University for the Creative Arts

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    3128 research outputs found

    Consultancy services for identifying potential business opportunities for AIRISS

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    This consultancy report explores business opportunities for AIRISS, an AI-powered X-ray screening solutions leader. Its flagship product enables accurate detection of prohibited items even by less-skilled operators. Having secured a distributorship in Taiwan and ongoing negotiations in Singapore and Indonesia, AIRISS aims to expand into the UK and Netherlands - key markets with advanced technology adoption and strategic trade importance. The report includes a market analysis to identify potential partnership organisations, assess local regulations, and evaluate the competitive landscape. These insights will guide AIRISS in identifying targeted partnerships to support successful market entry and sustainable growth in these regions

    Everything is Police

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    Policing is constitutive of colonial modernity: normalizing, internalizing, and legalizing anti-Black violence as the ongoing condition for white life and freedom. The result, Tia Trafford argues here, is a situation where we cannot practically experience or even imagine worlds free from policing. From the plantation to the prison, global apartheid, and pandemic control, this book examines why and how policing has become the most ingrained, commonsense—and insidious—way of managing our world

    Combating green innovation in Italian luxury hotels: combination of social cognitive theory and natural resource-based view

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    Purpose The objective of this investigation is to examine the correlation between green transformational leadership (GTL) and organizational green innovation (GI) by employing a mediation model. Drawing upon the social cognitive theory and natural resource-based view, the present study explores the role of green creativity (GC) as a mediating variable in the relationship between GTL and GI in the hotel industry. Design/methodology/approach The research was conducted in Italian luxury hotels to assess the efficacy of our conceptual framework among workers in the hospitality industry. The study utilized a three-wave 2-week time-lagged design (N = 303). In addition, the study also intends to apply the Partial Least Squares – Structural Equation Modelling (PLS-SEM) and the fuzzy qualitative comparative analysis (fsQCA) to have distinctive discernment into model rapport. Findings The results of the study indicate the linkage between GTL and GI. Furthermore, the study also found the partial mediation of GC of employees. The results show numerous combinations using fsQCA that can be utilized to increase green performance (GP). Originality/value The study helps the hotel industry maximize its performance by unravelling irregular relationships. Therefore, it contributes by explaining previously unexplored factors and elucidating causal recipes to build a higher GP base through GTL, GC and GI. The research findings hold significant implications for comprehending the effects of GTL on organizational GI as well as its influence on GP. The limitations of the study are discussed for avenues of future research

    Demystification and actualisation of data saturation in qualitative research through thematic analysis

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    The concept of saturation in qualitative research is a widely debated topic. Saturation refers to the point at which no new data or themes are emerging from the data set, which indicates that the data have been fully explored. It is considered an important concept as it helps to ensure that the findings are robust and that the data are being used to their full potential to achieve the research aim. Saturation, or the point at which further observation of data will not lead to the discovery of more information related to the research questions, is an important aspect of qualitative research. However, there is some mystification and semantic debate surrounding the term saturation, and it is not always clear how many rounds of research are needed to reach saturation or what criteria are used to make that determination during the thematic analysis process. This paper focuses on the actualisation of saturation in the context of thematic analysis and develops a systematic approach to using data to justify the contribution of research. Consequently, we introduce a distinct model to help researchers reach saturation through refining or expanding existing quotations, codes, themes and concepts as necessary

    How CREATECH is reshaping the creative industries

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    Since OpenAI released its service ChatGPT in 2022, interest in generative artificial intelligence (AI) in the Creative Industries has surged. However, research from the University for the Creative Arts (UCA) shows that AI is only one of several disruptive Industry 4.0 technologies infusing the sector. Companies such as Engineered Arts, who create humanoid robots for events, and MoveAI, who make 3D motion capture and real-time animation simpler, are examples of innovative businesses identified as Createch. During 2023, spokespeople for the Creative industries, such as Sir Peter Bazalgette, Co-Chair, Creative Industries Council, have acknowledged the growing significance of Createch. Createch businesses bring creative and commercial opportunities. They also bring social and environmental harms (e.g., the carbon footprint from training and tuning machine learning models). A UCA survey conducted in 2022 shows these companies are often immature in terms of sustainability thoughts and action. Although 77% of Createchs in the survey said that sustainability is core to their strategy, only 5% have a sustainability policy. The research also shows that Createch businesses do not recognise the full impact of on their value chains and the behaviour of audiences and users. For example, Virtual Reality extends the reach of a live performance, but it can also generate increased electronic waste as users upgrade to the latest device. In interviews, Createch founders identified a lack of relevant, practical information for them despite the availability of guides for the Creative Industry (e.g., the Green Theatre Guide). Founders mentioned areas such as strategies for decarbonising AI models, and responsible and ethical use of AI as important gaps. In September 2023, UCA launched a free online tool aimed at Createch founders and CEOs to close these gaps, as well as enabling business leaders to benchmark their sustainability maturity using a tailored ZBIA maturity matrix (Zero, Basic, Intermediate, Advanced)

    Dance as a medium for drawing: a practice-based investigation into dance and choreography as generative modalities for contemporary drawing

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    This practice-based research project explores how dance can generate a choreographic view of drawing that extends the understanding of the medium beyond the constraints of the two-dimensional image and the horizontal plane, to include the third and fourth dimensions. By approaching drawing via dance, this thesis considers the role that dance and choreography may play in extending the possibilities of drawing, paying special attention to its performative turn. Approaching drawing as a verb and an action, whereby the dancers/performers are identified either as marks or drawing tools, I investigate the relationship between bodies, movement and representation. It is this relationship that shifts the understanding of drawing towards an inter-relational activity between bodies, space and architecture, whereby the dancer’s body in movement is interpreted as a condition in continuous state of becoming that manifests itself through interactions with the world around. Using dance and choreography methodological approaches such as task- based instructions, the project exposes different relations between bodies and space and reveals how these relations can be reinterpreted and represented as drawing. Rather than focussing on mark-making to trace the dancers’ movement through space, dance and choreography become the mediums for drawing. This approach shifts the emphasis towards a temporal understanding of drawing, raising questions of where drawing as performance, that is dance, resides and the role that choreography plays in this relationship. The theme of intermediality¹ emerges and to an extent underpins each of the three chapters, which respectively examines drawing as marks on paper, indexical signs, traces in the mind, physical actions and archival documentation

    Brony case study

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    This chapter explores connections and distinctions between fandoms and subcultures using the case study of MLP fans known as bronies. This community overlaps both categories, being a community devoted to commercial products of the culture industry, while existing on the outskirts of acceptable consumption practices. Those self-identifying as bronies largely consisted of adolescent and adult men, conspicuously distinct from the series’ traditional audience of young girls, in terms of age, gender and cultural capital. The chapter contains an overview of existing research on this fandom. It notes the criticism this group has received from some commentators, in contrast with the positive response from show creators. The 'subcultural capital' inherent in bronie practices, the gender politics of male appropriation of media aimed at your girls, and the strategies of recuperation many adopt in dismissing the female-orientation of the series are also explored through existing literature. The chapter concludes by suggesting the importance of researching the neglected adult female followers of the franchise and associated fan conventions as rich site of subcultural activity

    Augmented reality and short videos: transforming museum experiences for visitors

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    Augmented Reality (AR) has been increasingly popular to be used in museums as it can bring static displays to life, making historical exhibits more interactive, especially to cater to the vibrant younger generations. To narrate history, the use of AR coupled with short videos can be seen as an innovative strategy to attract visitors and engage them with rich historical events that are related to certain artifacts or displays. Such implementation allows for an interactive and immersive experience, enabling visitors to engage with artifacts and exhibits in ways that extend beyond traditional museum visits. Together, both AR and short videos offer a versatile medium to convey narratives, showcase expert insights, and present behind-the-scenes content. In this paper, the case of the Kota Kuala Kedah Museum, which has successfully implemented AR with short videos as its content, is analyzed. The impact of AR implementation on the museum's ability to attract and retain visitors, particularly in making historical narratives more accessible and engaging, is evaluated. The findings indicate that when used thoughtfully, AR and short videos increase foot traffic and deepen the exhibits' educational impact on visitors, making them more aware of what actually happened at the location hundreds of years back. For this, an interview was conducted with 15 visitors who experienced the AR features, and then content analysis was used to analyze the information. The findings reveal that AR manages to increase the interaction and immersion significantly, allowing the visitors to be more connected to exhibits. In this case, we can conclude that AR was particularly effective in improving the understanding of complex historical events by providing an interactive learning experience. However, technical issues such as glitches and usability challenges were noted, indicating the need for more seamless technology implementation. Nonetheless, this paper highlights the potential of AR to complement traditional exhibits while also emphasizing the importance of balancing digital and physical elements to maximize visitor satisfaction and educational value

    The art of Hugh Easton and the stained-glass closet in post-war Britain

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    Hugh Ray Easton (1906-1965) was a leading mid-twentieth century British designer of stained-glass windows. His works combined neo-baroque style with an aesthetic that was attuned to glamour in contemporary media such as film and homoerotic physique magazines. His work was installed in a large number of Anglican churches as well as in a range of other buildings. He was particularly noted for his war memorial windows including at Westminster Abbey. These featured images of military service personnel, Jesus, saints and angels modeled on an ideal type of youthful, muscular, blond masculinity. The article argues for a reappraisal of Easton’s art and explains that the relative absence of critical discussion of these artworks can be explained by homophobia on the part of the artistic establishment and the closeting of same-sex desire within the Church of England

    Using semantic iterative keyword sampling for polyonymous concepts in interlingual educational research by example of ‘formative evaluation’ in German

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    This paper details the methodology originally used for a cross-sector literature review of formative evaluation in Germany. The study involved an online keyword search using academic databases and Google Search to uncover documents containing and meaningfully discussing formative evaluation as well as alternative forms of this term in German that matched a predefined conceptualization, a process termed here ‘semantic iterative keyword sampling’ (SIKS). Formative evaluation was recognized from the outset as a polyonym (defined as each of at least four different terms having the same meaning) in German, but the search revealed that German authors use no fewer than 47 terms to refer to this concept – far more than expected. Formative evaluation appears to be a polyonymous concept even in English. This demonstrates the utility of a more comprehensive and structured approach to online keyword searches for lexically flexible concepts. Educational researchers studying other polyonymous concepts may find SIKS to be useful for collecting more data within not only the target context but also other disciplinary and linguistic domains

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