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Which clippings match 'Information Systems' keyword pg.1 of 2
09 DECEMBER 2013

Goldsmiths Department of Art MA: Computational Aesthetics

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2013algorithmic architecturecomputational aestheticscomputational arts • computational character • computational ordering • computational structures • computational systemscomputer artconceptual artcritical discoursedatabase as cultural formdigital aestheticsdigital artfine artGoldsmiths College (University of London)information systems • logico-mathematical means • Maria Beatrice Fazi • mathematicsmathesis • Matt Fuller • mediality • medium specificitymodern artmodes of existenceorder of thingsordering • present art • programmatic declaration • rule-based worksoftware studiessupermarketssystematisationtheory of substantial formsvideo lecturevisual art

CONTRIBUTOR

Simon Perkins
04 JULY 2013

Pioneering 1968 demo of experimental computer technologies

"On December 9, 1968, Douglas C. Engelbart and the group of 17 researchers working with him in the Augmentation Research Center at Stanford Research Institute in Menlo Park, CA, presented a 90–minute live public demonstration of the online system, NLS, they had been working on since 1962. The public presentation was a session of the Fall Joint Computer Conference held at the Convention Center in San Francisco, and it was attended by about 1,000 computer professionals. This was the public debut of the computer mouse. But the mouse was only one of many innovations demonstrated that day, including hypertext, object addressing and dynamic file linking, as well as shared–screen collaboration involving two persons at different sites communicating over a network with audio and video interface."

(Stanford University Libraries)

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1960s1968Augmentation Research Center at SRIBerkeley (University of California)computer historycomputer mousecomputer networksdemoDouglas Engelbart • Fall Joint Computer Conference • HCIhierarchical visualisation • human communication • human-computer interactionhyperlinkhypertexthypertext systeminformation spaces • information structures • information systems • interactive computing • keyboardlinking • multimedia demonstration • networked computer system • networked telecommunications systems • NLS • oN-Line System (NLS) • pioneeringpioneering technologySan Francisco • Stanford Research Institute • Stanford Universitytechnology pioneerUC Berkeley • video teleconferencing • videoconferencingvisionary ideaswindows metaphor • word processing • word processor • workstation

CONTRIBUTOR

Simon Perkins
06 NOVEMBER 2012

Design Principles and Practices: a knowledge community

SEVENTH INTERNATIONAL CONFERENCE ON DESIGN PRINCIPLES AND PRACTICES, Japan
Proposals for In–Person Presentations Due: 6 December 2012

"The International Conference on Design Principles and Practices, its associated design journals, the On Design Book Series and the Design News Blog are sites of discussion which explore the meaning and purpose of design. Participants in these forums also speaking in grounded ways about the task of design and the use of designed artifacts and processes. The Conference, Journal, Book Imprint and News Blog support a cross–disciplinary knowledge community, bringing together researchers, teachers and practitioners to discuss the nature and future of design. The resulting conversations weave between the theoretical and the empirical, research and application, market pragmatics and social idealism.

In professional and disciplinary terms, the conference, journals, book series and online media traverse a broad sweep to construct a transdisciplinary dialogue which encompasses the perspectives and practices of: anthropology, architecture, art, artificial intelligence, business, cognitive science, communication studies, computer science, cultural studies, design studies, education, e–learning, engineering, ergonomics, fashion, graphic design, history, information systems, industrial design, industrial engineering, instructional design, interior design, interaction design, interface design, journalism, landscape architecture, law, linguistics and semiotics, management, media and entertainment, psychology, sociology, software engineering, technical communication, telecommunications, urban planning and visual design–to name some of the design disciplines."

(Common Ground)

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2012academic journalanthropologyarchitectureartificial intelligencecognitive scienceCommon Ground (publishing) • communication studies • computer sciencecross-disciplinary knowledge communitycross-disciplinary researchcultural studiesdesign businessdesign disciplinedesign disciplinesdesign educationdesign history • design journals • design managementdesign practitioners • design purpose • design research • design researchers • design studies • design teachers • designed artefacts • e-learningempirical researchengineeringergonomicsfashion designfine artfuture of designgraphic designindustrial designindustrial engineeringinformation systemsinstructional designinteraction designinterface designinterior design • International Conference on Design Principles and Practices • journalismknowledge communitylandscape architecturelawlinguistics • market pragmatics • media and entertainment • professional contextpsychologysemiotics • social idealism • sociologysoftware engineering • technical communication • telecommunications • theoretical research • transdisciplinary dialogue • urban planningvisual design

CONTRIBUTOR

Simon Perkins
08 JULY 2012

From LMS to VLE or from supermarkets to airports: Classifying elearning platforms using metaphors

"This paper presents a rational model developed to make sense of various elearning platforms currently in use in Australian universities. The conceptualisation and organisation of the elearning platforms is underpinned by an educational psychology framework of social construction of meaning, data visualisation and story telling for meaning making. The model explains how various elearning platforms can be integrated to represent a threedimensional, hierarchical construct that has the potential to aid understandings about the utility of information systems (IS) for learning and teaching. The model shows that LAMS, which has gained increasing popularity in Europe (Laurillard & Masterman, 2010), is usefully depicted as a 'middle ground' system, successfully bridging conventional LMSs and more advanced IS, referred here as (MU)VLEs (Multi–User Virtual Learning Environments). The model has important implications on how university lecturers, classroom teachers and students come to engage with an increasingly complex elearning environment."

(Eva Dobozy & Patricia Reynolds, LAMS Conference Sydney 2010)

Dobozy, E. & Reynolds, P. (2010). From LMS to VLE or from supermarkets to airports: Classifying elearning platforms using metaphors. Proceedings of the 5th International LAMS Conference 2010. http://lamsfoundation.org/lams2010sydney/papers.htm

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2010airport • airport metaphor • AustraliaAustralian universitiesclassification scheme • classifying • classroomcollaborationconceptual modelconceptualisationconference paper • constructivist approach • data visualisationDiana Laurillarde-learninge-learning application • e-learning conference • e-learning platformeducational psychologyelearning • elearning environments • elearning platforms • electronic portfolioengagement • Eva Dobozy • hierarchical orderinginformation systemsinformation visualisation • IS • LAMS • LAMS Conference • learninglearning and teachinglearning designlearning design support environmentlecturer • Liz Masterman • LMSmeaning makingmetaphor • Multi-User Virtual Learning Environments • MUVLE • Patricia Reynolds • pedagogysocial construction of meaningsocial constructivismsocial-constructivist approachstorytellingstudentssupermarketteachinguser requirementsvisual metaphorVLE

CONTRIBUTOR

Simon Perkins
07 FEBRUARY 2012

Kickstarter: funding platform for creative projects

"Kickstarter is the world's largest funding platform for creative projects. Every week, tens of thousands of amazing people pledge millions of dollars to projects from the worlds of music, film, art, technology, design, food, publishing and other creative fields.

A new form of commerce and patronage. This is not about investment or lending. Project creators keep 100% ownership and control over their work. Instead, they offer products and experiences that are unique to each project.

All or nothing funding.On Kickstarter, a project must reach its funding goal before time runs out or no money changes hands. Why? It protects everyone involved. Creators aren't expected to develop their project without necessary funds, and it allows anyone to test concepts without risk.

Each and every project is the independent creation of someone like you.Projects are big and small, serious and whimsical, traditional and experimental. They're inspiring, entertaining and unbelievably diverse. We hope you agree... Welcome to Kickstarter!"

(Kickstarter, Inc.)

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CONTRIBUTOR

Simon Perkins
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