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Developing creative methodologies: using lyric writing to capture young peoples’ experiences of the Youth Offending Services during the Covid19 pandemic
This author accepted manuscript is deposited under a Creative Commons Attribution Non-commercial 4.0 International (CC BY-NC) licence. This means that anyone may distribute, adapt, and build upon the work for non-commercial purposes, subject to full attribution. If you wish to use this manuscript for commercial purposes, please contact [email protected] Covid19 lockdowns (2020-2021) disrupted all aspects of usual functions of the Criminal Justice System, the outcomes and impact of which are largely still unknown. The pandemic affected individuals across the wider society, this includes the social circumstances of young people involved within Youth Offending Services (YOS) (Her Majesty’s Inspectorate of Probation, 2020; Criminal Justice Joint Inspectorates, 2021). This population is frequently drawn from marginalised circumstances and rarely given the opportunity to participate meaningfully in the services they are involved in.
This paper outlines a creative methodology and method used to uncover the experiences and perceptions of the young people undergoing an order within a YOS during the Covid19 lockdowns. The arts-based approach entailed a novel and creative method using an artist to engage with young people through a virtual platform, supporting them to devise lyrics which captured their perceptions and experiences of the YOS during this time.
The artist developed a successful rapport with young people based on, familiarity with and passion for, music. He promoted their strength, improving their confidence which was perceived to elicit more in-depth perspectives that might not have otherwise been obtained using more traditional methods. As such, the method and methodology outlined developed the young peoples social and communicative skills whilst producing meaningful feedback that can contribute to the YOS recovery plan and thus future of the service.
This paper reports on a novel arts-based research methodology, implemented to capture meaningful data from participants during the Covid19 pandemic.
This paper reports on a novel arts-based research methodology, implemented to capture meaningful data from participants during the Covid19 pandemic
Does psychological type influence perception and memory of mental representations when exploring a virtual environment?
Research has examined the impact of personality traits on the memory of environments. To date, the influence of psychological type on the memory of environments has not been examined. The aim of the research was to examine whether psychological type influences an individual’s attention and memory of landmarks when exploring a novel virtual environment. In addition, the study also investigates explanations for recall, whether this differs among psychological types and how these explanations provide further understanding of the free recall results and ranked reasons for recall. A self-selected volunteer sample of 93 individuals was recruited. Ethical approval was granted and is in adherence with the British Psychological Society’s Code of Ethics and Conduct. A mixed method quasi-experimental design was employed to provide a more comprehensive understanding of the research question. The study consisted of multiple phases which included an exploration and eye-tracking phase within a virtual desktop environment, a free recall and recognition memory phase with ranked and open-ended questions, and a psychological type measure was administered. There were no statistically significant differences identified between each level of psychological type and the revisits to landmarks, or landmark gist, perceptual and conceptual detail recall measures. The ranked explanation results demonstrated similarities and differences in the factors that different types ranked as reasons for recall. Similarities and differences were also found within the qualitative findings between types. The findings contribute to psychological type literature and are discussed with regards to factors that influence memory and attention of landmark objects in relation to Psychological Type theory. In addition, the implications of the mixed methods quasi-experimental design are discussed, along with limitations and contribution to knowledge
Editorial: Geoscience communication - Planning to make it publishable
If you are a geoscientist doing work to achieve impact outside academia or engaging different audiences with the geosciences, are you planning to make this publishable? If so, then plan. Such investigations into how people (academics, practitioners, other publics) respond to geoscience can use pragmatic, simple research methodologies accessible to the non-specialist or be more complex. To employ a medical analogy, first aid is useful and the best option in some scenarios, but calling a medic (i.e. a collaborator with experience of geoscience communication or relevant research methods) provides the contextual knowledge to identify a condition and opens up a diverse, more powerful range of treatment options. Here, we expand upon the brief advice in the first editorial of Geoscience Communication (Illingworth et al., 2018), illustrating what constitutes robust and publishable work in this context, elucidating its key elements. Our aim is to help geoscience communicators plan a route to publication and to illustrate how good engagement work that is already being done might be developed into publishable research
LevelEd SR: A Substitutional Reality Level Design Workflow
“© 2022 IEEE. Personal use of this material is permitted. Permission from IEEE must be obtained for all other uses, in any current or future media, including reprinting/republishing this material for advertising or promotional purposes, creating new collective works, for resale or redistribution to servers or lists, or reuse of any copyrighted component of this work in other works.”Virtual reality (VR) and augmented reality (AR) have continued to increase in popularity over the past decade. However, there are still issues with how much space is required for room-scale VR and experiences are still lacking from haptic feedback. We present LevelEd SR, a substitutional reality level design workflow that combines AR and VR systems and is built for consumer devices. The system enables passive haptics through the inclusion of physical objects from within a space into a virtual world. A validation study (17 participants) has produced quantitative data that suggests players benefit from passive haptics in entertainment VR games with an improved game experience and increased levels of presence. Including objects, such as real-world furniture that is paired with a digital proxy in the virtual world, also opens up more spaces to be used for room-scale VR. We evaluated the workflow and found that participants were accepting of the system, rating it positively using the System Usability Scale questionnaire and would want to use it again to experience substitutional reality
Creels and catenary wires: Creating community through winter lights displays
Bennett, J., Creels and catenary wires: Creating community through winter lights displays, Journal of Material Culture (Journal Volume Number 28 and Issue Number 2) pp. 246–263. Copyright © [2022] (The Authors). Reprinted by permission of SAGE Publications.Lighting up darkness is a material practice shared across many cultures. Lighting up winter darkness is a particular concern in urban areas in order to make urban spaces feel safer and more welcoming. Temporary lights, often characterized as ‘Christmas’ or ‘Winter’ lights, are installed over the darkest period of the year (December in the northern hemisphere) in town and city centres to attract shoppers and tourists. This paper examines the lights displays installed over the Christmas / New Year period in two British towns. In each case the lights are installed by volunteers, who also arrange a ‘switch on’ community celebration. The research argues that the architecture of the lights signifies and reinforces the identities of the communities involved. In particular, the paper examines: the importance of infrastructure for the ongoing creation of community; the creative potential of these temporary structures for community identity; and the essential materiality of community
Binary self-dual codes of various lengths with new weight enumerators from a modified bordered construction and neighbours
This article has been accepted for publication in a revised form in [Advances in Mathematics of Communications] [https://www.aimsciences.org//article/doi/10.3934/amc.2022021]. This version is free to download for private research and study only. Not for redistribution, re-sale or use in derivative worksIn this work, we define a modification of a bordered construction for self-dual codes which utilises \lambda-circulant matrices. We provide the necessary conditions for the construction to produce self-dual codes over finite commutative Frobenius rings of characteristic 2. Using the modified construction together with the neighbour construction, we construct many binary self-dual codes of lengths 54, 68, 82 and 94 with weight enumerators that have previously not been known to exist
Buddhism in Five Minutes
A short introductory essay on Pure Land Buddhism addressing its history, texts, teachings and internal diversity
Binge Watching and the Role of Social Media Virality towards promoting Netflix’s Squid Game
Ahmed, W., Fenton, A., Hardey, M., & Das, R., Binge Watching and the Role of Social Media Virality towards promoting Netflix’s Squid Game, IIM Kozhikode Society & Management Review, 11(2), 222–234. Copyright © [2022] (Copyright Holder). Reprinted by permission of SAGE Publications.Management literature has extensively studied viral marketing in the last decade; however, there is a lack of research in understanding network structures and the role of influencers within popular cultural consumption, such as on-demand digital media and binge-watching. In this article, we investigate the role of social media in popularising the East Asian dystopian cultural drama Squid Game. We studied this phenomenon by analyzing social network structures, dynamics and influencer characteristics that transformed Squid Game into a popular global digital cultural consumption sensation. Stemming from the foundational theories of popular culture binge-watching, network theory, and the social media echo chamber effect; we demonstrate how careful ‘seeding’ and ‘broadcasting’ behaviour adopted by Netflix and key influencers helped ‘reciprocal merging’ of creative media content within the broader social media space. Our study found that 13,727 Twitter users were tweeting or mentioned on the day show was released, with a combined follower count of over 853,000,000. Our research findings further present the characteristic of individual group-based echo chambers and their role in value co-creation towards expanding the network boundary through e-WOM. This phenomenon led to the show’s unprecedented popularity amongst a global audience within a short period. Contributions of our work expand viral marketing and echo chamber concepts into the binge-watching and popular digital culture realm, where the interplay between dramatized Asian and Western dystopian social norms provided the very fabric of user-led promotion and value co-creation
Editorial: Exploring the impact of agility and learning in organisations
© [2022]. This AAM is provided for your own personal use only. It may not be used for resale, reprinting, systematic distribution, emailing, or for any other commercial purpose without the permission of the publisher.Welcome to Volume 14, Issue 2 of the Journal of Work Applied Management, a Special Issue dedicated to examining how work-based learning, action learning and organisational development methods are delivering against the unprecedented and urgent need for organisational agility, flexibility and ambidexterity. The diversity of ways in which these work-applied approaches are
effectively curated are increasingly evident across different levels of organisational learning, development, and adaptation in response to the “megatrends” of technological hyper-connectivity, urbanisation, geopolitical tensions and a global climate crisis, amidst a challenging phase of post pandemic economic recovery affecting workforce readiness, supply chains and inflation (Deloitte, 2017; Price Waterhouse Cooper, 2021; 2022)
The Plotlands Archive: Visualising a personal image archive with open-source Piwigo.
Related outputs to this work and the Plotlands Archive on ChesterRep can be accessed via: http://hdl.handle.net/10034/624479 and
http://hdl.handle.net/10034/626994Accessing visual resources online is a mediated experience shaped by search engine and image sharing algorithms, or via the individual agendas of closed, curated collections. Using my own Plotlands Archive as a case study, this paper outlines an alternative strategy for creating a user-generated, searchable online image archive.
Without the clandestine algorithms of popular image hosting and sharing environments, the free and open-source Piwigo is an accessible and code-free way to create a visual archive.
The Plotlands Archive website presents a searchable database of photographs of unconventional houses and chalets and their vernacular construction methods originally built during the interwar period and those which have since been adapted and modified. The archive is a celebration of resourcefulness, recording unique materials and designs largely unseen within urban housing developments. The database provides searchable keyword access to houses by location, material and construction type - each returning a unique, screen-based typology