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Which clippings match 'Nomadic People' keyword pg.1 of 1
24 JANUARY 2015

Bud Caddell: Complexity and the Future of Advertising

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2011advertisingadvertising strategyAustronesian cultures • brand partnerships • brand refresh • bucket brigade • Bud Caddell • building resilience • business modelcollaborationcomplex systemscomplexityconvergent thinkingcreative ideascreativity • design for creativity • digital agencydivergent thinkingeducation systemhaving original ideas that have valueKen Robinsonmarketing strategy • Mawken people • Moken people • Morgan people • nomadic people • non-conformity • predicting the futureproblem-solvingproduct innovation • rapid response • rethinking strategies • sea people • sea-based culture • self-organising teamsthinking skills • tomorrows challenges • tsunami

CONTRIBUTOR

Simon Perkins
26 NOVEMBER 2014

Never Alone: Could a Video Game Help to Preserve Inuit Culture?

"'Kunuuksaayuka,' an Iñupiaq tale that was recounted by the late Iñupiaq storyteller Robert Nasruk Cleveland. In its traditional incarnation, the tale recounts the adventures of a boy – the product of a nomadic society – who goes on a quest to save his community from an apocalyptic blizzard. After securing the consent of Cleveland’s daughter, Minnie Aliitchask Gray, the development team in conjunction with representatives from the Iñupiat community reworked the story until they settled on a script that would become the basis for 'Never Alone.' (The game’s Iñupiaq sub-title, 'Kisima Ingitchuna,' translates to 'I am Not Alone.')".

(Simon Parkin, 17 November 2014, The New Yorker)

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2014adventure gameAlaskaAlaska Native peoplearctic circle • arctic fox • atmospheric presence • aurora borealis • backstory • Black River People • blizzard • call on spirits • coldcompanion charactercontemporary interpretation • Cook Inlet Tribal Council (CITC) • cultural heritage • cultural insights • cultural myths • cultural traditions • cultural translation • digital storytelling • E-Line Media • endless blizzard • engaged learning • environment as antagonistfemale protagonist • folkloric fantasy characters • folktale • foxindie gamesIndigenous peopleinteractive playInuit • Inupiaq • Kisima Ingitchuna (video game) • Kunuuksaayuka • magical bola • Minnie Gray • native tribes • Never Alone (video game) • nomadic cultures • nomadic people • Nuna (character) • oral traditionpuzzle platformer • Robert Nasruk Cleveland • Sean Vesce • spiritsSteamsurvival storyThe New Yorker • traditional art • treacherous landscape • Upper One Games • video gamevideo games and Indigenous peoplewind

CONTRIBUTOR

Simon Perkins
08 APRIL 2005

Nomad Space: Constant Directions

"The nomad, nomad space, is localised and not delimited. What is both limited and limiting is striated space, the relative global: it is limited in its parts, which are assigned constant directions, are oriented in relation to one another, divisible by boundaries, and can interlink; what is limiting (limes or wall, and no longer boundary) is this aggregate in relation to the smooth spaces it 'contains,' whose growth it slows or prevents, and which it restricts or places outside. Even when the nomad sustains its effects, he does not belong to this relative global, where one passes from one point to another, from one region to another. Rather, he is in a local absolute, an absolute that is manifested locally, and engendered in a series of local operations of varying orientations: desert, steppe, ice, sea [and salt–lake]."

(Gilles Deleuze & Félix Guattari p.382)

Gilles Deleuze & Félix Guattari (1980). "A Thousand Plateaus: Capitalism and Schizophrenia".

Fig.1 David Nash, 2004. A dry salt lake on the way between Cervantes and Kalbarri, Australia

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boundarycontinuous • delimited • desert • direction • directionalenvironmentFelix GuattariGilles Deleuzeicenomad • nomad space • nomadic people • salt-lake • seasmooth space • steppe • striated spacevectorwatering hole
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