Redalyc.Virtual Video Ethnography: Towards a New Field of Internet Cultural Studi
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Use of Computer Simulation Games for Instructional and Recruiting Purposes in Middle School and Jr
Use of Computer Simulation Games for Instructional and Recruiting Purposes in Middle School and Jr. High Research Experiences for Teachers (RET) 2010 Melissa Miller, Randall Reynolds Science Teacher Lynch Middle School/Math Teacher Gravette Junior High School Abstract The 2010 Summer RET program at the University of Arkansas provided an opportunity for two public school teachers to conduct further research in the area of using computer simulation games for instructional purposes as well as for the recruitment of potential industrial engineering students. Emphasis was placed on how industrial engineering concepts could be explored through the use of a simulation game that would provide a high interest classroom project based upon sound curriculum. The challenge for the project was to refine an academic competition involving a simulation-based video game relating to Industrial Engineering. The project was divided into 2 divisions, one for junior level students in grades 6 – 8 and one for senior level students in grades 9 – 12. Obviously, a major issue was designing the competitions with a proper level of difficulty for both age groups while keeping the subject matter relevant to meaningful engineering concepts and instructional frameworks. The competitions were intended to help students acquire fundamental problem solving capabilities as well as a basic understanding of some tools used in Industrial Engineering and logistics. This project was completed under the leadership of two mentoring professors: Dr. Richard Cassady and Dr. Ed Pohl, who provided guidance and also secured funding necessary to support the implementation of the competition by providing the necessary supplies through the support of Dr. -
Battlefield 3: Primas Official Game Guide Pdf, Epub, Ebook
BATTLEFIELD 3: PRIMAS OFFICIAL GAME GUIDE PDF, EPUB, EBOOK David Knight,Greg Off,Sam Bishop | 368 pages | 24 Nov 2011 | DK Publishing | 9780307890481 | English | United States Battlefield 3: Primas Official Game Guide PDF Book Video Game Series see all. Battlefield 3 Info Fan Platoon. Detailed item and equipment lists. Sign in to join the discussion or register for an account Sign in. Battlefield Play4Free. Project Reality Single Player v0. The data is still early but sell-through is strong. Delivery options see all. Featured Products - Game Guides. Battlefield 4 Collectors Edition Guide. Can you just remind us the mix of PC versus consoles for the last one? Should Francois-Xavier be renam Final Fantasy Type 0 Guide. All Languages. All Auction Buy It Now. Official Strategy Guides. Prima Strategy Guide Starcraft. Elxx 2 Battlefield 2 Stats.. Check out our guide to this Battlefield 3: End Game exclusive. The World of Cyberpunk by Marcin Batylda. Amazon Battlefield 3 pre-order. To see what your friends thought of this book, please sign up. Best Offer. Friend Reviews. All Listings. Deep in the dark recesses of the merc-ship Athena resides one of the most dangerous men in the known universe. When Women Pray Hardcover T. Breath of Fire 4 Prima Strategy Guide. If the site need any, say me and I will upload the SG:. Earthworm Jim - GamePro. Best Selling in Nonfiction See all. Results pagination - page 1 1 2 3 4 5 6 7 8 9 Enlarge cover. Just need a few more to round out your trophy case? No, it needs a lot of improvement. -
A Validation of a Game-Based Assessment for the Measurement of Vocational Interest
A VALIDATION OF A GAME-BASED ASSESSMENT FOR THE MEASUREMENT OF VOCATIONAL INTEREST A Thesis submitted to the faculty of San Francisco State University In partial fulfillment of the requirements for the Degree Master of Science In Psychology: Industrial/Organizational Psychology by Hope Elizabeth Wear San Francisco, California May 2018 Copyright by Hope Elizabeth Wear 2018 CERTIFICATION OF APPROVAL I certify that I have read A Validation of a Game-Based Assessment for the Measurement of Vocational Interest by Hope Elizabeth Wear, and that in my opinion this work meets the criteria for approving a thesis submitted in partial fulfillment of the requirement for the degree Master of Science in Psychology: Industrial/Organizational Psychology at San Francisco State University. Chris Wright, Ph.D. Professor A VALIDATION OF A GAME-BASED ASSESSMENT FOR THE MEASUREMENT OF VOCATIONAL INTEREST Hope Elizabeth Wear San Francisco, California 2018 Game-based assessments (GBAs) are a new type of technologically-based assessment tool which allow for traditional selection concepts to be measured from gameplay behaviors (e.g., completing levels by following game rules). GBAs use game elements to create an immersive environment which changes how assessments are traditionally measured but retains the psychometric properties within the game to assess a variety of knowledge, skills and abilities. In this study we examined the validity of a GBA for use as a measure of RIASEC vocational interests from Holland (1985). Participants played the GBA as well as completed traditional measures of RIASEC interests. We compared the scores from participants for congruence across the different measures using a multitrait-multimethod matrix (MTMM). -
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Digital-Visual Stakeholder Ethnography Sarah Pink, Kerstin
View metadata, citation and similar papers at core.ac.uk brought to you by CORE provided by UCL Discovery Digital-Visual Stakeholder Ethnography Sarah Pink, Kerstin Leder Mackley, Nadia Astari and John Postill Abstract In this article we discuss how new configurations of stakeholders are implicated and can be conceptualised in digital-visual applied and public ethnography. We set the discussion in the context of the increasing calls for researchers to have impact in the world, and the ways that digital technologies are increasingly implicated in this. In doing so we situate ethnographic practice and stakeholder relationships within a digital-material world. To develop our argument we discuss examples of two recent digital video ethnography projects, developed in dialogue with anthropological theory, with online digital-visual applied and public dissemination outputs. As we show, such projects do not necessarily have one direct applied line, but rather can have multiple impacts across different groups of stakeholders. Keywords Digital ethnography; visual ethnography; applied practice; stakeholders in research; environmental sustainability; impact. Introduction In a context of ‘digital materiality’, whereby the digital and material can no longer be seen as separate elements of our everyday environments and practice (Pink, Ardevol and Lanzeni 2016) new forms of applied and public scholarship and practice are emerging. On the one hand, there are calls for academic researchers to have impact in the world, and on the other the possibilities of digital and visual technologies for ethnographic practice. We argue that attention to these shifts offers new possibilities for how we can understand and activate potential forms of impact for and with stakeholders, through new interdisciplinary theory-practice interfaces. -
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Bf2 Update 1.4 Download
Bf2 update 1.4 download click here to download This is patch v for Battlefield 2. It is required for the installation of the latest patch, v Downloads. 20, (3 today). This is the Full Install patch which comes in at around mb. This patch will update any version to Battlefield 2 - Urban Conflict v, mod, MB, 7/28/, , Battlefield 2 - BF2 Total War Realism Mod v, mod, MB, 5/20/, , This patch adds a new level, a new server option, new exploit eliminations, and a number of minor bug fixes. Battlefield 2 v Patch Full Installfree full download. 5. Sept. Der Patch aktualisiert die Verkaufsversion (oder jede andere Version) von Battlefield 2 oder Battlefield 2: Special Forces auf v Battlefield 2 v ENG. Download Battlefield 2 v Public Server Patch · Battlefield 2: Special Forces All · Battlefield 2 v Public Server. The massive Battlefield 2 patch, version , can be applied to any version of Battlefield 2 (either a previously patched or fresh installation). Free Download. Just wondering about the patches for the game Do I need to download all of them or do I just need patch and patch. Battlefield 2 - Client Patch (Full Install). October 2, BUG FIX. Fixed an extremely intermittent server www.doorway.ru, , Download. Check what BF2 version you have; Exit BF2Hub; Download the necessary patches; Install the For every version below (e.g. , , , ) you need to download: Battlefield 2 patch (incremental patch, version needed). If you have already installed PR:BF2 v, visit the downloads page and download the Manual v to v Updater and run the executable. -
Evaluating VR Driving Simulation from a Player Experience Perspective
Evaluating VR Driving Simulation from a Player Experience Perspective Marcel Walch Philipp Hock Abstract Ulm University Ulm University The majority of HCI research in the field of automotive in- 89081 Ulm, Germany 89081 Ulm, Germany terfaces and driver-vehicle interaction is conducted utiliz- [email protected] [email protected] ing driving simulators. High-fidelity simulators are expen- sive; in consequence, many researchers use consumer Julian Frommel David Dobbelstein gaming hardware and flat screens as an alternative. In re- Ulm University Ulm University 89081 Ulm, Germany 89081 Ulm, Germany cent years VR devices have become affordable and are [email protected] [email protected] applied already in some driving studies. It has not been shown whether driving simulations can use VR to increase Katja Rogers Michael Weber immersion in low-cost setups. We conducted a pilot study Ulm University Ulm University with 20 participants using a racing game as simulation 89081 Ulm, Germany 89081 Ulm, Germany software. The results of this pilot study indicate that using [email protected] [email protected] a VR headset can potentially dissociate participants to a higher degree from the real world compared to the use of Felix Schüssel flat screens. However, participants felt a higher discomfort Ulm University using the VR HMD. Despite expectations, today’s VR tech- 89081 Ulm, Germany [email protected] nology does not appear to be a generally better choice than flat screens for driving simulator studies. Author Keywords Permission to make digital or hard copies of part or all of this work for personal or Driving simulation; virtual reality; HMD; player experience; classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation simulator sickness; immersion. -
Emergent Behavior in Playerunknown's Battlegrounds by Christopher Aguilar, B.A. a Thesis in Mass Communications Submitted to T
Emergent Behavior in PlayerUnknown’s Battlegrounds by Christopher Aguilar, B.A. A Thesis In Mass Communications Submitted to the Graduate Faculty of Texas Tech University in Partial Fulfillment of the Requirements for the Degree of MASTER OF ARTS Approved Bobby Schweizer, Ph.D. Chair of Committee Glenn Cummins, Ph.D. Megan Condis, Ph.D. Mark Sheridan Dean of the Graduate School August, 2019 Copyright 2019, Christopher Aguilar Texas Tech University, Christopher Aguilar, August 2019 ACKNOWLEDGEMENTS I just want to thank everyone that has been an inspiration for me on this journey to get me to this point of my academic success. To Dr. John Velez, who taught the gaming classes during my undergraduate that got me interested in video game research. For helping me choose which game I wanted to write about and giving me ideas of what kinds of research is possible to write. To Dr. Bobby Schweizer, for taking up the reigns for helping me in my thesis and guiding me through this year to reach this pedestal of where I am today with my work. For giving me inspirational reads such as T.L Taylor, ethnography, helping me with my critical thinking and asking questions about research questions I had not even considered. Without your encouragement and setting expectations for me to reach and to exceed, I would not have pushed myself to make each revision even better than the last. I am grateful to Texas Tech’s teachers for caring for their student’s success. My journey in my master’s program has been full of challenges but I am grateful for the opportunity I had. -
Download Download
FORUM : QUALITATIVE Volume 9, No. 2, Art. 58 S O C IA L R ES EA RC H May 2008 S OZIALFORS CHUNG Performative Social Science: A Consideration of Skills, Purpose and Context Brian Roberts Key words: Abstract: This article reviews recent work applying a notion of "performance" in the study and rep- performance, resentation of lives. It tries to clarify some of the issues involved—including the meaning of "perfor- performative turn, mance"—and "performative"—the range of possible approaches (e.g., in addition to drama—other performance arts) and the relationship between "subjects", "researcher" and "audience". An immediate concern studies is the nature of the researcher—as having the necessary skills and abilities or knowledge involved in "performance" (in researching, writing, recording and representing), as engaged (to some extent) in "artistic" endeavour, and moving between a number of "roles" and social relations in "performing" with/to others (the "researched" group, audience and society). An important issue for social science in crossing or bridging the social science-arts, in taking up "performative approaches", is "What re- mains distinctive about the social science if it becomes involved with performance approaches?" As a source for comparison (and inspiration), some brief reference will be made to the work of KANDIN- SKY—who moved across disciplinary boundaries and artistic practices—as ethnographer, painter, teacher, designer, theorist and poet. Finally, perhaps, there is a deeper "turn" indicated by the "turn to performance" in the study of lives, a more "complete" portrait of the individual as an active, communicative and sensual being. Table of Contents 1. -
The Military Entertainment Complex
1 THEATERS OF WAR: THE MILITARY-ENTERTAINMENT COMPLEX Tim Lenoir and Henry Lowood Stanford University War games are simulations combining game, experiment and performance. The U.S. Department of Defense (DoD) has been the primary proponent of war game design since the 1950s. Yet, commercial game designers produced many of the ideas shaping the design of military simulations, both before and after the advent of computer-based games. By the 1980s, the seeds of a deeper collaboration among military, commercial designers, the entertainment industry, and academic researchers in the development of high-end computer simulations for military training had been planted. They built “distributed interactive simulations” (DIS) such as SIMNET that created virtual theaters of war by linking participants interacting with distributed software or hardware simulators in real time. The simulators themselves presented synthetic environments—virtual worlds—by utilizing advances in computer graphics and virtual reality research. With the rapid development of DIS technology during the 1990s, content and compelling story development became increasingly important. The necessity of realistic scenarios and backstory in military simulations led designers to build databases of historical, geographic and physical data, reconsider the role of synthetic agents in their simulations and consult with game design and entertainment talents for the latest word on narrative and performance. Even when this has not been the intention of their designers and sponsors, military simulations have been deeply embedded in commercial forms of entertainment, for example, by providing content and technology deployed in computer and video games. Building on a brief overview of the history of war games, we will sketch the history of military simulations leading to SIMNET in the late 1980s and projects building on this work through the mid-1990s. -
FULLTEXT01.Pdf
International Journal of Communication 14(2020), 2120–2143 1932–8036/20200005 Communicating Academic Knowledge Beyond the Written Academic Text: An Autoethnographic Analysis of the Mirror Palace of Democracy Installation Experiment NICO CARPENTIER1 Charles University, Czech Republic Vrije Universiteit Brussel, Belgium Uppsala University, Sweden The article first discusses five approaches that aim to transcend, complement, or overturn the hegemony of the written academic text. These five approaches are (1) the cluster of science communication, science popularization, and knowledge dissemination; (2) the cluster of knowledge exchange, and participatory, transformative, and interventionist (action) research; (3) multimodal academic communication; (4) the cluster of visual anthropology and visual sociology; and (5) arts-based research. As each approach deals with (overcoming) the hegemony of the written academic text differently, the first part of the article details these approaches. In the second part, the Mirror Palace of Democracy installation experiment, which had the explicit objective of moving beyond the written academic text while still remaining in the realm of academic knowledge communication, is autoethnographically analyzed. The experiment allowed reflection on the integrated and iterative nature of academic communication, on the hybrid academic–artistic identity, and on the diversification of publics. Both the theoretical discussion on the five approaches and the Mirror Palace of Democracy installation are part of a call for