15792 research outputs found
Sort by
Chambimbal: Community Empowerment and Participation at the Inter-American Housing and Planning Center (CINVA)
Chapter of book that dedicated to the participatory strategies of Design Build, arguably the most complex aspect of Design Build as learning method. This chapter demonstrates through CINVA how academic educational projects already used these methods in the 1950s. Using various initiatives it demonstrates the difficulties encountered, especially when purely academic and post-colonial approaches were chosen. The results were decidedly different when the actors considered situated knowledges
The Conjurative Voice of the Player in Escape Rooms: A Framework
The player’s voice can conjure and alter worlds in ludic spaces; it “has an impact on the virtual world and the figures acting within it” (Stingel-Voight, 2020, p.39), possessing a force normally ascribed to ritual, or magic (Ghosh, 2011). Voice is noted by Agrippa to hold “so great a power, that oftentimes they change not only the hearers, but also the other bodies, and things that have no life” (Tyson, 1993, p.211). This investigation presents escape rooms as ludic spaces in which players possess the power to conjure and manipulate worlds solely with their voice.
While scholars have discussed the role of the player’s voice in virtual ludic spaces (Cheng, 2013., Tatlow, 2020), there remains a gap in research addressing voice in the non-virtual; where the player’s voice affords them control over play. Our investigation identifies four parties shaping the soundscape of escape rooms: The Game, Game Masters, Actors, and Players, as shown on the included model of the communicative chain of an escape room.
The outcome of this ongoing research is a framework delineating the contributions of each party to the soundscape of escape rooms. Additionally, our framework identifies the player’s performative speech (Austin, 1955., Derrida, 1988) as the guiding force. These speech acts, defined by Austin and Derrida as ‘performatives’, are of a form distinct from other types of speech — they possess an ability to “accomplish something through speech itself”, and “produce or transform a situation” (Derrida, 1988, p.13). They allow participants to exert control over the space and manipulate the ludic experience, communicating upward to the game itself, which is demonstrated visually through the dotted arrows on the model. This research contributes to the understanding of escape rooms as playful, participatory environments and aims to offer insight into the power of performative speech and the voice
within ludic spaces
Toddler Screen Use Before Bed and Its Effect on Sleep and Attention: A Randomized Clinical Trial
Importance: Toddler screen time has been associated with poorer sleep and differences in attention. Understanding the causal impact of screen time on early development is of the highest importance.
Objective: To test (1) the feasibility of the 7-week parent-administered screen time intervention (PASTI) in toddlers (aged 16-30 months) who have screen time in the hour before bed and (2) the impact of PASTI on toddlers' sleep and attention.
Design, setting, and participants: This assessor-blinded, UK-based randomized clinical trial was conducted between July 2022 and July 2023. This was a single-site study that enrolled families with a toddler aged between 16 and 30 months, living within 75 miles of the Babylab, and with 10 minutes or more of screen time in the hour before bed on 3 or more days a week. Exclusion criteria were (1) a genetic or neurological condition, (2) premature birth (<37 weeks), and (3) current participation in another study.
Interventions: Families were randomized (1:1:1) to (1) PASTI: caregivers removed toddler screen time in the hour before bed and used activities from a bedtime box instead (eg, reading, puzzles); (2) bedtime box (BB only): used matched before-bed activities, with no mention of screen time; or (3) no intervention (NI): continued as usual.
Main outcomes and measures: Feasibility outcomes: participation rate, intervention adherence, retention, family experiences, and assessment acceptability. Efficacy outcomes: screen use, actigraphy-measured sleep, and eye-tracking attention measures.
Results: A total of 427 families were screened, 164 were eligible (38.4%), and 105 families were randomized (mean [SD] age, 23.7 [4.6] months; 60 male [57%]). The trial was feasible, with 99% participant (104 of 105) retention and 94% of families (33 of 35) adhering to PASTI. PASTI showed reductions in parent-reported screen time (vs NI: Cohen d = -0.96; 95% CI, -1.32 to -0.60; vs BB only: Cohen d = -0.65; 95% CI, -1.03 to -0.27). PASTI showed small to medium improvements in objectively measured sleep efficiency (vs NI: Cohen d = 0.27; 95% CI, -0.11 to 0.66; vs BB only: Cohen d = 0.56; 95% CI, 0.17-0.96), night awakenings (vs NI: Cohen d = -0.28; 95% CI, -0.67 to 0.12; vs BB only: Cohen d = -0.31; 95% CI, -0.71 to 0.10), and reduced daytime sleep (vs NI: Cohen d = -0.30; 95% CI, -0.74 to 0.13) but no difference compared with BB only. There was no observable effect of PASTI on objective measures of attention. Compared with BB only, PASTI showed a difference on parent-reported effortful control (Cohen d = -0.40; 95% CI, -0.75 to -0.05) and inhibitory control (Cohen d = -0.48; 95% CI, -0.77 to -0.19), due to an increase in BB-only scores.
Conclusions and relevance: Results of this randomized clinical trial show that, supporting pediatric recommendations, removing screen time before toddler bedtime was feasible and showed modest preliminary beneficial effects on sleep. A future full confirmatory trial is needed before PASTI's adoption by parents and pediatricians.
Trial registration: ISRCTN.org Identifier: ISRCTN58249751
Ethnographic Exploration of Timbre in Hackathon Designs
This paper reports a summary account of the Timbre Tools Hackathon: a hackathon that invited audio developers and music technologists to consider and work with timbre through the design of tools that promote a timbre-first approach to digital instrument craft practice—timbre tools. Through ethnographic observation, we identified different approaches towards integrating timbre as an active part of creating tools and technologies in music. These strategies inform future work and the development of tools to assist awareness and exploration of timbre for instrument makers
Embracing Chance and Risk: A Filmmaker’s Exploration of Collaborative Storytelling in Fiction Production
Creatives know that accidents can fuel great work, but the perpetual crisis mode society finds itself in breeds anxiety. The film and television industry tends to play it safe at the best of times lacking risk-taking and innovation. Stoneman (2012) highlights the importance of chance and risk in filmmaking for radical work and with this permacrisis threatening to become the 'new normal,' we not only stifle innovation, but diversity.
For this paper, I will explore my findings as a filmmaker/researcher through the production process of a short fiction film About the Night (2023). I wanted to craft an engaging story that conveys life's complexity and engenders empathy. My primary aim was to portray events with minimal manipulation, so the challenge was to foster empathy without dictating audience emotions. Despite the seemingly restrained approach my intention was to creatively reconstruct a moment rather than merely document it by experimenting with filmic form. Although working in fiction I was influenced by radical filmmaker, Trinh, who acknowledges that, "[t]o create is to understand, and to understand is to re-create" (1991: 194). My approach was to construct an experiential window, emulating the effectual tone of the script and to interrogate key creative choices made along the way. I was mindful of not over emphasizing sound, picture, or musical elements to underscore how the audience should feel.
Stoneman's insight, when coupled with budget constraints, is substantial and presents a significant challenge for filmmakers, funders and policymakers who value innovation and diversity of output
An Oral History Investigation into Fashion Practices in British Motorcycle Youth Culture in the Period 1945 to 1966
This is the first academic study to investigate the dress and consumption practices in British youth motorcycle subcultures in the post-war period through the collection of oral histories from motorcyclists active in the period 1945 to 1966. Interdisciplinary in nature, it incorporates and critiques existing subcultural and post-subcultural theories, and brings together unique interview testimony with visual material and material culture analysis to facilitate a new reading of a previously little studied subculture. Existing academic texts and popular, internal texts are used as sources, including illustrations and photography from the researcher's archive of motorcycle magazines, books and advertising material from the 1910s to 1960s that have not previously been subjected to academic analysis. The thesis documents how semiotic meaning was created by young motorcyclists through the acquisition and modification of motorcycles, garments and accessories in the mid-century period, and the emergence of celebrated subcultural locations and structures in South East England. It documents how participants established subcultural identity and signified affiliation with others through practices of consumption, recording how these components of identity were combined with elements of riding practice to create a new and distinct subcultural entity within wider motorcycle practice. This is achieved by categorising motorcyclists and their motorcycles as hybrid entities according to dress practice, subcultural affiliation, motorcycle modification and riding behaviour. The study concludes with an investigation into the ways components of this British subcultural practice have been perpetuated and reinterpreted, both in online communities and through participation in revivalism events, existing in the latter alongside fashions and uniforms from the 1940s wartime period. The transformation of mid-20th century subcultural dress into benign luxury commodities in revival communities in the early 21st century is documented, as garments simultaneously lost both the functionality they provided to motorcyclists, and the social and cultural tension with which they were associated
CEDAR: An Augmented Reality Mobile Application Using a Participatory Design Framework for Citizen Science Data Sensing
Citizen science initiatives focused on ecology engage individuals in collecting environmental data, aiming to cultivate environmentally conscious individuals. Addressing limitations of traditional electronic platforms and scientific methods in enhancing citizen science, the CEDAR (Collective Environmental Data Sensing using AR) project proposes Augmented Reality (AR) as a critical tool for bridging the gap between individuals, data, and location, aiming to foster a novel mode of experiential engagement and provoke more interaction and reflection. To achieve this, the practices of the CEDAR project are structured into two phases: the first develops a participatory design framework and a new toolkit for citizen science workshops, while the second integrates gamification with AR to create an immersive environment for continuous data interaction. This paper outlines a participatory design framework for an AR-based citizen science application, designed to motivate participants to actively collect, interpret, and visualize data. It provided essential insights for AR application development, exploring data's potential to elicit aesthetic experiences, and introducing an interactive dimension to participatory sensing
Exploring solidarities and the exchange of labour between filmmakers through the production of Noski Deville’s Loss of Heat (UK, 1994, 20mins)
Noski Deville’s film Loss of Heat (UK, 1994, 20mins) challenges preconceived notions of white, ableist heteronormativity by centering queer love between Asian women, and lived experience of disability epilepsy. Propagated by legacies of Thatcherite ideologies driving censorship, division and erasure of marginalised identities, access to such complex portrayals of queer life remains limited. In this paper, I will develop thoughts and reflections through additional material gathered around an interview with Deville towards a study of the necessity of collective production outside of mainstream media, identifying radical acts of solidarity between filmmakers who explore boundaries and intersections — emotional, physical, visible, invisible, care, dependence, queerness, race, ethnicity, disability
Navigating the Green Path: exploring the dynamics and impact of Peer-to-Peer Retail Returns
In response to growing sustainability concerns in product returns, a novel and to-date underexplored solution has emerged: peer-to-peer (P2P) returns. This solution allows returners to directly send unwanted items (e.g., wrong size) to new buyers who purchase them at a discount. This research employs mixed methods to examine the implementation and acceptance of P2P returns in the non-grocery retail sector, exploring the perspectives of large retailers, P2P providers, and customers. It identifies key challenges and values associated with sustainable and economically viable practices. The findings enrich innovation resistance theory by highlighting the roles of risk, trust, and value consistency in adopting sustainable retail practices. The managerial implications can inform practitioners who consider implementing P2P returns
La evaluación basada en pedagogías y prácticas relacionales, con Andrea Francke (Gasworks, Londres)
Evaluar es un verbo con mala prensa, pero en este encuentro de Reset: Arte+Educación vamos a conversar sobre la posibilidad de desarrollar, no tanto evaluaciones, sino ámbitos o entornos colectivos que nos inviten a pensar críticamente los proyectos artísticos y pedagógicos.
Se trata de animarnos a imaginar la evaluación como una instancia que permite poner en cuestión -como lo hicieron las pedagogías radicales- las jerarquías, en este caso, de quien evalúa vs el sujeto/ objeto evaluado, al tiempo que abre el proceso evaluativo a nuevos sujetos y, por lo tanto, a nuevas miradas. De este modo, nos permitimos pensar en la evaluación como instancia de aprendizaje, de preguntas y construcción colectiva para reformular nuestra acción en pos de intercambios más flexibles y permeables al diálogo colectivo