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The new "gayborhood"| Defining and redefining the gay community in a technological ageGallegos, Christopher M. 07 January 2017 (has links)
<p> What is community? What defines it, and what creates it? What—or who—is the gay community? Is the gay community the same as it was ten, twenty, or even thirty years ago? Those are some of the questions I will be answering as I explore the creation, expansion, and subsequent integration of the physical gay community into one that embraces an online, fragmented community. I will explore the creation and evolution of the gay community, examining its early years and the challenges it faced as a marginalized group. To help define community, I will use the concept of identity theory by incorporating the theory of play and weaving the idea of claiming public space into my argument to show how the physical, economic, social creation of the gay community is dependent upon a geographic and virtual community. Those examples will set up my argument that the idea of community has changed in part to the commonality of technology and social applications. I argue that the idea of the traditional gay and lesbian community, which relied heavily on where you lived, has become fragmented and disjointed because of the reliance of an online, virtual community which, in turn, has led to a lack of interpersonal connections among individuals of this marginalized group.</p>
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Multimedia profiles as external personalities to support people with dementia and their carersWebster, Gemma January 2011 (has links)
Dementia is a growing problem with prevalence rapidly increasing. It is a progressive and eventually severe disease that affects many areas of the person’s life. Often, as a result of this disease, individuals reside in care homes. Care staff can find it difficult to get to know a person with dementia as they have limited time to spend with each person. In addition, communication difficulties can make it difficult to learn important social information and preferences. This lack of knowledge about an individual with dementia can make social interactions very difficult and can often contribute to repetitive social interactions. This research aimed to establish if technology could be used to support care staff within their care environment to get to know people with late-stage dementia. The goal was to develop software that can act as an external communication bridge between carers and people with dementia through the creation of simple but effective ‘Portraits’. This thesis investigates the creation and use of multimedia ‘Portraits’ of individuals with dementia that are immediately and easily accessible to care staff. This thesis describes the development of a software tool called Portrait, designed to help staff in care homes quickly get to know a person with dementia as a person. It is intended to be used by the staff in their care environment to gain an initial understanding of that person’s life prior to entering care and to learn more personal information about their needs and habits. The Portrait system contains important but limited personal and social information about the people with dementia. Five key studies were conducted during this research. The first study evaluated the usability of the Portrait system. The second and third were conducted with care managers and staff in the care home setting to assess usefulness and usability of the Portrait system and to compare it to current methods used in the care home environment. The fourth study conducted case studies with families of people with dementia to investigate the Portrait creation process and the final study investigated the placement of these Portraits in the care environment. The results of this research are promising, with Portrait being very positively received by care managers, care staff and the families of people with dementia. This research highlights the potential benefits of technology in the care environment to assist care staff. A number of key areas for future research have been identified including the possibility of expanding the use of the system and using alternative state of the art devices.
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Infografia : uma aplicação num portal vitivinícolaMarques, Ana Sofia Mendes January 2008 (has links)
Tese de mestrado. Tecnologia Multimédia. Faculdade de Engenharia. Universidade do Porto. 2008
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Generations 3.1Cotallo Solares, Carlos 01 May 2019 (has links)
Generations 3.1 is a musical composition for improvisers, chamber orchestra, two-channel audio playback, and video. It is part of the generations series, a collection of works in which newer pieces are made by combining and/or reinterpreting older ones. generations 3.1 uses material from generations 0 (stereo audio), generations 1.1 (audiovisual fixed media), generations 1.2 (chamber orchestra and audio playback), and generations 2.1 (video and improvisers). Formally, generations 3.1 expands the duration of its predecessors by deconstructing their shared timeline, reordering and elongating sections, as well as introducing new interludes. The experimental video of generations 3.1 was created by Timothy David Orme, while the text instructions for the improvisers were greatly influenced by my work with Wombat, an improvisation trio consisting of Justin K. Comer on saxophone, Will Yager on double bass, and myself on electric guitar and electronics.
The four layers of the piece (improvisers, chamber orchestra, audio playback, and video) have distinct roles. The audio and the orchestra almost always sound together and complement each other, and they either support or create sections to contrast the improvisers. The improvisers act as soloists, playing alone or over the other musical layers, and respond to the video, observing its mood, energy, and timing. The video works as the main thread through the piece, providing a path interrupted by interludes. Its visual content is set to music by the other three layers. However, all these roles are somewhat flexible during the piece.
My main goal with the generations series was to explore the process of writing works derived from older ones, reusing my own music to produce new compositions. Moreover, by collaborating with other artists, the same material can be reinterpreted through different disciplines and perspectives. The name “generations” connects the creative process that happens throughout the series to the idea of humans passing on both genetic and cultural material to their descendants. In generations 3.1, the name specifically references the different ways in which music was generated for the piece: editing electronic sounds, by means of traditional notation, and through improvisation.
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A Multimedia Intervention to Increase the Likelihood That University Students in Need Will Utilize Counseling ServicesLindsley, Todd W. 01 December 2013 (has links)
The primary objective of this study was to create and test an intervention designed to increase students’ positive attitudes toward utilizing mental health services. A review of the literature was conducted to establish the guidelines for creating an intervention that would effectively influence attitudes while being relatively easy to customize and adapt to different settings. The content of the intervention was informed by the literature, reviewed by a panel of experts, and tested with a focus group of students before being finalized. In order to test the effectiveness of the intervention, and experimental study was designed which included an experimental and control group. The control group had the same experience as the experimental group except for the content of the intervention. The control group intervention provided general health information related to topics such as diet and exercise.Student underutilization of counseling services on college campuses is a well- recognized phenomenon. By improving student attitudes toward seeking counseling, it is hypothesized that more students who could benefit from such services would indeed seek them out. This is particularly important as the rates of suicide and serious mental illness on college campuses has increased over the years. Students who receive appropriate treatment for mental health concerns often experience significant improvement. Those students whose mental health is improved may perform better academically than those who remain untreated. Healthier students have the opportunity to be more productive and successful members of the campus community.The intervention was designed to be low cost so that it could be updated and tailored for different institutions. It was also created to be disseminated over the internet to reduce obstacles for students who may wish to view it. The intervention included music, narration, pictures, and animated text to capture the attention of the viewer. The production was accomplished using low-cost software that does not require expert skills to operate.The intervention showed significant effects on the first two subscales of the attitude measure (i.e., psychological openness and help-seeking propensity), but did not show statistical significance on the third (i.e., indifference to stigma) or on the intent to seek counseling measure (ISCI). Future studies could explore improvements to the current intervention and could examine the effects of the intervention over time (i.e., longitudinal design).
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Multimediale, datenbankgestützte Lehr- und Lernplattformen / Multimedia, Database Supported Teaching and Learning EnvironmentsHöhn, Holger January 2002 (has links) (PDF)
Die Dissertation befaßt sich mit der Entwicklung einer multimedialen, datenbankgestützten Lehr- und Lernplattform. Die entwickelten Module ermöglichen und erweitern nicht nur die Möglichkeit des Selbststudiums für den Studenten sondern erleichtern auch die Arbeit der Dozenten. Außerdem wird auch die Zusammenarbeit und der Austausch von Lernobjekten zwischen verschiedenen Institutionen ermöglicht. In der Lehr- und Lernplattform können verschiedene Lernobjekt-Typen verwaltet werden. Exemplarisch wurden die Typen Bilder, 3D-Animationen, Vorlesungen, Lerntexte, Fallbeispiele und Quizelemente integriert. Die Lehr- und Lernplattform besteht aus drei Bausteinen: 1. In der Lernobjekt-Datenbank werden alle Lernobjekt-Typen und Lernobjekte verwaltet. 2. Autorenwerkzeuge dienen zur Erstellung von Lernobjekten. 3. In der Lernplattform werden die Lernobjekte den Studenten zum (Selbst-)Lernen präsentiert. Neben den Vorteilen, die der Einsatz von E-Learning im allgemeinen bietet, wie die flexible Lernorganisation oder die Nutzung von Lerninhalten unabhängig von Ort und Zeit, zeichnet sich die entwickelte Lehr- und Lernplattform besonders durch folgende Punkte aus: Generierung von Lerninhalten höherer Qualität durch multizentrische Expertenbündelung und Arbeitsteilung, Erweiterbarkeit auf andere, neue Lernobjekt-Typen, Verwaltbarkeit, Konsistenz, Flexibilität, geringer Verwaltungsaufwand, Navigationsmöglichkeiten für den Studenten, Personalisierbarkeit und Konformität zu internationalen Standards. Sowohl bei der Modellierung als auch bei der Umsetzung wurde darauf geachtet, möglichst gut die Anforderungen der Dermatologie bei gleichzeitiger Erweiterbarkeit auf andere, ähnliche Szenarien zu erfüllen. Besonders einfach sollte die Anpassung der Plattform für andere bildorientierte Disziplinen sein. / In this thesis a multimedia teaching and learning environment was developed. The center of interest are learning objects which can be classified into different types. The types and objects are stored and adminstered in a database. As examples lectures, learning texts, 3D-animations, images, videos and quiz elements were integrated. For the generation of learning objects authoring tools were developed for each type. The teaching and learning environment offers the following features: lectureres are supported in preparing lectures. Because learning objects can be exchanged between different environments, the generation of "high quality" objects is encouraged. New types of learning objects can be integrated easily. Students are able to learn time-independent. The system was tested in dermatology, but the adaption to other, especially visually oriented disciplines is easy.
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The influence of occupational therapy students' characteristics when learning with interactive multimedia.Cameron, Donald F. January 1998 (has links)
This study was undertaken to assist with the development and introduction into the occupational therapy curriculum of an interactive, multimedia learning resource. The radical changes from traditional teaching/learning methodologies, focusing on instructor presentation, to a more learner active role could disadvantage some students. For instance, having to access information independently and problem-solve utilising material presented electronically may add considerable cognitive demands to the learning task. Many factors influence an individual learning in computerised interactive learning situations and these include motivation, previous experience, and a range of learner characteristics. The last factor includes styles of functioning which impact on both the interpretation of processes and the appraisal of performance levels. In many previous studies researching the use of media and learning, these factors have been isolated and their impact on user performance and attitude measured. However, with interactive multimedia, several elements combine to make research concentration on individual variables questionable. These elements include the range and mix of media used, the interactivity possible, and the degree of user control. Therefore, this exploratory study sought to establish some of the learning characteristics which combined to form statistical models in a range of participant navigational tasks. Multiple regression analysis was employed to determine the ways that individuals with differing personal characteristics make navigational decisions while browsing and problem-solving when utilising interactive learning materials. Case studies were employed to illustrate extreme cases. Personal characteristics measured included technological experience, cognitive style, learning style, computer awareness and computer anxiety. This research indicated that significant ++ / numbers of occupational therapy students displayed a tendency towards field-independent cognitive style, activist and reflector learning styles, and an aversion to the use of computer technology. Awareness of these strengths and weaknesses and their impact on multimedia navigation can assist both students and educators to plan strategies to maximise the effectiveness of learning materials. Statistically significant models were identified for five of the six dependent navigation variables measured although their predictor strength was low. Of the independent variables, age, cognitive style, computer thoughts, and prior computer experience all occurred in two or more of the statistically significant models for the navigation performance dependent variables. The dependent variable forming the strongest statistical model was attitudes towards the learning package, representing 38% of the variance.
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The Development and Implementation of a Multimedia Program that Uses Analogies in Senior High School Chemistry to Enhance Student Learning of Chemical EquilibriumO'Brien, Geoffrey William January 2002 (has links)
In this thesis, you will find a review the development process of a multimedia presentation designed to assist the teaching of chemical equilibrium using analogies. The objective of this thesis is to report on the process of designing animated analogies and the subsequent employment of these analogies in a teaching program for grades 11 and 12 students. This thesis describes a case study in the effective use of technology in the classroom based on established research in the field of analogical thinking. The work begins with a review of relevant literature from the fields of constructivism, collaborative learning and multimedia in education. The design phase of the research sought to discover if analogies for chemical equilibrium could be successfully transferred to a multimedia presentation on a computer. The subsequent testing of the software endeavoured to discover the most appropriate teaching strategies and if the use of such a program could enhance the learning process for students. The work resulted in a completed CDROM with full teaching program included which you will find attached to this thesis. The results indicate that the experience was a positive one and that there is some evidence to show increased ability in the students in their attempts to understand a conceptually difficult area of chemistry theory.
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Access writing written segment and documentation accompanying the multi-media research project submitted on a series of four CD ROMs.Randall, Robert,1948- January 1998 (has links)
For thesis abstract select View Thesis Title, Contents and Abstract
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BlackBOX : painting a digital picture of documented memory.Pentes, Tatiana January 2005 (has links)
This study investigates and records the production of a digital media artwork blackBOX: Painting A Digital Picture of Documented Memory, generated through the media technologies of interactive multimedia, exploiting the creative potentials of digitally produced music, sound, image and text relationships in a disc based and online (Internet) environment. The artwork evolves from an imaginary electronic landscape that can be uniquely explored/ played in a non-sequential manner. The artwork/ ‘game’ is a search for the protagonist Nina’s hybrid cultural identity. This is mirrored in the exploration of random, fragmentary and non-linear experiences designed for the player engaged with the artwork. The subjective intervention of the player/ participant in the electronic artwork is metaphoric of the improvisational tendencies that have evolved in the Greek Blues (Rembetika), Jazz, and Hindustani musical and performative dance forms. The protagonist Nina’s discovery of these musical forms reveal her cultural/ spiritual origins. As a musical composer arranges notes, melodies and harmonies, and sections of instruments, so too, the multimedia producer designs a ensemble of audio-visual fragments to be navigated. Dance also becomes a driving metaphor, analogous to the players movement in and through these passages of image/ sound/ text and as a movement between theories and ideas explored in the content of the program. The central concern is to playfully reverse, obscure, distort the look of the dominating/colonialist gaze, in the production of an interactive ‘game’ and allow the girl to picture herself. One of my objectives is to explore the ways in which social research can be undertaken by the creation of an interactive program in the computer environment utilising interactive digital media technologies. The study reveals that, through the subjective intervention of the (player) user4 with the digital artefact, a unique experience and responsiveness is produced with the open ended text. The work is comprised of a website http://www.strangecities.net; an interactive CD-ROM; a gallery installation; digital photomedia images; and a written thesis documenting and theorising the production. 4 The term user, while widely debated has been in usage from the 1980s to refer to the unique human interaction with the digital artefact, electronic screen work, and computer interface.
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