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    Capturing the moment: facilitating learning from the margins. A photographic essay

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    The author provides a case study of third space innovation, a professional's reflection on practice, focusing on a learning developer's approach to facilitating group learning from the margins. The author defines this as facilitated learning that prioritises the experiences, voices and needs of individuals or groups who are typically underrepresented, underserved or marginalised. It is an approach that shifts focus away from mainstream or dominant perspectives to ensure that diverse viewpoints and experiences are acknowledged and included in the learning process. It signals a new direction for research into the 'facilitation process' in learning development. The author uses photographic essay methodology to explore this as part of a meta-reflective account (Rianne and Huib, 2019). The approach enables the author to punctuate critical moments of group facilitation with visual illustrations to aid analysis and reflection. The themes of interdisciplinary approaches to group work and collaborative experiences in learning development are explored. Collaboration can create opportunities for third space individuals to gain professional and personal empowerment and agency (Abegglen, Burns and Sinfield, 2023). The author identifies vital character proponents for personal empowerment and agency by modelling compassion as a humanistic endeavour. This shows vulnerability and congruence in facilitating learning within higher education's neoliberal, neo-colonial context. It demonstrates an awareness of the oppressive forces of higher education by exercising understanding of the student experience. It encourages experiential learning as a method to develop innovation in learning development

    Introduction

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    LCC Changemakers are employed to work in partnership with course teams to co-develop decolonial and anti-racist curricula and teaching practices, and a student experience that is inclusive, equitable and compassionate. A total of nine Changemakers are recruited and trained each year, ensuring one Changemaker is aligned with each of LCC’s nine academic programmes. This publication represents the work (including scholarly research and artefacts of the LCC Changemakers produced between 2023 and 202

    Evaluation Partnerships - Embedding evaluation into teaching practice for educational enhancement

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    Evaluation is valuable for developing pedagogical practice, supporting evidence-based to teaching enhancement (Beerkens, 2018, Jones-Devitt and Austen, 2021 Parsons, 2017; Thomas 2017). Evaluative processes can at times carry negative connotations with staff who can feel scrutinised, while students find evaluation irrelevant to their own experience. However, evaluation can help staff to understand what works, to collaborate and build relationships with students and to share best practice. Working in partnership with students can make this a very positive experience. This presentation outlines an approach adopted in the Media School at LCC, based on academic research, for evaluation at the teaching and learning level presenting a robust, inclusive set of tools for effective and meaningful evaluative data collection

    Editors Introduction to Revenant Journal: Occult Edition

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    The introduction to issue 12 of Revenant Journal. The Occult special, edited by Associate Professor Jeff Howard and Doctor Simon Pool

    René Berger. Esthétique et mass media – Sélection de cours et des actes du colloque «Art, technologie et communication», 1970-1972

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    The present volume focuses on the pedagogical activities of René Berger, who largely developed his ideas in the early 1970s through his teaching at the University of Lausanne and, to a lesser extent, through the organization of conferences at the Cantonal School of Fine Arts and Applied Arts in Lausanne. This work does not aim to trace the genealogy of his thought or his analytical models by identifying a hypothetical point of origin (in this case, his pedagogical practice). Instead, it offers fragments of a theory in progress, whose relevance and modernity are heightened by recent debates in media history and archaeology. As an educator, Berger positions himself as a witness and analyst of ongoing technological upheavals, including television, video, computer networks, and the proliferation of travel and communication technologies. His courses, titled “Aesthetics and Mass Media,” taught in the Art History Department at the University of Lausanne from the winter semester of 1969 to the summer semester of 1980, reflect a desire to theorize these transformations and assess their impact on our modes of perception and aesthetic experience. This book centers on the partial publication of René Berger’s teachings during his tenure as director of the Cantonal Museum of Fine Arts in Lausanne, where he also served as a lecturer and later an associate professor at the University of Lausanne. Despite their historical nature, the collected texts remain relevant today. Rooted in a specific time and context, René Berger serves as an attentive witness to the “origin of the future” (the title of one of his works) or, if you prefer, anticipates the approach of media archaeologists, who, for instance, link the typewriter to the computer and the phonograph and film to electronic files

    Royal Academy Summer Exhibition 2025

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    I have my paintings Star-Gazer and Open-Door exhibiting at the Royal Academy Summer Exhibition 2025. The Royal Academy Summer Exhibition 2025 will be dedicated to art’s capacity to forge dialogues and to afford us sensitivity towards societal concerns, such as ecology, survival and living together. Farshid Moussavi RA, coordinator of Summer Exhibition 202

    Me vs. You: Wrestling with AI’s Limits Through Queer Experimental Filmmaking

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    Me vs. You is a multi-channel video installation that explores the complexities of queer intimacy by co-opting an AI machine vision system. In this work, footage from a wrestling match is transformed through a generative video pipeline into a fluid interaction that oscillates between aggression and tenderness. The initial wrestling footage is fed through an AI depth map network—designed to separate bodies—before being reconstructed using a diffusion video process. Rather than rendering discrete fighters, the system produces unstable, shifting forms that sensually collide and merge, destabilizing a clear reading of the interaction. The work exploits the machine vision system’s inability to delineate entangled bodies, challenging computational frameworks of classification and control; instead, it repurposes AI as a tool for poetic ambiguity. Situating Me vs. You within experimental filmmaking and AI surveillance debates, this paper examines how emerging technologies can disrupt narrow modes of machine perception and proposes more expansive ways of seeing

    Responsible Cosmetics: Scientific, Sustainable and Ethical Integrity

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    Telling Tall Tails: Rumour in 1990s Video Game Culture

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    "I heard it from my uncle who works at Nintendo"; so goes the famous line mocking the purported source of many a school-yard video game rumor. But if the claims could be so ridiculous, why did certain rumors stick? And what made them more likely to spread? This work builds on ongoing research (EMIF, 2024) into the ability of video games to address disinformation in modern contexts by taking the affective methods that this work has recognised as one of the vectors of how disinformation spreads, and considering various video game rumors of the 1990s through them. This work has so far focused on the following three aspects. The subjectivity present in assessing the credibility of sources, (Traberg et al., 2024), personal biases towards individuals or groups (Galesic et al., 2021), and the heightened susceptibility that occurs when in a highly aroused emotional state (Martel, Pennycook and Rand, 2020). These three aspects can make all of us more likely to believe something that is not true. I argue that these same processes are in part responsible for the spread of rumors about video games in the highly charged social spheres of gaming cultures, with many agents all competing for gaming capital (Consalvo, 2009). I will give a definition of a video game rumor and ask whether they fit DiFonzo and Bordia's (2007) definition as "unverified and instrumentally relevant information statements in circulation that arise in contexts of ambiguity, danger or potential threat, and that function to help people make sense and manage risk". Then, taking Pokemon (Game Freak, 1996) and The Legend of Zelda: The Ocarina of Time (Nintendo, 1998) as case studies, I will lay out the similarity in appearance between various video game rumors, and how their construction or form triggers a certain kind of affective response. I will also consider the environments that these rumors were spread within, whether they were primarily spread face to face or whether central sources of authority such as magazines or developer/publisher communications were a primary source of them. This work helps us understand the spread of gaming culture in a world before, alongside, or that did not rely on the internet. The apotheosis of a particular era in games culture, where journalists were at the peak of their power to shape the narratives about games and the people who played them (Kirkpatrick, 2012), and with an aggressively formalised industry exerting strict control over what is a legitimate game, and expecting some secrecy surrounding the conditions of their production (Keogh, 2019). And finally, how rumor and disinformation are important aspects of the playful world of discussions about games

    Transforming Protein Secondary Structure Prediction with Deep Learning: A Novel Approach Using Encoder-Decoder Architectures

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    Predicting protein secondary structure is a pivotal challenge in structural biology, given its critical role in understanding protein function and designing novel therapeutics. Traditional methods, while informative, fall short of providing the accuracy and efficiency required for real-world applications. This thesis introduces an innovative application of Encoder-Decoder neural networks, originally designed for Natural Language Processing, to advance protein secondary structure prediction. By treating amino acid sequences as structured data akin to language, we leverage embeddings and sequential modeling to capture intricate relationships within the protein chain. We present three novel deep learning architectures tailored for this task and evaluate them on a custom-built dataset derived from the Protein Data Bank. Our approach demonstrates the potential to enhance Q8 accuracy and provide reliable preliminary predictions for experimental biologists. By bridging cutting-edge AI techniques with the demands of structural biology, this work aims to set a new benchmark for computational tools in protein research

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