scholarly journals Inanimate Alice: The Story of the Series and its Impact in Portugal

Author(s):  
Ana Maria Machado ◽  
Andy Campbell ◽  
Ian Harper ◽  
Ana Albuquerque e Aguilar ◽  
António Oliveira

A team from the University of Coimbra is partnering with the producers of Inanimate Alice to present a distinctive vision of interactive storytelling in education. In this article, we will discuss the origins of the series, the vision of the creators and how technological developments have added to the user experience. Uniquely, this transmedia narrative demonstrates the progressive complexity of life in the digital age with Perpetual Nomads, the latest adventure, providing a narrative experience in Virtual Reality. The goal of the Portuguese translation is to introduce the reading of Inanimate Alice in elementary and secondary schools. It will be the first digital-born text to be read in Portuguese schools so, concurrently, we have been translating the pedagogical guidelines. Consequently, we intend presenting both the results of our work and the main challenges faced during preparation of the translations, especially focusing on intercultural analysis.

Author(s):  
Siti Rohayati ◽  
Asrifatun Agustini ◽  
Ahmad Anis Abdullah

Nowadays technological developments are increasingly creative and tend to move towards digital. Technological developments have a major impact on the process of statistical learning at the University. In addition, many students lack understanding of statistical concepts and do not like statistical learning. In this paper, it is given a way of involving technology in the undergraduate class statistics teaching and what statistical concepts are needed in this digital age. Thus, it is hoped that the teaching of the undergraduate statistics class becomes something interesting and fun.


2019 ◽  
Author(s):  
FRANCISCO CARLOS PALETTA

This work aims to presents partial results on the research project conducted at the Observatory of the Labor Market in Information and Documentation, School of Communications and Arts of the University of São Paulo on Information Science and Digital Humanities. Discusses Digital Humanities and informational literacy. Highlights the evolution of the Web, the digital library and its connections with Digital Humanities. Reflects on the challenges of the Digital Humanities transdisciplinarity and its connections with the Information Science. This is an exploratory study, mainly due to the current and emergence of the theme and the incipient bibliography existing both in Brazil and abroad.Keywords: Digital Humanities; Information Science; Transcisciplinrity; Information Literacy; Web of Data; Digital Age.


2018 ◽  
Vol 11 (4) ◽  
pp. 1-27 ◽  
Author(s):  
Lal "Lila" Bozgeyikli ◽  
Evren Bozgeyikli ◽  
Srinivas Katkoori ◽  
Andrew Raij ◽  
Redwan Alqasemi

i-com ◽  
2020 ◽  
Vol 19 (2) ◽  
pp. 67-85
Author(s):  
Matthias Weise ◽  
Raphael Zender ◽  
Ulrike Lucke

AbstractThe selection and manipulation of objects in Virtual Reality face application developers with a substantial challenge as they need to ensure a seamless interaction in three-dimensional space. Assessing the advantages and disadvantages of selection and manipulation techniques in specific scenarios and regarding usability and user experience is a mandatory task to find suitable forms of interaction. In this article, we take a look at the most common issues arising in the interaction with objects in VR. We present a taxonomy allowing the classification of techniques regarding multiple dimensions. The issues are then associated with these dimensions. Furthermore, we analyze the results of a study comparing multiple selection techniques and present a tool allowing developers of VR applications to search for appropriate selection and manipulation techniques and to get scenario dependent suggestions based on the data of the executed study.


Radiocarbon ◽  
2021 ◽  
pp. 1-7
Author(s):  
Corina Solís ◽  
Efraín Chávez ◽  
Arcadio Huerta ◽  
María Esther Ortiz ◽  
Alberto Alcántara ◽  
...  

ABSTRACT Augusto Moreno is credited with establishing the first radiocarbon (14C) laboratory in Mexico in the 1950s, however, 14C measurement with the accelerator mass spectrometry (AMS) technique was not achieved in our country until 2003. Douglas Donahue from the University of Arizona, a pioneer in using AMS for 14C dating, participated in that experiment; then, the idea of establishing a 14C AMS laboratory evolved into a feasible project. This was finally reached in 2013, thanks to the technological developments in AMS and sample preparation with automated equipment, and the backing and support of the National Autonomous University of Mexico and the National Council for Science and Technology. The Mexican AMS Laboratory, LEMA, with a compact 1 MV system from High Voltage Engineering Europa, and its sample preparation laboratories with IonPlus automated graphitization equipment, is now a reality.


2021 ◽  
Vol 1 (1) ◽  
pp. 48-67
Author(s):  
Dylan Yamada-Rice

This article reports on one stage of a project that considered twenty 8–12-years-olds use of Virtual Reality (VR) for entertainment. The entire project considered this in relation to interaction and engagement, health and safety and how VR play fitted into children’s everyday home lives. The specific focus of this article is solely on children’s interaction and engagement with a range of VR content on both a low-end and high-end head mounted display (HMD). The data were analysed using novel multimodal methods that included stop-motion animation and graphic narratives to develop multimodal means for analysis within the context of VR. The data highlighted core design elements in VR content that promoted or inhibited children’s storytelling in virtual worlds. These are visual style, movement and sound which are described in relation to three core points of the user’s journey through the virtual story; (1) entering the virtual environment, (2) being in the virtual story world, and (3) affecting the story through interactive objects. The findings offer research-based design implications for the improvement of virtual content for children, specifically in relation to creating content that promotes creativity and storytelling, thereby extending the benefits that have previously been highlighted in the field of interactive storytelling with other digital media.


2021 ◽  
Vol 126 ◽  
pp. 103090
Author(s):  
Xin Zou ◽  
Steve O'Hern ◽  
Barrett Ens ◽  
Selby Coxon ◽  
Pascal Mater ◽  
...  

2019 ◽  
Vol 25 (5) ◽  
pp. 2134-2144 ◽  
Author(s):  
Marc Erich Latoschik ◽  
Florian Kern ◽  
Jan-Philipp Stauffert ◽  
Andrea Bartl ◽  
Mario Botsch ◽  
...  

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