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resource research Media and Technology
We used content analysis to analyse the representation of female scientists in animated short films on gender and science, selected from the Anima Mundi Festival, over 21 annual editions. In these films, female scientists are featured as ‘intelligent’, ‘dominant’ and ‘well respected’, adult, white, wearing a lab coat or uniform and working in laboratories and fieldwork. We identified a reconfiguration of the gender stereotype in films in which the female character is about to gain space and visibility. We also analysed films whose sexist foundations in the relationship between scientists and
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TEAM MEMBERS: Gabriela Reznik Luisa Massarani
resource research Media and Technology
This is a book review of "Cosmos and the Rhetoric of Popular Science" by K. Shroeder Sorensen. Shroeder Sorensen analyses in depth the close relationship of the TV-series Cosmos [1980] with the popular culture, in its broadest sense, at the time of its release. The novel application of Fantasy-Theme analysis to the rhetorical vision of the series reveals how it is the product of a very careful and successful design. The book also compares the original series with its 2014 reboot Cosmos: A Spacetime Odyssey [2014].
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TEAM MEMBERS: Erik Stengler
resource research Media and Technology
How did industrial museums cross the Atlantic? When the first American museums of science and industry were created in the 1920s, they looked to Europe in order to import what was seen at that time as a burgeoning cultural institution. In this article, I look at this process of appropriation through an analysis of the changing perceptions of European industrial museums as expressed in the reports, surveys and books written by the curators, directors and trustees of the New York Museum of Science and Industry. I will pay particular attention to the 1927 film Museums of the New Age, documenting
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TEAM MEMBERS: Jaume Sastre-Juan
resource research Media and Technology
One of the most recent additions to the range of Immersive Virtual Environments has been the digital fulldome. However, not much empirical research has been conducted to explore its potential and benefits over other types of presentation formats. In this review we provide a framework within which to examine the properties of fulldome environments and compare them to those of other existing immersive digital environments. We review the state-of-the-art of virtual reality technology, and then survey core areas of psychology relevant to experiences in the fulldome, including visual perception
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TEAM MEMBERS: Simone Schnall Craig Hedge Ruth Weaver
resource research Media and Technology
We know that giant screen films put viewers in places where they have never been, show them amazing things they will never see in everyday life and engage them in a visceral way as no other film experience can. But this is not enough. How can giant screen films combine popular appeal with lifelong learning experiences?
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TEAM MEMBERS: Robert Russell John Jacobsen
resource research Media and Technology
Viewers believe they are learning from giant screen films. But are they really learning, and what are they learning? This article reviews how evaluators look for learning impact and what evaluators have discovered aboutl learning from giant screen films and their adjunct materials.
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TEAM MEMBERS: Barbara Flagg
resource research Media and Technology
This article presents six reasons why giant screen films are educational. (1) They are an experiential medium. (2) They support active learning. (3) They support different learning styles. (4) They support formal education. (5) They support family learning. (6) Giant screen viewers want to learn and be inspired.
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TEAM MEMBERS: Robert Russell
resource research Media and Technology
Immersion is the subjective impression that one is participating in a comprehensive, realistic experience. Interactive media now enable various degrees of digital immersion. The more a virtual immersive experience is based on design strategies that combine actional, symbolic, and sensory factors, the greater the participant's suspension of disbelief that she or he is “inside” a digitally enhanced setting. Studies have shown that immersion in a digital environment can enhance education in at least three ways: by allowing multiple perspectives, situated learning, and transfer. Further studies
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TEAM MEMBERS: Chris Dede
resource research Media and Technology
This article presents IMAX films as making science more accessible to the public, but cautions against building spectators rather than participants. It examines a film about Yellowstone while making the case that large-format films serve entertainment rather than scientific purposes.
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TEAM MEMBERS: Joanna Ploeger
resource research Media and Technology
The authors review the giant screen (GS) film literature to determine if the form has unique attributes that contribute to science learning. They find that four attributes are claimed to contribute to higher learning outcomes: the sense of immersion by reducing peripheral views to a minimum; first person perspective contributing to the sense of presence in the film; narrative structure; and sensory stimulation of mirror neurons that promote kinesthetic learning. They demonstrate that most claims are without support in empirical research but uncover some recent results that give reason to
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TEAM MEMBERS: John Fraser Joe E Heimlich John Jacobsen Victor Yocco Jessica Sickler Jim Kisiel Mary Nucci Lance Jones Jeanie Stahl
resource research Media and Technology
This report is a product of the Setting the Agenda for Giant Screen Research Workshop held October 18, 2013 in Albuquerque, NM, which grew out of many years of discussions about the potential of the giant screen (GS) format to educate, engage and entertain, and in response to the multiple calls for research on GS films. Over the course of one day, invited participant thought leaders representing GS filmmakers, marketers, exhibitors and distributors joined with immersive practitioners and academic researchers to identify the key research questions for a GS research agenda. However, as the term
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TEAM MEMBERS: Giant Screen Cinema Association (GSCA) Mary Nucci