Game spaces and the transformation of language for new journalism systems

Author(s):  
Cate Dowd

The Semantic CAT Method, informed by participatory design, game design, and language attributes, is used for the elicitation and articulation of domain vocabulary and concepts in journalism and public relations, for the design of new semantic learning systems for journalism. Data in any new systems for journalism will require explicit labels extending to behaviour attributes. For these ends, drawings, creative lists, and game messages were created by journalists using Trigger documents integral to the CAT Method. Explicit domain concepts from doorstop interviews to online noise emerged from participatory drawing as well as game messages for meaningful language statements. The VerbIT technique, conceived by the author, was applied to statements from journalism and public relations, to turn language into imperatives for action, amongst other applied language features for online systems. UML diagrams, including Activity diagrams for logic pathways in professional tasks are also integral to the Semantic CAT Method.

Author(s):  
Cate Dowd

Future semantic learning systems for journalism should aim to integrate the values of the domain by using an ontological approach and a participatory design method like the Semantic CAT Method (Dowd). This method draws on game design and contextual approaches, as well as language structures. A focus on language and game design methods can work for semantic ends as well as modelling game-play. Ambiguity in design is also informative, but an ontology approach sorts language ambiguities, such as the same word with different connotations for journalism, social media, and public relations. It also helps to reveal domain characteristics that put journalism in a new light. The Trigger documents in the CAT Method include a focus on potential data and are scaffolded in participatory workshops. They include tasks for drawing and labelling typical scenarios in journalism, as well as UML diagrams for logic in processes, producing good results for an ontological base for journalism.


Author(s):  
Francisco J. García ◽  
Adriana J. Berlanga ◽  
Maria N. Moreno ◽  
Javier García ◽  
Jorge Carabias

2021 ◽  
Vol 3 (2) ◽  
pp. 297-304
Author(s):  
Evgeniy Bryndin ◽  

Recently, many non-state money systems have appeared based on digital cryptocurrencies. The disadvantages of digital cryptocurrencies are the separation from real production, the inequality of participants, the lack of control by state bodies, and the security problem. Digital money becomes full-fledged only when it is connected with the real economy and financially secured. The author proposes the introduction of a material digital energy economic equivalent. Based on the digital energy of the economic equivalent, it is proposed to form a digital high-tech platform economy of healthy needs, like the economy of the future. Platform economy is an economic activity based on platforms, which are understood as online systems that provide comprehensive standard solutions for interaction between users, including commercial transactions and innovative solutions. It is proposed to measure the efficiency of the future economy by economic energy intensity. Energy intensity is represented by a certain amount of energy of economic equivalent, in accordance with the law of energy conservation. Reliance on a materially supported digital energy economic equivalent, as a new currency, makes a digital high-tech platform economy of healthy needs synergistic, efficient, sustainable, safe, ecological, open, controlled by society, without speculative operations, health supportive, accurately measured through digital energy intensity. Material digital energy intensity will avoid the speculative shortcomings of existing digital money systems. To this end, governments establish a procedure for regulating the energy economy with an economic equivalent, as an impact on public relations in order to streamline and stabilize them, in order to realize the necessary needs of society in accordance with the available resources. The status of an energy economic equivalent means recognition by the economic community as universal equivalent.


2016 ◽  
Vol 15 (12) ◽  
pp. 7308-7315
Author(s):  
Festim HALILI HALILI ◽  
Avni RUSTEMI

Always before we start creating or accessing a particular system, it is more than necessary to have a clearer picture of how to create, respectively, how to approach a certain system, in this case of a e-business system. It is much easier as for systems makers, as well as for ordinary users when they have before them a model of how to be accessed in such a system, because such a thing will orient users much easier to purchase products online through various systems on the one hand, but on the other hand it would help makers of systems create much easier such systems when they have already before them the right design. Modeling systems may be done in different ways, depending on the context of its research, but we in this paper we will use UML diagrams for modeling online system where we will make a comparison between UML diagrams and we will present each type of UML diagram in terms of customer access in online systems. Also using predictive techniques as CPM and PERT techniques in the paper we will present the main activities required for access to an online system by different users, and their graphic presentation and critical path finding, which shows the best way to approach such a system. There shall not fail and the description of business models and the introduction of some e-business models that are commonly used in practice in the days of today.


2019 ◽  
Vol 3 (1) ◽  
pp. 25-41 ◽  
Author(s):  
Ioanna Iacovides ◽  
Anna Cox ◽  
Dominic Furniss ◽  
Katarzyna Stawarz ◽  
Charlene Jennett ◽  
...  

Digital games are an engaging medium that have previously been used for communicating research to a variety of audiences. However, there is an opportunity for engaging people more deeply by involving them in creating games. This article reports on a game design competition, based on participatory design principles and game jam practices, which challenged university students to design games within the context of a research project. Based on their interpretations of research on human error in health care, teams created four games to be disseminated online to a wider public audience. We outline the competition format and reflect on the extent to which it was successful.


2020 ◽  
Vol 3 (1) ◽  
pp. 67-76
Author(s):  
Andiani Andiani ◽  
M. Farhan Zidni L.

Pinang is a digital application-based BRI Agro product that runs on the Android operating system, wherewith this application customers can apply for loans without collateral digitally, anywhere, and anytime. Of course, we need a system that can help the process of managing data from Pinang customers, starting from adding company cooperation with the Pinang application to maintaining and monitoring the system. So a Pinang dashboard information system is needed that can assist in the operation of the Pinang application that is capable of managing data, monitoring, and maintenance if there are problems in the Pinang application borrowing process. The Pinang dashboard can make it easier to manage, monitor, and provide information related to the Pinang application, including customer status, whitelist, repayment, disbursement, outstanding, ID card approval, and report withdrawal. The areca dashboard is built using the waterfall method, this method in its design uses UML diagrams, use case diagrams, activity diagrams, sequence diagrams, class diagrams, and entity-relationship diagrams (ERD). The implementation of making Pinang dashboards uses the Golang programming language, Node Js, React Js, keycloak, and the PostgreSQL database. With the Pinang Dashboard, it is hoped that it can facilitate the operational team in maintaining the Pinang application and building a system that can manage, monitor, and provide information related to the Pinang application.  


Author(s):  
Andrew E. Stoner

Shilts begins work on And the Band Played On for St. Martin’s Press – despite an initial struggle to find a publisher for the work. Shilts tackles the complexity of writing about an ongoing infectious disease pandemic with an unknown ending. Shilts unveils his thesis that AIDS succeeded because of government neglect, gay leaders public relations concerns, and news media reluctance to cover gay-related issues. Shilts employs “new journalism” techniques to tell the story of AIDS including reconstructed dialogue and internal thoughts. Shilts learns of the existence of a gay man infected with HIV still sexually active. Shilts uncovers and misinterprets the first “cluster study” on KS victims in southern California. Initial criticism of Shilts for “Patient Zero” concept raised.


2021 ◽  
Vol 5 (CHI PLAY) ◽  
pp. 1-15
Author(s):  
Yu Hao

By drawing on Joseph Beuys's notion of "social sculpture" and bringing together the discussions on participation from participatory art, participatory design, and game design, this paper seeks to expand the notion of participation in digital play. The expansive definition of participation allows us to better grasp computer games as a critical platform for dialogue and action, and computer gameplay as a transformative process of sculpting social fabric. By analyzing existing games in light of the concept of social sculpture, this paper explores how Beuys's central tenet-the discourse of participation-can "politicize" the practice of digital gaming and game design. Furthermore, the paper proposes a participation-centered game design approach that is politically responsible and engaging, attempting to arrive at new knowledge that will help to make games that can function as a platform for participation and social commentary.


2018 ◽  
Vol 178 ◽  
pp. 07004
Author(s):  
Gavril Musca ◽  
Andrei Marius Mihalache ◽  
Lucian Tabacaru

Electronic learning, distant learning, collaborative work, mobile learning and internet based learning concepts are ever more present in superior learning systems. At this date for study or for finding different information we may access different search engines (like Google) where we can consult information based websites, blogs or online tutorials. Elearning systems can be grouped in online systems that have no direct interaction between the students and the professor, face to face systems that use both electronic resources and student-professor interaction, selflearning systems based on blogs, tutorials, teaching programs or web based systems. We can safely assume that e-learning is rapidly growing and that many universities have online free platforms developed for aiding students. The technological leap of current industries poses new challenges for the traditional educational systems. Efforts are known and acknowledged for changing and enhancing the existent educational systems and the orientation towards online learning processes.


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