define video games animation as a distinct artistic medium.