Not Signed-In
Which clippings match 'Canada' keyword pg.1 of 10
19 JANUARY 2016

Skins: Designing Games with First Nations Youth

"Aboriginal Territories in Cyberspace (AbTeC), based out of Obx Labs at Concordia University in Montreal and directed by Lewis and Skawennati Fragnito, is a network of academics, artists, and technologists that encourages Indigenous participation in online culture and exploration of new media technology. The main objective of the AbTeC research network is to discover, define, and implement methods by which Indigenous people can use networked communication technology to strengthen our cultures. In an effort to overcome the economic, social, and cultural factors that influence the low rate of Indigenous participation in the making of new media and encourage Indigenous representation in digital games and virtual worlds specifically, AbTeC proposed to conduct Skins, a game/virtual world development workshop for Aboriginal youth that teaches them design programming, art, animation, and audio. ...

In conducting Skins, our goal is to encourage First Nations youth to be more than consumers of digital media; rather, we wish to show them how they themselves can be creators who can approach games with a critical perspective and from within their own cultural context. We are motivated by the possibilities of digital games and virtual environments for Indigenous peoples as well as correcting or adding to representations of Indigenous peoples in commercial games. Indigenous peoples' survival, recovery, development, and self-determination hinges on the preservation and revitalization of languages, social and spiritual practices, social relations, and arts [1]. Digital games and virtual environments, with their unique combination of story, design, code, architecture, art, animation, and sound [2], provide a rich medium though which to explore different strategies for pursuing such preservation and revitalization. For example, Thornton Media's RezWorld is a virtual environment for learning the Cherokee language. It has even been argued that the fluid, open, and networked characteristics of modern digital media make it particularly useful as a tool for Aboriginal storytelling, with Loretta Todd, Cree/Métis filmmaker and Director of the Aboriginal Media Arts Lab, suggesting 'the experience of cyberspace offers the reversal of narrative as derived from storytelling, a return to oral tradition' [3]. Furthermore, due to the radical decrease in the costs of the means of production and distribution, digital games and virtual worlds present Indigenous people with a powerful opportunity to widely (or narrowly) communicate stories in which we shape our own representation."

(Beth Aileen Lameman and Jason Edward Lewis, 2011)

1
2

TAGS

2011Aboriginal culture • Aboriginal Media Arts Lab • Aboriginal storytelling • Aboriginal Territories in Cyberspace (AbTeC) • Aboriginal youth • Bart Simon • Beth Aileen Lameman • CanadaCelia Pearce • Cherokee language • Christian Beauclair • community participatory project • Concordia University • Cree • cultural representations • development workshop • digital games • digital media and learning • Dogrib • First NationsFirst Nations youth • Haudenosaunee • Indigenous cultural production • Indigenous participation • Indigenous peopleindigenous peoples • Indigenous representation in digital games • Indigenous representation in virtual worlds • Iroquois • Jason Edward Lewis • Journal of Game Design and Development Education • Katherine Isbister • Ken Finney • language preservation • Loretta Todd • Louise Profeit • making new media • Metis • Mohawk • Montreal • more than consumers • Myron Lameman • Nacho Nyak Dun • Nehiraw • new media artist • new media technologiesNorth American • Obx Labs at Concordia University • oral traditionresearch network • revitalisation of languages • RezWorld • Richard Van Camp • self-determination • Skawennati Fragnito • spiritual practices • Steve Loft • Steve Sanderson • Thornton Media • traditional culturevideo game designvideo games and Indigenous peoplevirtual environmentsvirtual worlds

CONTRIBUTOR

Simon Perkins
09 JUNE 2015

Compelling motion infographics: The Fallen of World War II

"The Fallen of World War II is an interactive documentary that examines the human cost of the second World War and the decline in battle deaths in the years since the war. The 15-minute data visualization uses cinematic storytelling techniques to provide viewers with a fresh and dramatic perspective of a pivotal moment in history."

1

TAGS

23 • 80 • Africa • AlteredQualiea • Andy Dollerson • Aotearoa New Zealand • Auschwitz-Birkenau • AustraliaAustriaaverage age • battle deaths • Belgium • Belzec • British colonial era • BurmaCanadacasualties • Chelmno • civilian deaths • concentration camp • cost of war • counting the numbers • course of historyD-Day landingdata visualisation • data-driven documentary • death campDenmark • Eastern Front • Estonia • firebombing • Francefutility of wargas chambergassingGreecehistorical perspective • human cost of war • HungaryIndiaIndonesiainfo graphicsinteractive information designItalyJapanJewish HolocaustKoreaLatviaLithuania • long peace • Luxembourg • Majdanek • military conflictMyanmarNazi Germany • Neil Halloran • Netherlands • North American historical perspective • Norwaynumerical scalesOkinawa • Omaha Beach • Pacific Rim • Pacific War • peace • Pearl Harbor • Peoples Republic of ChinaPeoples Republic of PolandPhilippinespicture statisticsPolandRomania • Siege of Leningrad • Slovakia • Sobibor • Soviet armySoviet Russia • Stalingrad • statistical graphics • Steven Pinker • Treblinka • UKvisual information designwarwar crimes • Western Front • World War II • Yellow River • Yugoslavia

CONTRIBUTOR

Simon Perkins
30 JANUARY 2015

Public information ad about the Trans-Pacific Partnership (TPP)

1

CONTRIBUTOR

Simon Perkins
30 MARCH 2014

Canadian MOOC pioneers George Siemens and Stephen Downes

"Dr. Siemens, along with Stephen Downes, senior researcher at the National Research Council, years earlier had launched what is widely recognized as the first MOOC, in 2008. It was a course on learning theory offered through the University of Manitoba where Dr. Siemens then taught."

(Rosanna Tamburri, 12 February 2014, University Affairs)

TAGS

2008Athabasca UniversityCanada • Complexive Systems Inc • George Siemens • global strategy execution • integrated learning structures • knowledge • learning theory programme • Massive Open Online CoursesMOOCsNational Research Council of Canada • networked technologies • online learningoriginatorsocial media researchStephen Downes • Technology Enhanced Knowledge Research Institute • University of Manitoba

CONTRIBUTOR

Simon Perkins
06 FEBRUARY 2014

Pierre Hébert: Around Perception (1968)

"Around Perception is a groundbreaking experiment on computer–based animation, consisting of 11 audiovisual events designed to baffle cognition and unrest comfortable notions of reality. Unlike most of his later films, Hébert chose not to collaborate with top–notch experimental musicians and created the soundtrack himself. In this, he followed a method also used by Norman McLaren: to scratch sound directly onto the film itself. The relation between sound and picture, however, is not as symbiotic as in McLaren's Synchromy: although there are organic reactions between the two domains, one is not a direct translation of the other. This, of course, need not be seen as a weakness. Indeed, with its fast–paced changes of color and geometrical patterns, and the employment of Columbia–like richly crafted electronic tones, Around Perception works as a tremendously hallucinatory exercise in trompe l'oeil (and l'oreille) techniques. Or, as stated by Hébert himself at the beginning of the film, an exercise 'for the mind and against the mind'."

(The Sound of Eye)

Fig.1 "Around Perception", Director: Pierre Hébert, Year: 1968, Time: 16 mins, Music: Pierre Hébert.

1
2

CONTRIBUTOR

Simon Perkins
Sign-In

Sign-In to Folksonomy

Can't access your account?

New to Folksonomy?

Sign-Up or learn more.