Diminishing returns and advances in telecommunications have prompted large video game firms to seek new locations, outsource production, and develop niche studios, including on Canada's East Coast. In this paper, we examine emerging occupational cultures and trace the origins and evolution of video game production in Canada's Atlantic provinces—a critical yet peripheral space economy in the gaming sector. Our findings are drawn from 30 interviews with gameworkers, studio managers, government officials, and other industry experts. We find this industry to be driven by the confluence of three major factors: (i) provincial governments have supported video game development as a strategic industry via financial incentives; (ii) firms are benefiting from a return migration effect and are repatriating Atlantic Canadian talent from media hubs by selling “home,” work‐life balance, and an alternative to the punishing gamework culture associated with Silicon Valley; and (iii) post‐secondary institutions in the region have improved their talent pipelines through computer science, digital media, and video game development programs. 相似文献
In this article we wish to explore the political possibilities of video games. Numerous scholars now take seriously the place of popular culture in the remaking of our geographies, but video games still lag behind. For us, this tendency reflects a general response to them as imaginary spaces that are separate from everyday life and ‘real’ politics. It is this disconnect between abstraction and lived experience that we complicate by defining play as an event of what Brian Massumi calls lived abstraction. We wish to short-circuit the barriers that prevent the aesthetic resonating with the political and argue that through their enactment, video games can animate fantastical futures that require the player to make, and reflect upon, profound ethical decisions that can be antagonistic to prevailing political imaginations. We refer to this as social irrealism to demonstrate that reality can be understood through the impossible and the imagined. 相似文献
This paper examines undergraduate student perceptions of the learning utility of video podcasts. The perceived and actual effectiveness of the technology was assessed by written questionnaire, focus groups and assessment results. The podcasts were perceived as effective in supporting learning, largely by offering a flexible and visual learning experience. They were also viewed as a useful resource for revision and assessment, stimulating factual recall. There were no significant differences, however, between examination grades from cohorts prior to and post-adoption of podcasts. There is a need to unite the technology with reflective discussion and critical application in a social constructivist framework. 相似文献
Archaeological filmmaking is a relatively under-examined subject in academic literature. As the technology for creating, editing, and distributing video becomes increasingly available, it is important to understand the broader context of archaeological filmmaking; from television documentaries to footage shot as an additional method of recording to the informal ‘home videos’ in archaeology. The history of filmmaking in archaeology follows innovations within archaeological practice as well as the availability and affordability of technology. While there have been extensive analyses of movies and television shows about archaeological subjects, the topic of archaeological film has been characterized by reactions to these outside perspectives, rather than examinations of footage created by archaeologists. This can be understood to fall within several filmic genres, including expository, direct testimonial, impressionistic, and phenomenological films, each with their own purpose and expressive qualities. Footage taken on site can also be perceived as a form of surveillance, and can modify behaviour as a form of panopticon. Consequently, there are considerations regarding audience, distribution, and methods for evaluation, as these films are increasingly available on social media platforms. This paper explores the broad context for archaeological filmmaking and considers potential futures for the moving image in archaeology. 相似文献
With China’s economic rise and in particular its massive international trade surplus with the rest of the world, the exchange rate of its currency has come under increasing scrutiny in the new millennium. Based on a critical review of existing International Political Economy (IPE) theoretical approaches on exchange rate politics – the Innenpolitik approaches and the international-domestic interaction approach – this paper argues that two-level game theory is a suitable tool for explaining the development of China’s exchange rate policy. By specifically examining the external factors and domestic sources of China’s exchange rate policy, this paper develops a complete analytical framework in which China’s central decision makers are understood to strive to reconcile international pressures and domestic bargainers when making decisions on exchange rate policy. After offering a theoretical review, revision and synthesis, the paper provides an empirical study of China’s 2005 exchange rate reform to specifically show how international factors played an agenda-setting role in China’s exchange rate policy making and how China’s domestic politics determined the pathway of the exchange rate reform in July 2005. 相似文献
ABSTRACTIn recent years, there has been a proliferation of sophisticated, user-friendly and accessible instruments of video data collection (e.g. mobile/cell phones and tablets) which facilitate video-based research and analysis. This paper reports on the opportunities and challenges of undertaking video analysis by reporting on the qualitative video analysis of a subset of 30 purposively selected videos from #notanurse_but, a parent-driven video campaign initiated by WellChild, a UK charity. This paper provides insight into one way of conducting video analysis, appreciating that a variety of approaches exist and that methodological reflections on analytical work with video recordings are limited. The authors critically consider researcher subjectivity; the everydayness of video data; making assumptions; and the incomplete picture provided by video data. Despite notable limitations to the approach of video analysis as a standalone method, the authors conclude that video analysis is capable of eliciting data that may not otherwise be obtained. 相似文献
Mobile mapping systems (MMS) are widely used technology nowadays for spatial data collection of large scale projects like for city and highway mapping. The systems are mainly equipped with laser scanning sensors and/or imaging sensors mounted on a moving vehicle during the scene capture. Imaging sensors are normally cameras which either capture perspective or panoramic images covering the whole horizon of the vehicle. The orientation of the captured panoramic images is accurate to centimeters’ level because of the precise positioning and navigation systems equipped with these mapping systems. However, the positioning accuracy of mobile mapping systems can be degraded in city centers or urban canyons because of the satellite signal disturbances.
In this article, we discuss the following objectives: (1) the possibility to use the mobile mapping images for cultural heritage documentation and as built surveying and how accurate the mapping can be; (2) the concept of using the mobile mapping images as a tool of georeferencing the crowdsource images; and (3) the efficiency of using the multi-temporal mobile mapping images for occluded free cultural heritage facade orthophotos. The mobile mapping systems of CycloMedia with two panoramic products of Cyclorama images (12 MP) and HD Cycloramas (100 MP) are used for the experimental tests in this research article. 相似文献