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A proposal to move the academic area of digital media and learning toward more coherence.In this report, noted scholar James Paul Gee discusses the evolution of digital media and learning (DMAL) from its infancy as an “academic area” into a more organized field or coherent discipline. Distinguishing among academic areas, fields, disciplinary specializations, and thematic disciplines, Gee describes other academic areas that have fallen into these categories or developed into established disciplines. He argues that DMAL will not evolve until a real coherence develops through collaboration and the accumulation of shared knowledge. Gee offers a concrete proposal of one way scholars in DMAL could move the area forward to a more cohesive, integrated, and collaborative enterprise: the production of what he terms “worked examples.” In Gee's sense of a worked example, scholars attempting to build the new area of DMAL would publicly display their methods of valuing and thinking about a specific problem, proposing them as examples of “good work” in order to engender debate about what such work in DMAL might come to look like and what shape the area itself might take. The goal would not be for the proposed approach to become the accepted one but for it to become fodder for new work and collaboration. Gee concludes by offering a sample worked example that illustrates his proposal.
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Digital tools are increasingly used in media studies, opening up new perspectives for research and analysis, while creating new problems at the same time. In this volume, international media scholars and computer scientists present their projects, varying from powerful film-historical databases to automatic video analysis software, discussing their application of digital tools and reporting on their results. This book is the first publication of its kind and a helpful guide to both media scholars and computer scientists who intend to use digital tools in their research, providing information on applications, standards, and problems.
Media --- Movie --- Databases --- Video Analysis --- Technology --- Digital Media --- Media History --- Media Studies
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Welche Rolle spielen virtuelle Welten für Kunst und Kultur? Die Fortschritte der Forschung und der Technik haben in den letzten Jahren Virtual-Reality-Technologien allgemein verfügbar gemacht. Doch sind sie jetzt ausgereift? Und können virtuelle Welten, die darauf aufbauen und das Eintauchen in eine fremde Welt ermöglichen, selber als eine Art Basistechnologie angesehen werden? Diese Fragen werden in den Beiträgen des Bandes im Kontext von Anwendungen im Kunst- und Kulturbereich geklärt.
Virtuelle Realität --- Virtual Reality --- Medien --- Kultur --- Technologie --- Internet --- Kunst --- Technik --- Digitale Medien --- Medienästhetik --- Kulturgeschichte --- Medienwissenschaft --- Media --- Culture --- Arts --- Technology --- Digital Media --- Media Aesthetics --- Cultural History --- Media Studies
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