67 research outputs found
(Digital) tools as professional and generational identity badges in the Chinese creative industries
Animators, architects, designers, and others active in the Chinese creative industries are expert users of tools, both analog and digital. Performances of expert tool use (the wearing of professional identity badges) are strategic ways of signaling creativity understood as sets of skills and character traits essential for attracting work projects but also for professional identity formation. Analogue tools are generally associated with creative openness and fluidity whereas digital tools are discursively constructed as a technological other to the analogue. ‘Older’ creatives (born before 1980) tend to apply some of the media-inflected discourse around the balinghou generation (born 1980–1989) to their younger competitors, including an assumed affinity with digital media and technologies (the pinning on of a generational identity badge). Such generational assumptions can have the effect of reinforcing project hierarchies and denying expert users of digital tools their claims to creativity
Metareferentiality through in-game images in immersive simulation games
Digital games have a tenuous relationship to reality; in most cases, they are rather simulacra than simulations, offering a simulation-like situation that does not relate to any preceding reality but creates a virtual world precedented only in other fictional or virtual works. The visuals of mainstream, Triple-A games counteract this ontological disconnect through an overabundance of detail and flourish in a perennial struggle for verisimilitude. This paper discusses two examples which, while generally adhering to this convention, introduce elements of subversion into their visual logic. It will show that there are various metaleptic ludic devices - such as virtual reality environments within virtual worlds and reality-changing paintings - with which contemporary digital games reflect subtly upon their own relationship to reality, and upon the player's oscillation between agency and powerlessness
Deep saltwater in Chalk of North-West Europe: origin, interface characteristics and development over geological time
How society’s negative view of videogames can discourage brands from sponsoring eSports
The purpose of this research was to identify the main motives that contribute to society’s
negative view of videogames and that present a risk to the eSports sponsors’ image. To achieve
this, an exploratory, qualitative, and integrative literature review was conducted. According to
the theoretical data, there are four main reasons why society has a negative perception of
videogames. It is commonly believed that: (1) gaming is an unproductive activity, (2) violent
videogames incite aggressive behaviors, (3) videogames lead to gaming-addiction, and (4)
eSports lead to eSports-related gambling addiction. However, while the literature presents
convincing evidence that gaming can create addiction and that eSports can promote gambling
addiction, there is no conclusive evidence to assume that violent videogames lead to
aggressiveness and there is evidence showing that playing videogames can be a productive
activity. Nevertheless, these four beliefs are a threat to the eSports sponsors’ image and may
lead them to cancel their existing sponsorships or lead other brands to not want to sponsor
eSports to prevent being associated with these negative notions. This research will help expand
the minor literature on eSports sponsorships and advance the knowledge of why some eSports
sponsorships are terminated and why some brands may be reluctant to sponsor eSports.info:eu-repo/semantics/publishedVersio
Predicting the effect of climate change on temperate shallow lakes with the ecosystem model PCLake
Evaluation of the feeding preference between the aquatic macrophytes Egeria densa and Chara indica by the invasive mollusk Melanoides tuberculata
A deep seimic reflection line in the Danish Central Graben
Results are presented from a deep seismic reflection line, recorded to 16 seconds
trave1 time, across the Coffee Soil Fault in the southern part of the Danish Central Graben. Data processing has been focused on the deeper parts of the sedimentary sequences, the crystalline crust and the crust-mantle boundary. Depth
migration is performed down to 15 km depth, and time migration is performed
on the entire section. The Coffee Soil Fault is clearly imaged as a normal fault
dipping about 45" from about 2.5 to 9 km depth. Interpretation of the sedimentary sequences is constrained by well data and shows an almost uniform 2 km
thick unit of post-chalk deposits. The thickness of the Mezosoic sequences is to
a large extent controlled by faulting and highly influenced by movements of
Zechstein salt. They exceed 4 km of thickness in the halfgraben immediately
west of the Coffee Soil Fault. Large block-faulted pre-Zechstein units of more
than 2 km thickness are seen indicating a total depth of at least 8 km to the
crystalline basement. The crystalline crust is generally non-reflective. Around
11 seconds two-way trave1 time (about 28 km depth) reflectivity interpreted as
the crust-mantle boundary (Moho) is observed. Comparison with other deep seismic profiles across the Central Graben is taken to indicate a local crustal thinning by a factor of 1.5 associated with graben formation by extension.</jats:p
Erratum
In the article by Klinkby et al. ‘A deep seismic reflection line in the Danish Central Graben’ (Bulletin of the Geological Society of Denmark, Vol. 44(2), pp. 151–159, 1998), Tables 1 and 2 were unfortunately omitted. These are printed below.</jats:p
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