Review of: Deindustrialisation and Popular Music: Punk and ‘Post-Punk’ in Manchester, Düsseldorf,... more Review of: Deindustrialisation and Popular Music: Punk and ‘Post-Punk’ in Manchester, Düsseldorf, Torino and Tampere, Giacomo Bottà (2020) London: Rowman and Littlefield, 222 pp., ISBN 978-1-78660-737-9, h/bk, £104.00
Review of: Sex Pistols: The End is Near 25.12.77, Kevin Cummins (2020) New York: ACC Art Books, 1... more Review of: Sex Pistols: The End is Near 25.12.77, Kevin Cummins (2020) New York: ACC Art Books, 176 pp., ISBN 978-1-78884-061-3, h/bk, £30
Review of: You Are Beautiful and You Are Alone: The Biography of Nico, Jennifer Otter Bickerdike ... more Review of: You Are Beautiful and You Are Alone: The Biography of Nico, Jennifer Otter Bickerdike (2022) London: Faber and Faber, 393 pp., ISBN 978-0-57135-001-8, h/bk, £20
The focus of this deliverable in conjunction with parallel activities highlighted in D9.6, the Ex... more The focus of this deliverable in conjunction with parallel activities highlighted in D9.6, the Exploitation Plan, is the development of a sustainable, viable ecosystem with emphasis and focus on the long-term sustainability of the platform, community and project outputs beyond the current project funding ending in early 2019. The purpose of this deliverable is to provide detailed feedback, analysis and a summary of the rationale in support of the recommendation to adopt the hybrid product solution and matchmaking business model as previously identified as a candidate model presented (In deliverable D7.3) for the RAGE Ecosystem. The model will enhance the likelihood of the long-term sustainability of the RAGE product and service outcomes beyond the lifecycle of the current EU funding model.
The Exploitation Plan supports consortium partners in defining how the RAGE Ecosystem will operat... more The Exploitation Plan supports consortium partners in defining how the RAGE Ecosystem will operate once our H2020 project ends. This version 2 of 3 builds on top of the overall design described in version 1 (Deliverable D9.5), and it is mainly devoted to: i. Describing how the different elements of the initial Business Model will be implemented, how the activities of the Ecosystem will be supported and the kind of resources and actions needed to launch and operate it within the space of the Applied Gaming industry. ii. Providing additional definitions, proposals and insights to guide discussions with the Gaming industry (in the wider sense) stakeholders and market players, aimed at refining and validating the best possible structure, the most effective operations of the Ecosystem and the critical success factors for its actual launching.
An exploration into inherent socio-political tensions in the application of "workblogs "... more An exploration into inherent socio-political tensions in the application of "workblogs " as knowledge management tools Draft version 0.51
This document presents the RAGE evaluation methodology. It provides the framework and accompanyin... more This document presents the RAGE evaluation methodology. It provides the framework and accompanying guidelines for the evaluation and validation of the quality and effectiveness of the project outputs. Formative and summative evaluations of the different RAGE technologies and their underlying methodologies – the assets, the Ecosystem, and the applied games – will be carried out on the basis of this common framework.
This paper will a provide a summary of the current effort in the United Kingdom (UK), through the... more This paper will a provide a summary of the current effort in the United Kingdom (UK), through the Joint Information Systems Committee (JISC) funded Design for Learning Programme, to synthesise the approaches of e-Learning developers providing systems, services and associated tools, with e-learning researchers studying how these are employed to support effective teaching and learning. One of the principal objectives of the programme is to bring these areas of work together in funded projects where both conceptual and systems development are closely allied with each other. An overview of the programme is given, plus details of the ongoing provision of support for the projects involved. Various approaches are employed by projects; such as conceptual tools under development, toolkits, reference models, pedagogic planners and paper prototypes. The ‘Designs for Learning ’ outputs of the programme may be in the form of IMS Learning Design activity structures, Learning Activity Management (...
Vol. 12, Nº especial: VideojogosDespite the impressive growth of the video game industry in Europ... more Vol. 12, Nº especial: VideojogosDespite the impressive growth of the video game industry in Europe and a growing interest emerging in that industrial sector, there is still a knowledge deficiency in respect of its characteristics, and its contribution to urban and regional development. This paper explores the characteristics of the industry communities, location factors, types of games developed, tools used, marketing and sales channels and economic impact. This research is basedon data collected in Portugal through a survey of 70 economic agents, under the auspices of the First Atlas of video games Industry in Portugalresearch project. The paper concludes with an elaboration of the opportunities and challenges associated with the industry and the potential role of public and institutional policies in supporting its development and sustainability.Apesar do grande crescimento do sector dos Videojogos no contexto europeu e do crescente interesse que tem despertado, pouco se sabe sobre...
Despite the impressive growth of the video game industry in Europe and a growing interest emergin... more Despite the impressive growth of the video game industry in Europe and a growing interest emerging in that industrial sector (e.g. from the European Commission), there is still a knowledge deficiency in respect of its characteristics and regional impact. By mapping the most relevant active agents participating in this economic activity in Portugal, this paper explores the characteristics the industry communities, types of games developed, tools used, marketing and sales channels and economic impact. This research is based on data collected in Portugal through a survey of 70 economic agents, under the auspices of the First Atlas of video games Industry in Portugal research project. The paper concludes with an elaboration of the opportunities and challenges associated with the industry and the potential role of public and institutional policies in supporting its development and sustainability.
The proliferation of wearable sensors that record physiological signals has resulted in an expone... more The proliferation of wearable sensors that record physiological signals has resulted in an exponential growth of data on digital health. To select the appropriate repository for the increasing amount of collected data, intelligent procedures are becoming increasingly necessary. However, allocating storage space is a nuanced process. Generally, patients have some input in choosing which repository to use, although they are not always responsible for this decision. Patients are likely to have idiosyncratic storage preferences based on their unique circumstances. The purpose of the current study is to develop a new predictive model of health data storage to meet the needs of patients while ensuring rapid storage decisions, even when data is streaming from wearable devices. To create the machine learning classifier, we used a training set synthesized from small samples of experts who exhibited correlations between health data and storage features. The results confirm the validity of the...
This paper provides a summary of the work of the Open University Digital Think Tank which aims to... more This paper provides a summary of the work of the Open University Digital Think Tank which aims to position the OU and inform a glocal digital strategy. Members met on 3 occasions in July and September with substantial input in between. In a period of 8 weeks the Think Tank described our current position through: A comprehensive review of the OU’s current activity in the digital space, arranged in a thematic way. This has identified over 300 ways in which the OU is working digitally in its learning and research activities, captured on the Digital Think Tank sharepoint site. A detailed paper where members of the Think Tank discusses 10 broad areas of current work and how these might fit into a digital future. These papers are presented, arranged under the headings of platform, people and partnerships. This paper which summarises the Open University's position on potential directions in developing a glocal digital strategy, with expanded positions aimed at both short term and longe...
This document provides guidance for launching and performing the initial operations of the RAGE F... more This document provides guidance for launching and performing the initial operations of the RAGE Foundation (RF), legally established in October 2018 to serve as the RAGE Ecosystem Authority. The document contains the proposal of lines of actions and specific activities to be undertaken by the RF to pursue its mission and, more specifically, to implement the successive stages of the RAGE Exploitation Plan. These proposals are to be discussed and agreed upon by the RF Board in its intial meetings, to be implemented as soon as it becomes feasible along the 2019-2021 period. This full document has been discussed and approved in the final RAGE consortium meeting in Amsterdam, January 29, 2019. Given the nature and aims of this document, its priority 1 readers are the full members of the RF and especially its Board and Executive Committee.
Review of: Deindustrialisation and Popular Music: Punk and ‘Post-Punk’ in Manchester, Düsseldorf,... more Review of: Deindustrialisation and Popular Music: Punk and ‘Post-Punk’ in Manchester, Düsseldorf, Torino and Tampere, Giacomo Bottà (2020) London: Rowman and Littlefield, 222 pp., ISBN 978-1-78660-737-9, h/bk, £104.00
Review of: Sex Pistols: The End is Near 25.12.77, Kevin Cummins (2020) New York: ACC Art Books, 1... more Review of: Sex Pistols: The End is Near 25.12.77, Kevin Cummins (2020) New York: ACC Art Books, 176 pp., ISBN 978-1-78884-061-3, h/bk, £30
Review of: You Are Beautiful and You Are Alone: The Biography of Nico, Jennifer Otter Bickerdike ... more Review of: You Are Beautiful and You Are Alone: The Biography of Nico, Jennifer Otter Bickerdike (2022) London: Faber and Faber, 393 pp., ISBN 978-0-57135-001-8, h/bk, £20
The focus of this deliverable in conjunction with parallel activities highlighted in D9.6, the Ex... more The focus of this deliverable in conjunction with parallel activities highlighted in D9.6, the Exploitation Plan, is the development of a sustainable, viable ecosystem with emphasis and focus on the long-term sustainability of the platform, community and project outputs beyond the current project funding ending in early 2019. The purpose of this deliverable is to provide detailed feedback, analysis and a summary of the rationale in support of the recommendation to adopt the hybrid product solution and matchmaking business model as previously identified as a candidate model presented (In deliverable D7.3) for the RAGE Ecosystem. The model will enhance the likelihood of the long-term sustainability of the RAGE product and service outcomes beyond the lifecycle of the current EU funding model.
The Exploitation Plan supports consortium partners in defining how the RAGE Ecosystem will operat... more The Exploitation Plan supports consortium partners in defining how the RAGE Ecosystem will operate once our H2020 project ends. This version 2 of 3 builds on top of the overall design described in version 1 (Deliverable D9.5), and it is mainly devoted to: i. Describing how the different elements of the initial Business Model will be implemented, how the activities of the Ecosystem will be supported and the kind of resources and actions needed to launch and operate it within the space of the Applied Gaming industry. ii. Providing additional definitions, proposals and insights to guide discussions with the Gaming industry (in the wider sense) stakeholders and market players, aimed at refining and validating the best possible structure, the most effective operations of the Ecosystem and the critical success factors for its actual launching.
An exploration into inherent socio-political tensions in the application of "workblogs "... more An exploration into inherent socio-political tensions in the application of "workblogs " as knowledge management tools Draft version 0.51
This document presents the RAGE evaluation methodology. It provides the framework and accompanyin... more This document presents the RAGE evaluation methodology. It provides the framework and accompanying guidelines for the evaluation and validation of the quality and effectiveness of the project outputs. Formative and summative evaluations of the different RAGE technologies and their underlying methodologies – the assets, the Ecosystem, and the applied games – will be carried out on the basis of this common framework.
This paper will a provide a summary of the current effort in the United Kingdom (UK), through the... more This paper will a provide a summary of the current effort in the United Kingdom (UK), through the Joint Information Systems Committee (JISC) funded Design for Learning Programme, to synthesise the approaches of e-Learning developers providing systems, services and associated tools, with e-learning researchers studying how these are employed to support effective teaching and learning. One of the principal objectives of the programme is to bring these areas of work together in funded projects where both conceptual and systems development are closely allied with each other. An overview of the programme is given, plus details of the ongoing provision of support for the projects involved. Various approaches are employed by projects; such as conceptual tools under development, toolkits, reference models, pedagogic planners and paper prototypes. The ‘Designs for Learning ’ outputs of the programme may be in the form of IMS Learning Design activity structures, Learning Activity Management (...
Vol. 12, Nº especial: VideojogosDespite the impressive growth of the video game industry in Europ... more Vol. 12, Nº especial: VideojogosDespite the impressive growth of the video game industry in Europe and a growing interest emerging in that industrial sector, there is still a knowledge deficiency in respect of its characteristics, and its contribution to urban and regional development. This paper explores the characteristics of the industry communities, location factors, types of games developed, tools used, marketing and sales channels and economic impact. This research is basedon data collected in Portugal through a survey of 70 economic agents, under the auspices of the First Atlas of video games Industry in Portugalresearch project. The paper concludes with an elaboration of the opportunities and challenges associated with the industry and the potential role of public and institutional policies in supporting its development and sustainability.Apesar do grande crescimento do sector dos Videojogos no contexto europeu e do crescente interesse que tem despertado, pouco se sabe sobre...
Despite the impressive growth of the video game industry in Europe and a growing interest emergin... more Despite the impressive growth of the video game industry in Europe and a growing interest emerging in that industrial sector (e.g. from the European Commission), there is still a knowledge deficiency in respect of its characteristics and regional impact. By mapping the most relevant active agents participating in this economic activity in Portugal, this paper explores the characteristics the industry communities, types of games developed, tools used, marketing and sales channels and economic impact. This research is based on data collected in Portugal through a survey of 70 economic agents, under the auspices of the First Atlas of video games Industry in Portugal research project. The paper concludes with an elaboration of the opportunities and challenges associated with the industry and the potential role of public and institutional policies in supporting its development and sustainability.
The proliferation of wearable sensors that record physiological signals has resulted in an expone... more The proliferation of wearable sensors that record physiological signals has resulted in an exponential growth of data on digital health. To select the appropriate repository for the increasing amount of collected data, intelligent procedures are becoming increasingly necessary. However, allocating storage space is a nuanced process. Generally, patients have some input in choosing which repository to use, although they are not always responsible for this decision. Patients are likely to have idiosyncratic storage preferences based on their unique circumstances. The purpose of the current study is to develop a new predictive model of health data storage to meet the needs of patients while ensuring rapid storage decisions, even when data is streaming from wearable devices. To create the machine learning classifier, we used a training set synthesized from small samples of experts who exhibited correlations between health data and storage features. The results confirm the validity of the...
This paper provides a summary of the work of the Open University Digital Think Tank which aims to... more This paper provides a summary of the work of the Open University Digital Think Tank which aims to position the OU and inform a glocal digital strategy. Members met on 3 occasions in July and September with substantial input in between. In a period of 8 weeks the Think Tank described our current position through: A comprehensive review of the OU’s current activity in the digital space, arranged in a thematic way. This has identified over 300 ways in which the OU is working digitally in its learning and research activities, captured on the Digital Think Tank sharepoint site. A detailed paper where members of the Think Tank discusses 10 broad areas of current work and how these might fit into a digital future. These papers are presented, arranged under the headings of platform, people and partnerships. This paper which summarises the Open University's position on potential directions in developing a glocal digital strategy, with expanded positions aimed at both short term and longe...
This document provides guidance for launching and performing the initial operations of the RAGE F... more This document provides guidance for launching and performing the initial operations of the RAGE Foundation (RF), legally established in October 2018 to serve as the RAGE Ecosystem Authority. The document contains the proposal of lines of actions and specific activities to be undertaken by the RF to pursue its mission and, more specifically, to implement the successive stages of the RAGE Exploitation Plan. These proposals are to be discussed and agreed upon by the RF Board in its intial meetings, to be implemented as soon as it becomes feasible along the 2019-2021 period. This full document has been discussed and approved in the final RAGE consortium meeting in Amsterdam, January 29, 2019. Given the nature and aims of this document, its priority 1 readers are the full members of the RF and especially its Board and Executive Committee.
Software assets are key output of the RAGE project and they can be used by applied game developer... more Software assets are key output of the RAGE project and they can be used by applied game developers to enhance the pedagogical and educational value of their games. These software assets cover a broad spectrum of functionalities – from player analytics including emotion detection to intelligent adaptation and social gamification. In order to facilitate integration and interoperability, all of these assets adhere to a common model, which describes their properties through a set of metadata. In this paper the RAGE asset model and asset metadata model is presented, capturing the detail of assets and their potential usage within three distinct dimensions – technological, gaming and pedagogical. The paper highlights key issues and challenges in constructing the RAGE asset and asset metadata model and details the process and design of a flexible metadata editor that facilitates both adaptation and improvement of the asset metadata model.
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