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1.
Based on two years of participatory video drama (PVD) research with men and women in the city of Hu?, this article explores perspectives on, and experiences of, socio-economic transition and its influence on domestic life in Vietnam. Through a combination of output analysis, group screening sessions and individual interviews, it concentrates on the themes of marriage, parenting and ‘social evils’ which emerged in the PVD. It demonstrates how familial tensions collectively identified in the workshop and told in a single video-narrative are complicated by the more nuanced discourses that emerge from co-produced analysis in the post-production period. These illuminate a greater plurality of voices towards the liberalisation of the Vietnamese economy and the new life choices that this brings.  相似文献   
2.
This article argues that contemporary independent documentary filmmaking in China has been used as a tool by Chinese citizens to intervene in the public sphere and to provoke social change. I therefore propose to look at the phenomenon of Chinese video activism under the umbrella of alternative media. In particular, I take into consideration the “rhizomatic” media approach, which focuses on the interaction of alternative media with authority, the market and civil society. The case studies I present consist of several documentary projects completed between 2004 and 2010 that opened up spaces of dialogue between filmmakers and local authority, mass media and civil society. The paper claims that documentary films have an impact on audiences, whose members are consequently motivated to engage in discussion and action. I argue that activist video-making in China is reshaping the identity of urban citizens: through filmmaking, urban citizens claim their right to access information and demonstrate their will to participate and intervene in social issues.  相似文献   
3.
Our aim in this paper is to examine the ways in which electronic gaming machines (EGMs) redistribute resources to and from three remote towns in the Northern Territory (NT), namely Katherine, Tennant Creek and Nhulunbuy. We describe EGM expenditure levels in each town at the level of the individual venue, examine patterns of socioeconomic status within each town, explore the ways in which EGM markets are racialised through venue gate‐keeping practices and spatially‐based alcohol regulations, and examine the effects of resource redistribution mechanisms designed to return a proportion of EGM profits to host communities. The ability of venues to draw resources from extremely disadvantaged groups from the remote periphery is of central concern when attempting to assess the societal consequences of gambling in remote towns, both in terms of individual harm and the adequacy of resource redistribution. Existing mechanisms for resource redistribution are both selective and relatively meagre, pointing to a political and racial economy of EGM gambling that transfers resources from remote towns to sites of centralised ‘white’ power. We conclude that political economy in the context of remote NT towns may not be understood outside a consideration of racial economy and the way that constructed notions of race operate to legitimate existing processes of economic exploitation and resource redistribution.  相似文献   
4.
Archaeology has been a persistent theme for video games, from the long-running Indiana Jones and Lara Croft franchises to more recent uses of archaeology in games like Destiny and World of Warcraft. In these games, archaeology is often portrayed as a search for treasure among lost worlds that leads to looting and the destruction of cultural heritage. In this article, we review the current state of archaeological video games, including mainstream and educational games. While this is not an exhaustive discussion, it provides an introduction and overview to the current landscape. We propose that an understanding of current popular archaeological video games is important to archaeologists for three reasons: (1) it is a source of potentially dangerous misconceptions about the discipline that must be addressed; (2) it can be a source of inspiration for funding and a means to recruit new students to the discipline; and (3) games can be leveraged as teaching moments in classrooms and public discussions. It is important that archaeologists recognize the ways the discipline is being portrayed in such public contexts, in order to maximize the potential benefit for archaeology and to prevent further misconceptions about the subject.  相似文献   
5.
The dramatic growth of drone warfare in the last decade has meant the arrival of a new kind of war imagery in civilian life: the view through the drone camera. As such, the drone is not simply a weapon, but also an emerging medium for representing conflict. This article explores the ways this imagery has been selected, interpreted, framed and put to use in public and popular culture. In addition to exploring how these practices of looking fit within the larger history of war imagery, two prominent features of ‘drone vision’ are identified: the promotion of consumer interactivity in the drone war and the militarising of domestic space.  相似文献   
6.
Book-in-a-box to Xbox is a discussion of developments in the material form of contemporary textual objects and of the impact this has on user/reader experience. The article formulates itself as a contemporary book history, situating the texts in question within the broader sphere of digital culture, and analyses textual function, reception, form and user interaction, presenting a cultural theorising of contemporary textual objects. The article conducts these discussions via a consideration of Marc Saporta's Composition No. 1 (a key example of materially experimental literature); recent developments in e-reading and the implications of these developments; designing interactivity in massively multiplayer online gaming; and emerging forms of sociality, or shared experience, in virtual reading and playing communities.  相似文献   
7.
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   
8.
近几十年来,国际旅游学者针对博彩旅游开展研究,研究范围涉及消费者行为、影响和政策等主题,得到许多有益的发现;然而,国内研究对该领域的关注则较少.本文在梳理国外博彩旅游文献的基础上,按照主题对文献内容进行分析总结,研究发现:(1) 博彩行为和博彩影响研究最受重视,研究方法以定量为主,研究理论涉及社会学、管理学和经济学等多学科;(2) 博彩行为研究中,不同类型博彩者行为研究和中国博彩者行为研究备受关注;(3) 博彩影响研究中,关键变量的识别、关键模型的构建对于未来进一步深化研究有重要作用.  相似文献   
9.
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   
10.
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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