Posts Tagged: digital/technology

MIDAS at NIME14

Author: Anna Xambó This month Anna from MIDAS went to the New Interfaces for Musical Expression 2014 (NIME14) conference (30 June – 4 July 2014) in Goldsmiths, University of London. A busy and amazing week with a showroom of the

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MIDAS at NIME14

Author: Anna Xambó This month Anna from MIDAS went to the New Interfaces for Musical Expression 2014 (NIME14) conference (30 June – 4 July 2014) in Goldsmiths, University of London. A busy and amazing week with a showroom of the

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Key words: similarities and differences

Author: Carey Jewitt // The first MIDAS Agenda Setting Workshop took place on 7th of February 2014. It brought together about 30 practitioners concerned with methods, the body, and technology from the arts and social sciences, including fashion, information experience

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Key words: similarities and differences

Author: Carey Jewitt // The first MIDAS Agenda Setting Workshop took place on 7th of February 2014. It brought together about 30 practitioners concerned with methods, the body, and technology from the arts and social sciences, including fashion, information experience

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Collaborative fieldnotes in digital ethnography

Authors: Carey Jewitt and Anna Xambó // MIDAS takes an ethnographic perspective to understand methods for researching embodiment in a range of digital arts and social sciences research sites. An ethnographic framework is used for three reasons: A detailed and

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Collaborative fieldnotes in digital ethnography

Authors: Carey Jewitt and Anna Xambó // MIDAS takes an ethnographic perspective to understand methods for researching embodiment in a range of digital arts and social sciences research sites. An ethnographic framework is used for three reasons: A detailed and

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Making a game of fashion consumption and social interaction

Author: Thomas Makryniotis // In role-playing computer games – titles such as the Final Fantasy series (Square Enix) and the Elder Scrolls series (Bethesda) – the avatar develops over time by means of power-ups and new items. These power-ups and items

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Making a game of fashion consumption and social interaction

Author: Thomas Makryniotis // In role-playing computer games – titles such as the Final Fantasy series (Square Enix) and the Elder Scrolls series (Bethesda) – the avatar develops over time by means of power-ups and new items. These power-ups and items

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Multimodal Video Analysis: Exploring Gaze

Author: Mona Sakr // In our research as part of the embodiment strand of Multimodal Methods for Researching Digital Data and Environments (MODE), there is a particular focus on ‘reading’ the body – interpreting physical interaction – and understanding its

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Multimodal Video Analysis: Exploring Gaze

Author: Mona Sakr // In our research as part of the embodiment strand of Multimodal Methods for Researching Digital Data and Environments (MODE), there is a particular focus on ‘reading’ the body – interpreting physical interaction – and understanding its

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How bodies matter: Metaphorical mappings and epistemic actions

Authors: Anna Xambó and Sara Price // Tangible interfaces bring together the physical and the digital: tangible objects are computationally enhanced, and are typically used to both control and represent digital data. In 2006, Klemmer, Hartmann & Takayama published the

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How bodies matter: Metaphorical mappings and epistemic actions

Authors: Anna Xambó and Sara Price // Tangible interfaces bring together the physical and the digital: tangible objects are computationally enhanced, and are typically used to both control and represent digital data. In 2006, Klemmer, Hartmann & Takayama published the

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The eyes are the window to the….. body?

Author: Kerry Hudson // Eye tracking can be a great research tool for understanding a wide range of behaviours across development. Improvements in eye tracking technology means we no longer need to rig-up participants in heavy head-mounted equipment and use

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The eyes are the window to the….. body?

Author: Kerry Hudson // Eye tracking can be a great research tool for understanding a wide range of behaviours across development. Improvements in eye tracking technology means we no longer need to rig-up participants in heavy head-mounted equipment and use

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