A presentation I gave on the methodology of my thesis project at ITP. The details of the system (ie, the use of Nintendo DSes and/or Socialbomb hardware) were just for reference, as the final implementation will likely be quite different. Including that example, though, seems to have been the thing that makes what I'm after clearer to people, so I'm glad I included it, despite my reservations about discussing platforms that I'm not using.
There's also a rather thorough description of a card game prototype I developed to test some of the rules and ideas I've been working on for alliances. I think you can even play it based on what's in the presentation! If you do, please let me know!
The Semiotic Manual: An Innovation Tool Helping Global Brands Scale Sense Acr...Dr. Martina Olbert
This is a presentation about The Semiotic Manual – a talk I originally delivered at the 2017 Semiofest conference in Toronto, Canada. In this presentation, you’ll find the global perspective of the most pressing changes of the global landscape shifting the nature of the marketing industry, as well a sample of the most frequent fails of brand localisation and brand adaptation in cultures worldwide. The Semiotic Manual is an innovative strategic tool developed with an aim to help global brands scale sense & align meaning across touchpoints, markets and geographies to limit cultural friction, fragmentation and ultimately increase cultural relevance to maximize brand value and boost brand equity.
Combining Semiotics with Other Approaches for Richer ResultsSarah Jane Johnson
A presentation by Sarah Jane Johnson of Athena Brand Wisdom detailing ways that Marketing Semiotics can be used to enhance the results of qualitative market research. Presented at the AQR-QRCA conference in Budapest, April 2014.
A presentation I gave on the methodology of my thesis project at ITP. The details of the system (ie, the use of Nintendo DSes and/or Socialbomb hardware) were just for reference, as the final implementation will likely be quite different. Including that example, though, seems to have been the thing that makes what I'm after clearer to people, so I'm glad I included it, despite my reservations about discussing platforms that I'm not using.
There's also a rather thorough description of a card game prototype I developed to test some of the rules and ideas I've been working on for alliances. I think you can even play it based on what's in the presentation! If you do, please let me know!
The Semiotic Manual: An Innovation Tool Helping Global Brands Scale Sense Acr...Dr. Martina Olbert
This is a presentation about The Semiotic Manual – a talk I originally delivered at the 2017 Semiofest conference in Toronto, Canada. In this presentation, you’ll find the global perspective of the most pressing changes of the global landscape shifting the nature of the marketing industry, as well a sample of the most frequent fails of brand localisation and brand adaptation in cultures worldwide. The Semiotic Manual is an innovative strategic tool developed with an aim to help global brands scale sense & align meaning across touchpoints, markets and geographies to limit cultural friction, fragmentation and ultimately increase cultural relevance to maximize brand value and boost brand equity.
Combining Semiotics with Other Approaches for Richer ResultsSarah Jane Johnson
A presentation by Sarah Jane Johnson of Athena Brand Wisdom detailing ways that Marketing Semiotics can be used to enhance the results of qualitative market research. Presented at the AQR-QRCA conference in Budapest, April 2014.
Social Serious Games = Serious Games and Social MediaJohannes Konert
In this talk at the 'research games' barcamp I presented my research area 'Social Serious Games' with the related fields and definitions.
The slides give an insight into architectural design and aspects to keep in mind when designing such games.
Given the set of problems and puzzles we have been observing in virtual worlds, and the themes that weave them together, we have begun to sketch out a conceptual and theoretical framework to better understand virtual worlds and their evolution. The starting point, we argue, is to see the story of virtual worlds as one of field flux and evolution. This puts our efforts in line with institutional and organization theory, especially Davis and Marquis’ recent suggestion that problem-driven research should be like a natural history of the institutions of capitalism. We also are adopting their suggestion of using mechanisms as a way to evade some problems with black box theorizing about the ways in which actors and codes at different levels interact to account for particular organizational and field level outcomes. Hence, we are using familiar concepts about fields and the “pillars” of institutional theory- the rules, laws, and codes that enable and constrain actors. However, we are adding a newer (or at least more recently rediscovered) tool from the org theory tool kit: mechanisms. Finally, we are doing this for a domain that poses some idiosyncratic issues.
Virtual worlds are an emerging field within a wider field (cyberspace) that is already in flux; moreover, we are dealing with organizations that can only be understood as constellations of worlds-within-worlds due to their constituent complexity. The internal complexity of the VWs has made them quite literally worlds within worlds. Crucially, these are not hermetically sealed terrariums. The flow of people, information, money, and digital objects is an essential feature of the worlds within worlds quality of VWs.
In this paper, we will describe a set of concepts that together make a framework for adequately describing virtual worlds in terms of institutional theory and evolution. This framework leads to proposing two critical co-evolutionary dynamics that will drive the worlds and their field. We will discuss what adaptation and adaptive capability means in this situation with coevolutionary dynamics in an emerging and turbulent field. Using grounded theory and a variety of qualitative data sources has brought us to this point. We will discuss a few preliminary case studies and what they real about adaptation for virtual worlds.
Discursive Game Design or: Game Design as Cultural PracticeStefan Werning
The slides outline Discursive Game Design as a conceptual framework, that frames game design in four distinct ways: a) as cultural practice, b) as play, c) as persuasive communication, and d) as a research heuristic in its own right.
A discussion of the qualitative method of autoethnography based on Grant, Short & Turner's introduction to the 2013 edited volume "Contemporary British Autoethnography."
Social Serious Games = Serious Games and Social MediaJohannes Konert
In this talk at the 'research games' barcamp I presented my research area 'Social Serious Games' with the related fields and definitions.
The slides give an insight into architectural design and aspects to keep in mind when designing such games.
Given the set of problems and puzzles we have been observing in virtual worlds, and the themes that weave them together, we have begun to sketch out a conceptual and theoretical framework to better understand virtual worlds and their evolution. The starting point, we argue, is to see the story of virtual worlds as one of field flux and evolution. This puts our efforts in line with institutional and organization theory, especially Davis and Marquis’ recent suggestion that problem-driven research should be like a natural history of the institutions of capitalism. We also are adopting their suggestion of using mechanisms as a way to evade some problems with black box theorizing about the ways in which actors and codes at different levels interact to account for particular organizational and field level outcomes. Hence, we are using familiar concepts about fields and the “pillars” of institutional theory- the rules, laws, and codes that enable and constrain actors. However, we are adding a newer (or at least more recently rediscovered) tool from the org theory tool kit: mechanisms. Finally, we are doing this for a domain that poses some idiosyncratic issues.
Virtual worlds are an emerging field within a wider field (cyberspace) that is already in flux; moreover, we are dealing with organizations that can only be understood as constellations of worlds-within-worlds due to their constituent complexity. The internal complexity of the VWs has made them quite literally worlds within worlds. Crucially, these are not hermetically sealed terrariums. The flow of people, information, money, and digital objects is an essential feature of the worlds within worlds quality of VWs.
In this paper, we will describe a set of concepts that together make a framework for adequately describing virtual worlds in terms of institutional theory and evolution. This framework leads to proposing two critical co-evolutionary dynamics that will drive the worlds and their field. We will discuss what adaptation and adaptive capability means in this situation with coevolutionary dynamics in an emerging and turbulent field. Using grounded theory and a variety of qualitative data sources has brought us to this point. We will discuss a few preliminary case studies and what they real about adaptation for virtual worlds.
Discursive Game Design or: Game Design as Cultural PracticeStefan Werning
The slides outline Discursive Game Design as a conceptual framework, that frames game design in four distinct ways: a) as cultural practice, b) as play, c) as persuasive communication, and d) as a research heuristic in its own right.
A discussion of the qualitative method of autoethnography based on Grant, Short & Turner's introduction to the 2013 edited volume "Contemporary British Autoethnography."
Лекция 5. Инструментарий технического переводчика. Электронные словари, поис...fiadotau
Презентация к пятой лекции курса "Основы научно-технического перевода японского языка".
1 семестр 2014/15 учебного года.
Минский государственный лингвистический университет, кафедра восточных языков. Преподаватель Федотов М.С.
Лекция 3. Грамматические и стилистические характеристики научного и техничес...fiadotau
Презентация к третьей лекции курса "Основы научно-технического перевода японского языка".
1 семестр 2014/15 учебного года.
Минский государственный лингвистический университет, кафедра восточных языков. Преподаватель Федотов М.С
Лекция 2. Лексические особенности научного и технического стиля японского языкаfiadotau
Презентация ко второй лекции курса "Основы научно-технического перевода японского языка".
1 семестр 2014/15 учебного года.
Минский государственный лингвистический университет, кафедра восточных языков. Преподаватель Федотов М.С.
MATATAG CURRICULUM: ASSESSING THE READINESS OF ELEM. PUBLIC SCHOOL TEACHERS I...NelTorrente
In this research, it concludes that while the readiness of teachers in Caloocan City to implement the MATATAG Curriculum is generally positive, targeted efforts in professional development, resource distribution, support networks, and comprehensive preparation can address the existing gaps and ensure successful curriculum implementation.
How to Add Chatter in the odoo 17 ERP ModuleCeline George
In Odoo, the chatter is like a chat tool that helps you work together on records. You can leave notes and track things, making it easier to talk with your team and partners. Inside chatter, all communication history, activity, and changes will be displayed.
June 3, 2024 Anti-Semitism Letter Sent to MIT President Kornbluth and MIT Cor...Levi Shapiro
Letter from the Congress of the United States regarding Anti-Semitism sent June 3rd to MIT President Sally Kornbluth, MIT Corp Chair, Mark Gorenberg
Dear Dr. Kornbluth and Mr. Gorenberg,
The US House of Representatives is deeply concerned by ongoing and pervasive acts of antisemitic
harassment and intimidation at the Massachusetts Institute of Technology (MIT). Failing to act decisively to ensure a safe learning environment for all students would be a grave dereliction of your responsibilities as President of MIT and Chair of the MIT Corporation.
This Congress will not stand idly by and allow an environment hostile to Jewish students to persist. The House believes that your institution is in violation of Title VI of the Civil Rights Act, and the inability or
unwillingness to rectify this violation through action requires accountability.
Postsecondary education is a unique opportunity for students to learn and have their ideas and beliefs challenged. However, universities receiving hundreds of millions of federal funds annually have denied
students that opportunity and have been hijacked to become venues for the promotion of terrorism, antisemitic harassment and intimidation, unlawful encampments, and in some cases, assaults and riots.
The House of Representatives will not countenance the use of federal funds to indoctrinate students into hateful, antisemitic, anti-American supporters of terrorism. Investigations into campus antisemitism by the Committee on Education and the Workforce and the Committee on Ways and Means have been expanded into a Congress-wide probe across all relevant jurisdictions to address this national crisis. The undersigned Committees will conduct oversight into the use of federal funds at MIT and its learning environment under authorities granted to each Committee.
• The Committee on Education and the Workforce has been investigating your institution since December 7, 2023. The Committee has broad jurisdiction over postsecondary education, including its compliance with Title VI of the Civil Rights Act, campus safety concerns over disruptions to the learning environment, and the awarding of federal student aid under the Higher Education Act.
• The Committee on Oversight and Accountability is investigating the sources of funding and other support flowing to groups espousing pro-Hamas propaganda and engaged in antisemitic harassment and intimidation of students. The Committee on Oversight and Accountability is the principal oversight committee of the US House of Representatives and has broad authority to investigate “any matter” at “any time” under House Rule X.
• The Committee on Ways and Means has been investigating several universities since November 15, 2023, when the Committee held a hearing entitled From Ivory Towers to Dark Corners: Investigating the Nexus Between Antisemitism, Tax-Exempt Universities, and Terror Financing. The Committee followed the hearing with letters to those institutions on January 10, 202
it describes the bony anatomy including the femoral head , acetabulum, labrum . also discusses the capsule , ligaments . muscle that act on the hip joint and the range of motion are outlined. factors affecting hip joint stability and weight transmission through the joint are summarized.
Exploiting Artificial Intelligence for Empowering Researchers and Faculty, In...Dr. Vinod Kumar Kanvaria
Exploiting Artificial Intelligence for Empowering Researchers and Faculty,
International FDP on Fundamentals of Research in Social Sciences
at Integral University, Lucknow, 06.06.2024
By Dr. Vinod Kumar Kanvaria
This presentation includes basic of PCOS their pathology and treatment and also Ayurveda correlation of PCOS and Ayurvedic line of treatment mentioned in classics.
2. Semiosphere and mediascape
“While some semiotic approaches tend to concentrate
on message interpretation, most medium theorists
emphasize the medium or media form rather than
content. A link between these two theoretical realms
can allow for a more cogent analysis of media and their
place in society.”
(Leverette 2003)
3. semiosphere:
1. “interconnected Umwelten” (Kull 1998)
2. continuity of sign systems
Semiosphere and mediascape
“The five scapes” (Appadurai 1990):
ethnoscape
technoscape
finanscape
ideascape
mediascape
4. Semiosphere and mediascape
Conventional understandings of the sign do not
accommodate the idea of the medium the sign is
reproduced through.
and yet
The medium chosen to deliver a message shapes our
interpretation of the message:
• because of the intrinsic properties of the medium
(McLuhan: “The medium is the message”)
• because of the conventions that emerge around the
medium
5. Semiosphere and mediascape
Illustration:
Gershon (2010): “media ideologies” create “idioms of
practice” and infuse the choice of medium with moral
value:
e.g. breaking up via a text message is
seen as immoral (“the medium is at
odds with the message”).
7. Media literacies
Media literacies are sets of competencies which give
one “the ability to access, analyze, evaluate and create
media.”
The term is often employed in education science, where
the the emphasis tends to be on the critical/relfective
and the creative components.
But even accessing media (watching a
movie, playing a videogame)
requires a set of competencies
→ primary media literacies.
8. Media literacies
can overlay and re-signify signs which exist in other
semotic spheres (religious, ethnic, political, etc.):
1. graves as places of honoring and reminiscing about
the dead (matches wider cultural code)
2. graves as places to look for clues (taboo in wider
cultural code)
3. the grave as an indicator that the current
playthrough is over
9. Media literacies
can also comprise signs not directly found in other
semiotic spheres, enabling comprehension, mastery,
and suspension of disbelief:
• deadly spikes sticking
out of the floor
• “platforms” hanging in
the air
• a two-dimensional world
with very weak gravity
• a hero who has several
lives
• etc.
10. Primary media literacies in videogames
1. Control scheme
2. Level design: e.g. free-roaming vs. unlockable
3. Perspective/world representation: 2D vs. 3D;
photorealism vs. cartoon aesthetics; etc.
4. User interface and inventory
5. Points and achievements
6. Game mechanics
icon index symbol
What should I do?
>> pick up the flashlight
etc.
11. Primary media literacies in videogames
interpretative competencies
performative competencies
mastery
other semiotic
competencies
other semiotic
competencies
12. Indie games and playing with media
conventions
• The indie game movement started in the
2000s thanks to the emergence of
consumer-grade game production
technology and a favorable distribution
infrastructure
• Indie gamers favor originality,
experiments, and artistic expessiveness
over the high production values of
mainstream videogame industry
• The advent of indie games has widened
the reach of videogames as a medium
13. Indie games and playing with media
conventions
Perdition:
Plays with both religious symbols (re-signifying God for
subservience and Satan for self-indulgence) and with the
simplistic “good vs. evil” dichotomy characteristic of most
platformer games.
14. Indie games and playing with media
conventions
Karoshi series:
A platformer game where the goal is to kill your avatar.
Inverts the basic premise of platformers (navigate your
way past dangers to advance to the next level); re-
signifies many of their “stock signs” (e.g. spikes).
15. Indie games and playing with media
conventions
Fez:
A game about a creature that discovers the third
dimension in a world whose inhabitants are only aware of
two. Plays with the “2D world” convention employed by
platformer games in a way meaningful for the story.
16. Indie games and playing with media
conventions
1213:
A platformer game made with Adventure Game Studio
(AGS). Challenges the meta conventions established
within the AGS community: the expectation that
developers use the tool to create an adventure game.
17. Indie games and playing with media
conventions
These examples pertain to different “layers of the cake,”
but the mechanism is the same:
deliberate re-signification of a “stock,” ready-made symbol
with the aim of evoking a metasemiotic reflection in the
player.
18. Indie games and playing with media
conventions
Lotman: semiotic processes are more dynamic on the
periphery, leading to a production of new meanings, some
of which may replace semiotic structures of the core.
But these processes on the periphery can also can push
the boundaries of the semiosphere as such.
periphery
19. Indie games and playing with media
conventions
Crucially, most of the new meanings emerge at the
intersection of different layers (Lotman: “fusion of leves”):
“New information in the semiosphere can be produced
only as a result of a dialogue between different codes”
(Steiner 2003).
20. So what kind of cake is the semiosphere?
• A cake with many layers, each of
which you have to learn to eat
• (And yet there are no clear
boundaries between the layers)
• A cake which tastes differently in
the center and the periphery
• And whose taste, moreover,
constantly changes, particularly on
the periphery and where different
layers meet
• A cake that is constantly growing in size
• But whose size is impossible to meaure