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Article
Publication date: 31 May 2021

Nahed Salem and Ahmed Maher Khafaga Shehata

The study aims to explore the classification of electronic games in Dewey decimal classification (DDC) and The Library of Congress classification (LCC) schemes.

Abstract

Purpose

The study aims to explore the classification of electronic games in Dewey decimal classification (DDC) and The Library of Congress classification (LCC) schemes.

Design/methodology/approach

The study adopted a comparative analytical method to explore the topic in both the DDC and the LCC schemes by comparing its processing method in both schemes. The study measures the extent to which both schemes succeed in allocating notations covering the topic’s literature.

Findings

The study reached several results, the most important of which are: the difference between the two main cognitive sections, to which they belong to the topic, namely, arts and recreation (700) in the DDC scheme and the geography section (G) in the LCC scheme, while they were found to share the same sub-section scheme. The two schemes do not allocate notations to address the subject of electronic games as literature and other notations that have not been embodied for electronic games themselves or in the form of a compact disc or other media.

Originality/value

As far as we know, this is the first paper that compares the treatment of video games in DDC and Library of Congress classification schemes. The study allows for understanding the difference in the treatment of topics in both schemes, which would help in the decision of the adoption of a particular classification scheme.

Details

Global Knowledge, Memory and Communication, vol. 71 no. 6/7
Type: Research Article
ISSN: 2514-9342

Keywords

Article
Publication date: 23 January 2007

Barbara Elam

The purpose of this paper is to study the information‐seeking behaviors of art historians.

1740

Abstract

Purpose

The purpose of this paper is to study the information‐seeking behaviors of art historians.

Design/methodology/approach

A survey of art historians was done to ascertain their use of e‐resources. The paper discusses the impact of electronic resources and digital image databases on the research methodologies of today's art historians.

Findings

Although art historians depend on using the library for research, many have a rather limited awareness of electronic resources and have not fully developed the skills to utilize then to their fullest potential.

Originality/value

This follows up on Deirdre R. Stam's 1984 study of the information‐seeking behaviors of art historians.

Details

Collection Building, vol. 26 no. 1
Type: Research Article
ISSN: 0160-4953

Keywords

Abstract

Details

Video Games Crime and Next-Gen Deviance
Type: Book
ISBN: 978-1-83867-450-2

Article
Publication date: 11 July 2016

Guillaume Boutard

The preservation and curation of music with real-time or live electronics is challenging. The goal is not to preserve a recording of the performance but to keep the work alive by…

Abstract

Purpose

The preservation and curation of music with real-time or live electronics is challenging. The goal is not to preserve a recording of the performance but to keep the work alive by providing the means to re-perform them. The purpose of this paper is to present the theoretical and practical outcomes of the documentation, dissemination and preservation of compositions with real-time electronics (DiP-CoRE) project.

Design/methodology/approach

The methodology combines methods stemming from work psychology and ergonomics with conceptual frameworks constructed according to grounded theory. Data were collected during a six months’ creative process. Subsequent interviews were conducted during confrontations with documents, including observational recordings, sketches and technical specifications.

Findings

This paper demonstrates the relevance of the proposed documentation methodology for the preservation of contemporary music with live electronics, focussing on the notion of intelligibility. It brings into light the multiple perspective of the documentation of the activity in a multi-agent creative process, which encompasses what was done but also what could have been done.

Research limitations/implications

The DiP-CoRE project bring to light connections between the notion of intelligibility, the thickness of the activity and boundary objects. The paper proposes further directions of research in order to embed the designed framework within digital repositories.

Practical implications

The documentation methodology, designed and tested in this paper, proposes a framework for practitioners, building on video-stimulated recall as well as documents produced during the creative process. This framework requires less expertise (but a more important technical setup) than a traditional interview-based documentation framework. It thus provides opportunities for various size organizations to build methodical documentation processes and to further build on distributed expertise with computer-supported collaborative work.

Originality/value

This paper proposes a new interdisciplinary documentation methodology relevant in the artistic domain, which brings together transmission with objects and by practice. It specifically defines the relation between this proposal and a high-level model for digital curation, namely, the mixed methods digital curation model. It further creates a link between documentation best practice and the ongoing research in the tracking of creative processes.

Article
Publication date: 20 September 2011

Ken Irwin

79

Abstract

Details

Reference Reviews, vol. 25 no. 7
Type: Research Article
ISSN: 0950-4125

Keywords

Article
Publication date: 1 June 2005

Drew Davidson

Seeks to explores the idea of career‐focused, vocational higher education and give an overview of the current offerings of degrees, programs and majors that focus on games

735

Abstract

Purpose

Seeks to explores the idea of career‐focused, vocational higher education and give an overview of the current offerings of degrees, programs and majors that focus on games, simulations and interactive media.

Design/methodology/approach

Provides an overview of educational courses supplied by various institutions which are capitalising on student and industry demand by offering officially accredited degrees in the study of games.

Findings

Students benefit most from the developing educational trend, and it makes economic sense for institutions to update their offerings to allow pedagogy to improve as the concept of what is involved in higher education expands.

Originality/value

Explores specifically how institutions are capitalizing on student and industry demand by offering officially accredited degrees in the study of games.

Details

On the Horizon, vol. 13 no. 2
Type: Research Article
ISSN: 1074-8121

Keywords

Article
Publication date: 8 February 2021

Fátima García-López, Sara Martínez-Cardama and Ana María Morales-García

The purpose of this paper is to describe the creation of a catalogue of museum objects associated with two media art collections. The proposal was formulated under the Voremetur…

Abstract

Purpose

The purpose of this paper is to describe the creation of a catalogue of museum objects associated with two media art collections. The proposal was formulated under the Voremetur Project “Vocabularios para una Red de Archivos y Colecciones de Media Art y sus efectos: metaliteracy y turismo de conocimiento” (thesauri for networked media art archives and collections and their effects: metaliteracy and knowledge tourism) (HAR2016-75949-C2-1-R). Collection characteristics and typologies are discussed along with the difficulties encountered and the interoperability of the platform chosen with other Web resources that foster visibility.

Design/methodology/approach

This paper describes a case study and a review of the protocols and standards used to catalogue media art collections. Digitised descriptions were processed with Omeka software in conjunction with the expanded Dublin Core metadata schema. This paper also reviews the literature on the conceptualisation of these collections and the challenges involved in their conservation and management.

Findings

The result was the creation of a digital repository for two media art collections: one linked to Espacio P; and the other the outcome of digitising part of the MIDECIANT collection (Archivo Media ART AEMA).

Originality/value

The methodology innovates the description and analysis of museum objects on media art in Spain. The proposed cataloguing method can be replicated and used to describe similar collections and lays the grounds for creating a Spanish network of media art archives and collections.

Details

Collection and Curation, vol. 41 no. 1
Type: Research Article
ISSN: 2514-9326

Keywords

Article
Publication date: 3 August 2012

Doreen Sullivan

47

Abstract

Details

Reference Reviews, vol. 26 no. 6
Type: Research Article
ISSN: 0950-4125

Keywords

Abstract

Details

Video Games Crime and Next-Gen Deviance
Type: Book
ISBN: 978-1-83867-450-2

Article
Publication date: 1 February 2003

Jon McCormack

A novel type of artistic Artificial Life environment is introduced and where evolving agents, who have the ability to make and listen to sound, populate a synthetic world are…

Abstract

A novel type of artistic Artificial Life environment is introduced and where evolving agents, who have the ability to make and listen to sound, populate a synthetic world are described. An evolvable, rule‐based system which drives agent behaviour and where agents compete for limited resources in a virtual environment that is influenced by the presence and movement of the artwork's audience is discussed. It is shown that through a link between the real and virtual spaces, virtual agents evolve implicitly and try to maintain the interest of the human audience.

Details

Kybernetes, vol. 32 no. 1/2
Type: Research Article
ISSN: 0368-492X

Keywords

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