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11.
1972年2月28日,中美两国政府在上海发表了第一个联合公报,即著名的《上海公报》,标志着中美长期隔绝的结束和两国关系正常化进程的开始。《上海公报》的谈判经过了两个阶段:第一阶段是1971年10月20~26日,美国总统国家安全事务助理基辛格第二次访华期间;第二阶段是1972年2月21~28日,美国总统尼克松访华期间。第一阶段的谈判经过了三个回合,双方先后各自提出了三个版本的草案稿,涉及公报的写法、内容、表述等问题,但核心是台湾问题。经过双方反复讨论,中美各有让步,除台湾问题外,其他问题基本达成共识。这就为4个月后的尼克松成功访华和第二阶段的谈判奠定了扎实的基础,从而推动了中美关系正常化的进程。 相似文献
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This paper contributes to the growing research literature on children's ‘intimate geographies’ by focusing on two-year-old children's explorations and play within the domestic spaces of their homes. It draws on video data showing three young girls playing in selected home spaces i.e. a family grocery shop in Peru, the upstairs rooms of a house in America, and the balcony of an apartment in Italy. Through analysis of short video sequences the paper describes the way children use and invest meaning in these spaces. It is argued that the three domestic locations can be seen as ‘safe places’, in both material and personal senses; and that they enable children's sense of belonging, foster their ‘emplaced knowledge’ and build on their confidence to explore spaces further afield. 相似文献
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Board games have a wide and complex distribution in the ancient world. Two board games from antiquity that were transmitted across the borders of empires and city states and played for nearly two millennia show only minor changes in the appearance of the board. This lack of branching for antique board games can be explained by the abstract characteristics of the games and the dominance of certain cultures in antiquity. A historical analysis of their transmission process supports this hypothesis. 相似文献
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Daniel A. Friess Grahame J. H. Oliver Michelle S. Y. Quak Annie Y. A. Lau 《Journal of Geography in Higher Education》2016,40(4):546-564
The “field trip” is a key pedagogical tool within geographical education to encourage deep learning, though they are increasingly difficult to implement due to reduced budgets, safety concerns and increasing class sizes. We incorporated three field-learning activities into a large introductory module. A traditional staff-led trip was the most effective activity in terms of enjoyment, knowledge, and deep thinking and awareness. Self-paced field activities and video podcasts had less pedagogical value, though can still support lectures and the staff-led field trip. An integrated approach will best maximize deep learning opportunities. 相似文献
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Steve Poole 《International Journal of Heritage Studies》2018,24(3):300-314
The heritage industry now makes extensive use of digital audioguides and similar interpretation tools to reach new audiences but many remain rooted in authoritative and didactic conservatism. This paper critically evaluates the state of play in the field, from downloadable audio tours and apps, through more complex engagements with theatrically enhanced and affective simulation, to attempts at fuller dialogic visitor participation and the use of gps or RFID-triggered game mechanics. While ‘armchair’ and home screen-based game and interpretation models are addressed, particular attention is paid to the use of mobile and locative design, where embodiment in place is privileged over less associative or remote experience. The paper takes a research project led by the author as a case study. Ghosts in the Garden was conceived in collaboration with a museum and an experience design SME to test the potential of immersive, affective real world games on public understandings of history. It sought to engage visitors with researched history from below by using a pervasive media soundscape, the ‘ghosts’ of past visitors and a ‘choose-your-own-adventure’ game mechanic in which outcomes are variable, visitor agency is retained and a more radical model of historical knowledge suggested. 相似文献
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《Journal of Geography in Higher Education》2012,36(1):158-172
This paper evaluates the effectiveness of incorporating digital video into a traditional Cook's Tour as part of a 7-day road trip around the east coast of New Zealand's North Island over a 4-year period. Student-generated video diaries summarized landscape features and processes at fieldsites, empowering students through active learning and small group collaborations. Student response was assessed via pre- and post-fieldtrip questionnaires, focus group and video diary reflection. Marks were analysed before and after the introduction of on-site student video production. Results of this research indicate the positive influence and statistically significant effects of this approach on student learning. 相似文献
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Ian Graham Ronald Shaw 《Social & Cultural Geography》2013,14(8):789-803
This paper argues that war video games are transitional spaces that connect players to the ‘war on terror’. It explores the pervasive influence of militarism in video games and how the US Army is enlisting play as an active force in blurring the distinctions between civilian and soldier. The paper begins by theorizing what exactly it means to ‘play’, and settles on the concept of ‘transitional space’ provided by psychoanalyst Donald Winnicott. It then investigates the ‘military entertainment complex’, an assemblage of institutions and sites that produce military video games for commercial release. Next, the paper looks at the aesthetics of video games, revealing an entrenched colonial logic instrumental for military recruitment and consent. The final section pulls all of this together to argue that video games are transitional spaces instrumental to understanding the everyday geographies of violence, terror, and warfare. 相似文献
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Geoffrey Chew 《Central Europe》2013,11(1-2):87-102
AbstractEstablished Czech precedent has made the town of Terezín an important literary symbol of Holocaust memory, used in the 1960s to construct myths of Czech innocent victimhood. Jáchym Topol’s novel, The Devil’s Workshop (2009), returns to the theme with great originality, avoiding such myths by using a compromised first-person Czech narrator, who is involved in setting up ‘dissident’ commemorative museums at Terezín and in Belarus. These draw on documented accounts of real atrocities for their authenticity. Competitive in national terms, commercialized, and ethically compromised, they are finally, arguably inevitably, silenced. Topol’s ‘truth-telling’ is discussed in the context of Theodor W. Adorno’s criticism of committed Holocaust literature, Benedict Anderson’s interpretation of museums as commercialized constructions of nationality, and Timothy Snyder’s historical account of the killings in Eastern Europe; the ambiguous pessimism of his novel stands up well to criticism and, it is argued, has lessons even for historians of the Holocaust. 相似文献
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Peter Mantello 《Australian Journal of International Affairs》2013,67(5):638-658
Although much has been written on the abilities of the first-person shooter to advance neo-orientalist themes and US imperial agendas through its aesthetics and narrative, the author argues that by exploiting the porous institutional boundaries between military planners and the video-game industry, the hyperrealist shooter becomes a formidable and formative middle ground not only in reshaping understanding of and access to the nebulous and furtive world of discreet war, but also in filling its legitimacy gap. 相似文献