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Which clippings match '2015' keyword pg.2 of 8
30 MARCH 2016

Storytelling through playful interactions

"For the new Zippy kidswear store in Setúbal, Portugal we designed two interactive installations and built both in-house at D&P. The 'Sound Poster' is a screen-printed panel that uses conductive ink to trigger sounds from the printed characters, and the 'Fun Receipt' is a receipt for kids, which prints out of a giant mouth on the cash desk and includes characters to colour in, mazes and other games."

(Elly Bowness, 2015)

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2015 • Bare Conductive (agency) • click to explore • come to life • conductive ink • conversation starter • Dalziel and Pow (agency) • digital ink • experience designhand-drawn illustrationinteraction designinteractive animationsinteractive displayinteractive graphical visualisationsinteractive graphics • interactive illustrations • interactive imageryinteractive information design • interactive information graphics • interactive information visualisationinteractive wall • K2Screen (agency) • Ototo • physical interactive storytelling • playful digital animations • Portuguese brand • projected animation • Retail Design Expo • retail expo • screenprinted illustrations • spring to life • visual communication • Zippy (childrenswear brand)

CONTRIBUTOR

Simon Perkins
04 FEBRUARY 2016

Retailer uses drones to playfully respond to social media censorship

"clothing retail store BUYMA recently produced a creative commercial that strictly wants you to buy their clothes. Since Japanese TV programs are legally obligated to cover sensitive body parts, BUYMA uses drones to fully censor two professional belly [sic] dancers while they dance their routine naked."

[This Buyma ad which was created for television clearly plays with concepts around censorship - both in the context of Japanese broadcast media and perhaps more importantly in the context of social media where it will likely have most traction. In doing so the ad playfully references contemporary restrictions in place on sites such as Facebook.]

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2015ballet • Buyma (retailer) • censorshipcheekyclassical balletclothing retailercomedy of mannerscultural conventionsdancedroneetiquette • flying drone • high-technology • hoverJapan • Japanese online retailer • morality • naked ballet dancing • naughty • nude man • nude women • nudity • obscenity • obscuring nudity • online retailer • playful provocation • playfulnesspolite societyquadcoptersexual taboo • social media censorship • social shopping service • tabootv adtv advertveiledviral advisual gag

CONTRIBUTOR

Simon Perkins
02 FEBRUARY 2016

After Accelerationism: The Xenofeminist Manifesto

"Xenofeminism is gender-abolitionist...Let a hundred sexes bloom! ...[And, let's] construct a society where traits currently assembled under the rubric of gender, no longer furnish a grid for the asymmetric operation of power… You're not exploited or oppressed because you are a wage labourer or poor; you are a labourer or poor because you are exploited..."

(The Laboria Cuboniks collective, 11 June 2015, &&& Journal)

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2015 • accelerationism • alien future • alienationalternative visions • aporias of difference • artificial wombs • becomingbody politicsbrave new world • class exclusion • counterculturecritical reinterpretationcyberfeminismdehumanisationdystopian futureearly 21st century • emancipatory potential of technology • exclusionfeminism • foundationalism • freedom from • freedom to • futuristic visiongender politics • gender-abolitionist • groundless universalism • human sexual experience • identity politicsImmanuel Kant • Laboria Cuboniks (collective) • liminalitymanifestomathematical abstractionmeaning-contextsmediated representationmutant sciencenetwork society • Nicolas Bourbaki • nodes of collective agreement • objective realityporous boundaries • prometheanism • protean ambition • race exclusion • radical recomposition • rationalityreterritorialisationselfhood • sexes • state of alienation • synthetic hormones • techno-utopiatechnoculture • technological alienation • transect • transfeminist perspective • transfeminist political project • transgender • transits • transmodernity • transtemporal • visions of the future • xenofeminism • xenofeminist • xenofeminist manifesto • XFM

CONTRIBUTOR

Simon Perkins
19 JANUARY 2016

Korean video gamers tend to play collectively (not individually)

"Indigenous video game culture creates a game space that Korean gamers use to construct their digital national identity. To Korean gamers, the concept of a digital Korea represents an imaginary space of Korean community where people play games together. Unlike gamers in the United States and Japan, whose gaming experience tends to be individualized, Korea's indigenous video game culture represents a new form of youth culture that allows young gamers to engage in social interaction through gaming with friends at PC Bangs. In this culture, entertainment happens at the moment when gamers are able to 'shout and play games together.' [29] This experience of social gaming creates a particular taste of gameplay that also leads to further immersion in a gaming narrative particular to most Korean gamers (Ok 2011). It is said that Korea is a mad gaming nation (Ahonen and O'Reilly 2007), and the country has the highest penetration rate for a single online game; 12 million South Koreans have driven a car in the Nexon online game Crazyracing Kartrider (2004). In addition to social gameplay within the Korean community, nation-building sentiments also arise in the context of Korean player-killing, where Korean gamers engage in social gaming on the international servers of an online game. [30] Thomas (2008) describes such gameplay as a cultural location that reflects existing racial tensions between Korean and American gamers. Similarly, political tension also appeared in a game massacre event, when Chinese gamers hacked into a Korean server and sparked mass killing between Chinese and Korean gamers in Legend of Mir II (2001).

On a macro level, gaming as a national pastime can be seen in the rapid spread of e-sports in all aspects of Korean society, and this e-sport culture is an indigenous gaming culture that receives support from the government, media institutions, and passionate gamers. E-sports have become recognized as an international sports phenomenon with their origins in Korea. With their emphasis on professional gamers, they have also become an emerging new media phenomenon, an international spectacle in video games (Jin 2010)."

(Mark J. P. Wolf, p.509)

Wolf, M. J. P. (2015). "Video Games Around the World", The MIT Press.

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2015 • Chinese gamer • collective behaviourcollectivism • Crazyracing Kartrider • cultural location • digital national identity • e-sport culture • e-sports • game massacre event • gameplaygames research • gaming experience • gaming narrative • gaming nation • Hye Ryoung Ok • imaginary spacesimmersion • indigenous gaming culture • indigenous video game culture • international sports phenomenon • Jim OReilly • Korean community • Korean gamer • Korean society • LAN gaming • Legend of Mir 2 • Mark Wolf • mass collaboration • mass killing • multiplayer computer games • nation-building • national pastime • new media phenomenon • PC bang • people play games together • play games together • political tension • professional gamer • racial tensions • shared context • social gameplay • social gaming • social interaction • social interaction through gaming • South Korea • Tomi Ahonen • video game culture • youth culture

CONTRIBUTOR

Simon Perkins
23 DECEMBER 2015

The Future of Learning

"Technological progress and innovation is shaping the world of learning and, in turn, the future we will create."

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201521st Century pedagogies21st Century skills • Beth Kuenstler • challenges and changeschallenges and opportunities • change-makers • cognitive computing • critical skills • disruptive thinking • education • evolving landscape of education • exponential growth • exponential learning experiences • exponential technologies • exponentially advancing technologies • exponentially growing technologies • flexibility and innovation • functionally obsolete • future careerfuture of educationfuture of learning • grand challenges • groundbreaking thinking • InnovatiBA conference • interdisciplinary university • mindset • NASA Research Park • Nicole Wilson • pressing challenges • Shlomy Kattan • Silicon Valley • Singularity University • suffusiontechnological progress • Tina Davar

CONTRIBUTOR

Simon Perkins
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