The first national survey of its kind finds that virtually all American teens play computer, console, or cell phone games and that the gaming experience is rich and varied, with a significant amount of social interaction and potential for civic engagement. The survey was conducted by the Pew Internet & American Life Project, a project of the Pew Research Center, and was supported by the MacArthur
This article focuses on Transparent Technologies, a digital art convention. It discusses the use of technology by several dancers, artists, and musicians, and the difficulties they face in their work, such as broken technology and synchronizing mechanical and human movement. The article is part of a special section in the Voice, "Wired Dance World," and links to several other articles.
This Web site hosts a broad interdisciplinary discussion of technology and new media and their use by artists, theorists, and scientists. It includes events, photos, member and group profiles, and a discussion forum. The discussion forum includes an inquiry, "Dance Technology; what is it?", posted on December 1, 2007.
Inanimate Alice is easily assimilated into learning environments; its use of multimodality (images, sounds, text, interaction) enables students to see storytelling in a new, multi-sensory light. Inanimate Alice is a new media fiction that allows students to develop multiple literacies (literary, cinematic, artistic, etc.) in combo. with the highly collaborative & participatory nature of the online
About the people who make the maps we all use on the web.
In the end, as science-fiction writers have prophesied for years, the technology is bound to outwit the fallible human. What teacher or professor can possibly police a room full of determined goof-offs while also delivering an engaging lesson?