Making News with the Citizens! Audience Participation and News-making Practices at the AMH Group

2022 ◽  
pp. 1-16
Author(s):  
Thulani Tshabangu
Author(s):  
Jia-Hua Lin ◽  
Carisa Harris-Adamson ◽  
Stephen Bao ◽  
David Rempel ◽  
Lora Cavuoto ◽  
...  

Routine office or computer work are of public health concerns due to their sedentary nature. Sit- stand desks may be prescribed for employees based on medical or ergonomic factors. Sit-stand or active workstations, either assigned to individual workers or made available in “unassigned” office areas are also making inroads into the workplace with the goal of reducing sedentary work, varying (alternating) work postures, improving productivity, or accommodating workers with musculoskeletal symptoms. This diverse panel will present recent research and practice findings and invite audience participation in a discussion of this trending topic. Studies examining the effects of sit-stand or active workstations on physiological and cardiovascular outcomes will be reported. The effects on movement patterns, performance and productivity will also be examined. Real workplace interventions and examples of practices will be presented. The goal is to provide a forum to share our understanding about the benefits and limitations of various office workstation designs and discuss research needs.


2021 ◽  
Vol 1 (4) ◽  
pp. 47-56
Author(s):  
I. A. Krilov ◽  

The author of the article attempts to identify and distinguish traditional and alternative formats of theatre art established by the early 20s in the space of home theatre. The author considers the determinants of the emergence and spread of art practices in the domestic theatre art and refers them to the alternative formats of theatre art. The culture of complicity (participation), producer strategies of postdramatism and digitalization of daily occurrence are presented as fundamental grounds for the emergence of such a non-classical creative model as a site-specific art practice in the landscape of Russian theatre art of the XXIst century. The unstable dynamics of the attractiveness of the non-classical creative model in the Russian theatre space is caused by a number of reasons explicitly presented in the article. The accumulated home theatre experience is developing and being realized by the early 20s in traditional and alternative formats of theatre art, which simultaneously influence each other. The actualization of site-specific art practice is evaluated by the author as a positive phenomenon that allows to update and to expand the arsenal of producer strategies, to discover an innovative approach to creating an aesthetic event, to transform the audience participation within the framework of home theatre art and the culture of participation.


Author(s):  
Darby Huk

Players sit around a table. A group of adventurers pause in their pursuit of escape. Stunned, they stare at the die that just rolled poorly, resulting in the loss of a dear friend, his throat ripped out because they could not save him. The players mourn the death of a fictional character who only ever existed within the game. Dungeons & Dragons (D&D) is a popular role-playing game illustrating the interconnectedness of drama, performance, and games. My presentation will examine this relationship, identifying factors from gameplay that suggest how performance fosters success in D&D for both actual players and fictional characters. Research into dramatic theory and game theory reveals how interdisciplinary concepts such as the “magic circle”, the “lusory attitude”, and uncertainty can apply to elements of D&D (Salen and Zimmerman, Suits, Costikyan). Data collected from in-person observation of D&D sessions, coding participants’ behaviour, and watching for instances of performance (e.g. voice change, pronoun switches, or mimetic gesture), has been combined with theoretical research to determine elements that better facilitate success in the game/campaign. These elements range from emotional situations that provoke players, to forms of invitations encouraging participation (Isbister, White). I have discovered that while in theatre performance acts as a vehicle for story, in D&D the story acts as a vehicle for performance. The in-game performance often facilitates fun between players, as well as leading them to success in the game, so a campaign that maximizes theatricality will not only result in more fun, but also more success. Works Cited Costikyan, Greg. Uncertainty in Games. MIT Press, 2013. Isbister, Katherine. How Games Move Us: Emotion by Design. MIT Press, 2016. Salen, Katie, and Eric Zimmerman. Rules of Play: Game Design Fundamentals. The MIT Press, 2004. Suits, Bernard Herbert. The Grasshopper: Games, Life, and Utopia. Broadview Press, 2014. White, Gareth. Audience Participation in Theatre: Aesthetics of the Invitation. Springer, 2013.


Physics World ◽  
2021 ◽  
Vol 34 (12) ◽  
pp. 23ii-23ii
Author(s):  
Stephen Giblin

A response to Philip Moriarty’s book review “Flights of fancy, feet on the ground” which discusses the notion that physics needs more bold “out-of-the-box” thinking, akin to that of experimental artists and musicians.


1957 ◽  
Vol 62 (6) ◽  
pp. 579-587 ◽  
Author(s):  
Donald Horton ◽  
Anselm Strauss

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