bluuebunny/crossref_metadata_2025 huggingface dataset:
Proyecto de investigación aplicada: Quitinas y quitosanas como agentes clarificadores en jugos de caña de azúcar
Authors: Larrahondo A. Jesús E. , Ramírez V. Carlos J.
Published: September 2017

Se presenta uno de los usos que tienen los biopolímeros en las tecnologías de la post-cosecha: como se trata de la clarificación y purificación de los jugos de frutas, así como también para la conservación de los productos perecederos para alargar su ciclo de vida, sin usar sustancias tóxicas, ni manipulación genética.
Los «diez principales» problemas presentados en el moldeo por inyección. Parte I
Authors: Nuñez F. , Poppe E. A. , Leidiq Karl , Schirmer Karl
Published: September 2017

Se describen métodos sencillos de identificación y prevención en los problemas de proceso que suelen presentarse con relativa frecuencia en la inyección de plásticos de naturaleza semi-cristalina como POM, PA, PBT y PET.
Prototipado rápido: Cómo reducir riesgos en el desarrollo de nuevos productos
Authors: Mueller Tom
Published: September 2017

Se describe cómo  evitar un incremento del riesgo en el desarrollo de productos con el uso del prototipado rápido  y con el cumplimiento de criterios  necesarios en el lanzamiento del nuevo producto.
Lärdomar från en simulering av humanitär förhandling
Authors: Löfquist Lars
Published: September 2017

Artikeln beskriver en simuleringsövning i förhandling med beväpnade grupper. Övningens planering, genomförande och utvärdering diskuteras. Lärdomar inkluderar att minimera logistik och att låta studenterna driva övningen.
Investigation of the Email Notice Issue in Aleph
Authors: Xu Gordon F. , Chen Yi
Published: September 2017

Based on experimental results and existing resources, the paper explored and identified the major contributing factors to the email notice issue, including local administrator status, Aleph client, mail server, Aleph system files, and security settings. The paper elaborated the troubleshooting process, and how to find the solution to the issue. The authors suggested recommendations based the lessons learned from the project experience. The project experience presented in this paper should be instructive for libraries solving the similar problems.
The Factors that Affect the Effectiveness of Item Bank (Research at the University of Saigon)
Authors: Dinh Thai Do , Lan Le Chi
Published: September 2017

Test methods are the key to determining the quality of the training, the teaching capacity of the teacher and the learning competency of the student. To assess the validity the competency of students in each subject, the item bank is an integral part of the training process. The quality of item bank is must ensure that standard characteristic parameters, and the given requirements evaluate the different student's ability. The article research on the factors that affect the effectiveness of item bank at Saigon University through the results of the study and analysis of the information collected from 107 lecturers that participating in the item compiling. The results show that two factors includes the item compiling technique and the motivation of the item compiling participants influences on the effectiveness of item bank positively and strongly.
Effectiveness of some integrated disease management factors (IDM) on Fusarium wilt infected tomato
Authors: Salim Hussein Ali , Simon Sobita , Lal Abhilasha A. , Abdulrahman Abbas Lateef
Published: September 2017

The study was conducted to investigate efficacy of Integrated disease management (IDM) viz., solarized soil, Trichoderma harzianum, spent mushroom compost and carbendazim on growth characteristics of infected tomato by Fusarial wilt (Fusarium oxysporum f.sp. lycopersici) under pots conditions in the Bio-net house during 2013-2014. Seven treatments and five replicates were taken up in completed randomized design. Maximum shoot length, fresh and dry shoot weight were noticed in T4 (solarized soil+ Spent mushroom compost+ T. harzianum) 118.10 cm, 67.25 and 42.20 g respectively as compared to T. harzianum or spent mushroom compost that alone treated plants. Maximum root length, fresh and dry root weight were also recorded in T4 (solarized soil+ spent mushroom compost+ T. harzianum) 28.35 cm, 4.65 and 2.55 g respectively. The yield of tomato plants was significantly increased in T6 (tomato plant alone without Fusarium oxysporum) 170.15 g/plant followed by T4 137.52 g/plant as compared with T0- Fusarium oxysporum alone and T1- Solarized soil + Fusarium oxysporum 0.0 g.
Ideología y utopías: Bandidaje, capital y consumo en México
Authors: Acosta Morales Rafael
Published: September 2017

El artículo estudia los argumentos para crear una historia alternativa de las representaciones del paramilitarismo en México. Retrocediendo a la novelaAstucia, de Luis G. Inclán, quien desarrolló un modelo del hombre de su tiempo: el Coronel Astucia. Este personaje participó en la formación de un cartel y actividades paramilitares con el propósito de buscar justicia a través del bandidaje social. Inclán fabula el lado oscuro de México en su primer siglo, ofreciendo un rechazo de las narrativas de creación de estado que los conservadores y liberales proveían. Podemos observar la naturaleza circular del bandidaje en México y cómo sirve de contrapunto a las narraciones tradicionales de soberanía. Ante el nuevo levantamiento armado en Michoacán, que ha producido grupos de autodefensa, este ensayo compara el discurso deAstuciacon el de Nazario Moreno, difunto líder de la Familia Michoacana. Se argumenta que la necesidad de limitar el crecimiento del capital empuja a los bandidos sociales a producir discursos que ensamblan una política del consumo, como una forma de producir la imagen de que el bandido confrontara la desigualdad económica.
Note from the Book Review Editor
Authors: Lehoucq Fabrice
Published: September 2017

New book review editor’s introduction.
Municipal Plenty, Municipal Poverty, and Brazilian Economic Development, 1836–1850
Authors: Hanley Anne G. , Lopes Luciana Suarez
Published: September 2017

Municipalities in nineteenth-century Brazil bore the responsibility for providing public services that enhanced economic exchange, particularly physical infrastructure that facilitated the circulation of goods and services. Therefore, the question of whether the resources to pay for these services were abundant or scarce matters greatly to our understanding of Brazil’s history of economic development and socioeconomic inequality. Although ex ante budgets regularly predicted financial abundance, ex post financial statements repeatedly reported chronic deficits and financial instability. In the face of unanticipated revenue shortfalls, municipalities cut investments in essential public infrastructure, thereby dampening domestic economic exchange and perpetuating municipal poverty.
Character Types in Brazilian Reality Shows: Cultural Manifestation of a Media Protagonist Syndrome
Authors: Coiro-Moraes Ana Luiza , Lisbôa Filho Flavi Ferreira
Published: September 2017

The article argues that today’s media characters may be understood through a typology. As models of acting, these character types appear in programs that raise ordinary people to the heights of media visibility through reality shows. Our article presents a proposal for mapping the characters in Big Brother Brasil, seasons 4 and 10, and discusses what the character types say about the protagonist syndrome and Brazilian culture.
Place-Based (In)formalization: A Bolivian Marketplace for Consumer Electronics and Global Brands
Authors: Müller Juliane
Published: September 2017

Trade in consumer electronics and household appliances in Bolivia operates mainly from popular marketplaces. Multinational corporations enter these once informal, now enhanced economies. This article analyses the expansion of global brands into urban street markets, together with the local branding of electronics and the advancement of popular traders along transnational commodity chains. I argue that these socio-spatial transitions offer a counterintuitive articulation between the informal and the formal. Looking at specific localities along the commodity chain from East Asia to Chile and Bolivia, one sees not mere formalization of informal economies as often expected nor a rampant informalization as attributed to current economic globalization, but piecemeal formalization of traders as much as a partial informalization of all actors involved.
Teachers, Folklore, and the Crafting ofSerranoCultural Identity in Peru
Authors: García Liendo Javier
Published: September 2017

This article examines two cases of folklorization led by teachers in Peru between 1939 and 1971, and characterized by the participation of the indigenous and mestizo subjects whose local cultures were transformed into folklore. These cases show teachers as active agents of cultural change in Andean schools, who were responding to de-Indianization by promoting aserrano(pertaining to the Sierra) regional identity among their students. In this fashion, teachers were reinventing “local traditions” to produce a new popular identity based on a common regional bond, through which indigenous and mestizo populations could negotiate new waves of cultural interaction with modernity and national society. The first case analyzes the projects of José María Arguedas and Emilio Barrantes to bring local folklore to the school curriculum and to promote an Andean popular culture. The second case explores school folklore competitions organized autonomously by provincial teachers, in which traditional dances were folklorized and turned into a popular spectacle. While framing both folklorization cases within the study of teachers as local intellectuals, the article also highlights the importance of a magisterial culture in Peru that, drawing from the progressive education movement, viewed teachers as agents of sociocultural change and nationalism.
Small Riots - Reviewing an artwork by Barbara Kruger
Authors: Bahr Amelie
Published: September 2017

To what extent can art still be subversive in the age of neoliberalism? Barbara Kruger’s “Untitled (The Meaning of Life is that it stops)“ shows that there is no easy answer to this question. My critical reading of the artwork examines the contrast between its visual appearance, congruent with advertisements in consumer societies, and its more earnest critique of their practices. Ultimately, I argue that Kruger seeks to do what any commercial seduction deliberately fails at: to press the viewer to make up their own mind, while admitting – in the spirit of postmodernism – that it is itself perhaps but another form of lure and persuasion, inevitably caught up in the system it sets out to oppose.
CHINA’S GROWING ROLE IN REGIONAL INSTITUTIONS: Application of institutional realism to the Shanghai Cooperation Organization (SCO)
Authors: Aksu Aylin
Published: September 2017

Abstract: China’s ever growing importance in world affairs and politics has not gone by unnoticed. However, conventional IR theories fail to explain how the emerging superpower has been expanding its role in regional institutions. The rather novel theory of scholar Kai He of institutional realism will be applied to China’s involvement in the formation of the Shanghai Cooperation Organisation (SCO). His theory combines traditional neorealism with elements of the neoliberal interdependence theory in an attempt to provide a holistic approach to the PRC’s foreign policy decisions.
The Turn to Violence in the Kurdish-Turkish conflict
Authors: Meijer Laura
Published: September 2017

This paper analyses why the protracted conflict between the PKKand the Turkish state started in 1984. It argues that the traditionalfocus on ethnic grievances is insufficient to explain the turn to violencein the Kurdish-Turkish conflict. Using Desrosiers’ framingtheory for identity-based conflicts, this paper shows how the 1980Turkish military coup provided the circumstances for violence toerupt. The Turkish military oppression diminished the influence ofmore moderate Kurdish voices, which led to the acceptance of thePKK’s message that only violent measures could resolve Kurdishoppression. This enabled the mobilization of Kurds in Turkey andthe diaspora and led to the eruption of violence.
Should I stay or should I go? A Study of Pickup Groups in Left 4 Dead 2
Authors: Linderoth Jonas , Björk Staffan , Olsson Camilla
Published: September 2017

In this article we report an autoethnographic study of pickup groups (PUGs) in the game Left 4 Dead 2 (L4D2). The study focuses on how PUGs as social arenas are constituted by their participants and the role game design plays in structuring interaction. We use Goffman’s idea that activities are surrounded by a metaphorical frame together with an understanding of gameplay design patterns in order to analyze inclusion and exclusion, social positions and the relation between the game context and the players’ “wider worlds.” In the case of L4D2 the design pattern of Symbiotic Player Relationships creates a social situation that puts extra pressure on the players to perform well and leads to issues of identity. By negotiating the boundary between their in-game identity, based on gaming skill, and other social relations outside of the game context, players can constitute a more stable game session. The study concludes with the tentative suggestion that positive perceptions of other players’ out-of-game identity can save a game from falling apart, yet negative perceptions of other players’ values and out-of-game identities pose no threat to the game activity.
Building Material: Exploring Playfulness of 3D Printers
Authors: Smale Stephanie De
Published: September 2017

This article explores the practice of 3D printers from a playful perspective. Using the Ultimaker Original as a case study, it addresses the question of whether the practice of open source software and hardware in 3D printing is inherently playful and how the user affects and is affected by its playability. After examining the materiality of open source development and hacking processes in the Ultimaker Original, I will argue how playfulness of 3D printing stimulates hacking the 3D printer. From a broader perspective, the playful practice of 3D printing can be seen as part of a general development towards the ludification of culture.
“That’s not a secure area”– physical-digital sound links in commercial locative games
Authors: Ekman Inger
Published: September 2017

Pervasive games break the boundary between digital and physical to make use of elements in the real world as part of the game. One form of pervasive games are locative mobile games, which utilize physical movement as game control. To facilitate eyes-free interaction during play, these games benefit from exploring sound-based content. However, it is currently unclear what type of sound-based interaction is feasible to the general audience. Another consideration is which sound design strategies best support the goal of situated experiences, and how to design sound that supports game experiences drawing upon location-awareness, and intermixing virtual content with physical reality.A first generation of locative mobile games is already commercially available. The present contribution analyzes seven commercially available locative games (Ingress; Shadow Cities; Zombies, Run!; Inception the App; The Dark Knight Rises Z+; CodeRunner) and summarizes the sound design strategies employed to contextualize game content in real-world. Comparison to current themes in contextualized audio research indicates similarities but also challenges some assumptions regarding audio-heavy gameplay. The findings illustrate the need for simplicity regarding audio challenges, but generally confirm the view of audio-based gameplay as a facilitator of mobility. Sound is also centrally involved in shaping contextualized experiences, forging links between the physical and digital world, and indexing game content to context through functionality, verbal references, spatialization, and remediation. The article discusses two complementary strategies to systematically manipulate the physical-digital relationship, and to promote strongly situated experiences.
Editors’ Introduction to the Special Issue
Authors: Mäyrä Frans , Heljakka Katriina , Seisto Anu
Published: September 2017

Even while digital games have meant a major transformation for the landscape of games and play, it can also be argued that all games are always also physical – or hybrid – by their nature. With traditional board or card games, for example, it is obvious that the tactile quality, materials and design of game boards, cards and playing pieces contribute to the look and feel of the game. And yet it is also equally clear that the physical characteristics of chess pieces, for example, do not contribute to the dynamics of game play in chess in a similar way as the rules of chess do. However, if the chess pieces are designed in non-conventional ways, like by making them very heavy, huge in size, or slippery, for example, the role of physical dimensions is again brought to the forefront of our game experience.
Remembering & Exhibiting Games Past: The Popular Memory Archive
Authors: Stuckey Helen , Swalwell Melanie , Ndalianis Angela , De Vries Denise
Published: September 2017

The Popular Memory Archive is an online collaborative research portal for collecting and exhibiting the production and reception histories of Australian and New Zealand micro-computer games of the 1980s. Proposed as a resource for both historians of technology and media, and the public, the site provides the means to collect and share the memories of those who lived and played their way through this period. This article surveys activity on the site and offers some preliminary evaluation of the significance of the online contributions. From this we consider the discursive, inclusive and questioning practices of the portal as a means of exhibiting historic games.
Conceptualising Inspiration Networks in Game Design
Authors: Ho Xavier , Tomitsch Martin , Bednarz Tomasz
Published: September 2017

This paper examines the concept of inspiration and proposes a design process for inspiration networks using survey data from Global Game Jam. Global Game Jam is a 48-hour game development competition that invites anyone to participate worldwide. The study illuminates the presence of the famous ‘six degrees of separation’ effect in these inspiration networks, leveraged to model ideations as related concepts, identifying four major lodestars. It follows research through design, embodying the body of knowledge in the inspiration network as a design artifact. Inspiration networks offer a novel way to discover game genres that have not yet been formally recognised, but have displayed a large influence. The findings offer three design implications: an understanding gained by “thinking with networks”, the ability to identify emerging game genres, and the support for intuitive, visual browsing of ideas. Formalisation of inspiration network poses an open field for research.
Reconciling Csikszentmihalyi’s Broader Flow Theory: With Meaning and Value in Digital Games
Authors: Salisbury John Hamon , Tomlinson Penda
Published: September 2017

Flow, the concept developed by Mihaly Csikszentmihalyi over the last forty years or so (see Csikszentmihalyi 1975) has been invoked quite often with respect to the way players engage with digital games (e.g. Baron 2012; Cowley et al. 2008; Sweetser and Wyeth 2005; Brathwaite & Schreiber, 2009; Fullerton, Swain, & Hoffman, 2008; Schell, 2008). However, Kubey & Csikszentmihalyi (2002) have argued that ‘video games’ are in fact likely to promote undesirable experiences of a kind Csikszentmihalyi refers to as ‘entropy’ or unstructured and unsatisfying life experiences. This paper explores Csikszentmihalyi’s greater thesis and examines how a broader reading of Flow theory can potentially help us understand Flow like engagements beyond the simple mechanistic view of challenge explicitly introduce personally expressed cultural values into the conditions of Flow. By doing so we can then provide a value centric analysis and design approach, similar to that of Cockton’s (2004; 2012) proposal, to include values in general software design. That is, the very nature of challenges and rewards needs to be considered in order to investigate how overcoming or receiving such challenges would be positively or negatively perceived by individuals, from particular cultures, holding particular values. Thus we hope that we have dealt with the apparent contradiction in using Csikszentmihalyi’s concept in the study of games despite his criticism of such a move, and have provided some indication of how we can deal with unspecified rewards and the differential perception and engagement with potentially equivalent challenges while still supporting the accepted thesis of Flow.
What is Strafe Jumping? idTech3 and the Game Engine as Software Platform
Authors: Lederle-Ensign Dylan , Wardrip-Fruin Noah
Published: September 2017

The physics of the everyday world are an accepted constraint for the designers and players of sports and other embodied games. But where do the physics of games in virtual spaces come from? The standard answers (e.g., framing physics as rules) leave some of the most famous physical phenomena of games difficult to account for. This paper demonstrates how one of these phenomena, strafe jumping, can be better explained by turning attention to game engines as software platforms. While platform studies has become an accepted approach in game studies, software platforms have received significantly less attention than hardware platforms, and their particular characteristics are important for understanding strafe jumping. Like hardware platforms, software platforms build up communities of developers and players with expertise and expectations. But unlike the hardware platforms that have received significant scholarly attention, software platforms are more strongly connected to game genres (through technology, documentation, and community), are more easily modified and extended, and crucially are more actively socially negotiated after release (in a network connecting players, engine developers, and engine licensees and modifiers). The intertwined aspects of strafe jumping — as technical artifact, play experience, and site of contention — illuminate not only what it “is” but also the importance of engaging software platforms for a robust field of game studies.
A Structural Model for Player-Characters as Semiotic Constructs
Authors: Vella Daniel
Published: September 2017

When game studies has tackled the player-character, it has tended to do so by means of an opposition to the notion of the avatar, with the result that the ontological and semiotic nature of the character in itself has not been given due attention. This paper draws on understandings of character from the fields of narratology and literary theory to highlight the double-layered ontology of character as both a possible individual and as a semiotic construction. Uri Margolin’s narratological model of character signification is used as the basis for developing a semiotic-structural model of the player-character that addresses its specific medialities and formal nature – a task which is performed through illustrative close examinations of the player-characters in The Last of Us (Naughty Dog 2013) and Gone Home (The Fullbright Company 2013), contextualized by means of comparative references to a wide range of player-characters in a variety of games.
Exploring the Cause of Game (Derived) Arousal: What biometric accounts of player experience revealed
Authors: Schott Gareth , Marczak Raphaël
Published: September 2017

The function of this paper is to present research findings that ordinarily would never see the light of day, not because they have no value or significance, but they might seem marginal and less significant given the main focus of the research conducted. When studying player experience, there is value in widening the focus of research to avoid attributing too much value to one kind of experience over others. The findings presented here come from a much larger three-year research study into player experiences with games containing violence. The broad intent of the study was to query the strong association between effects research and responsive regulation measures (game classification). The research was guided by the idea that exploring “the extent to which the public’s perception of causal links between game playing and various social ills’ might be ‘moderated or even undermined by [knowledge of] how players actually respond to and negotiate their way through the content and characteristics of the medium” (OFLC, 2009, p. 24). To do this, the research employed a mixed methodology to examine player experience (as introduced in Schott et al., 2013a). The study produced a number of data points in order to characterize the multi-dimensional nature of players’ experiences. This paper focuses specifically on the outcome of utilizing a biometric measure (GSR) as a guide for determining which aspects, from game experiences that required hours of game play, should be assessed for their significance. The value of employing GSR as a textually neutral method for detecting which aspects of a game had an impact on players is assessed.
We Are All Fishes Now: DiGRA, Feminism, and GamerGate
Authors: Chess Shira , Shaw Adrienne
Published: September 2017

Following DiGRA 2014, our Fishbowl was used by some members of the GamerGate movement as proof of the “nefarious” dealings within our academic community. Some have asked the question of whether our Fishbowl “The Playful is Political” should have been accepted, given the negative attention on DiGRA it engendered and ongoing ramifications of that attention on the feminist game studies community. In what follows, we argue why our Fishbowl was an important first step in broaching a larger conversation about identity, diversity, and gaming.
Sound Similarity as a Tool for Understanding Player Experience: Applying Similarity Matrix to Gameplay Performance Segmentation
Authors: Marczak Raphaël , Schott Gareth , Hanna Pierre
Published: September 2017

Analytical accounts chronicling engagement with digital games can always benefit from empirical data outlining the patterns of behavior produced by different players as they engage with the same game, or similar sequence within a game. This paper presents an extension to a novel method, termed feedback-based gameplay metrics, which exploits the audio and visual output of an activated game to produce accounts of player performance. This paper offers an account of an affiliated method, based on similarity matrices, which is derived from the same measurement process and that has yet been applied to the interests of game studies (over design oriented research) to determine the similarity or diversity within encounters with particular games. This paper introduces the method and illustrates its potential applications in the analysis of performance.
Finding a Way: Techniques to Avoid Schema Tension in Narrative Design
Authors: Dena Christy
Published: September 2017

Game designers and game writers do not have the same understandings, processes, or approaches, and this impedes good practice. This is not due to the two modes being so different or incompatible however, as has been claimed now and in earlier narratology and ludology debates. Instead, this article argues that incompatibilities are due more to the schemas of creation: the mental models we are taught and create with, that thwart more integrated practices. We learn to create and think about games in one way, and narrative in another. This siloing is due to a predictable differentiation rhetoric that occurs at the emergence of a new medium: games are not stories, games are not films, VR is not film, X is understood by not being Y. This arbitrariness of difference facilitates a schism in the creator's mind, where elements, roles and industries become irreconcilable. Indeed, whole swathes of wisdom are put to the side in an effort to be recognised as different. When narrative is used in games, then, developers rely on external design grammars, where models from other artforms are imported and shoehorned. There have been attempts to reduce such siloing, but integration cannot happen merely through recognising common elements or traits within a game object. Instead, this article argues that a common understanding can be found through the common factor of the audience or player. To illustrate this point, two successful audience/player-centered approaches from filmmaking and education are outlined, along with a tweaking of the successful MDA framework, providing structures for creatives to avoid the problem of design schema tension and create better projects.
Scarcity and Survival Horror: Trade as an Instrument of Terror in Pathologic
Authors: Novitz Julian
Published: September 2017

This paper questions the extent to which the relative scarcity of both gameplay options and in-game resources in survival horror video games can be read as a subversion of the metaphorical and idealised capitalist systems that underpin many forms of gameplay. While survival horror games do tend to offer an alternative to the usual rhythms of work, reward and empowering reinvestment found in many video games, the dystopian absence of common resources, gameplay and features (particularly that of an in-game economy) can just as easily be read as creating a nostalgic longing and appreciation for the norms of more conventional gameplay. Ice-Pick Lodge's Pathologic (2005) is considered as a rare and potentially subversive example of a survival horror game that creates an atmosphere of terror and uncertainty for the player through the fluctuations and predatory movements of its in-game economy, rather than through the absence of this feature.
No-one Plays Alone
Authors: Bateman Chris
Published: September 2017

The discourses around games have tended to focus upon either their artefactual qualities or the phenomenological experience of play. In both cases, games are primarily to be understood singularly. An alternative approach, related to Foucault’s archaeological methods, is to focus upon the manner in which games share player practices with earlier games. This technique can be applied to all eras of games, and is not merely restricted to videogames – indeed, a significant proportion of the player practices of videogames descend directly from the player practices of tabletop games, especially in terms of the progenitive role of tabletop role-playing games for contemporary digital entertainment. Such player practices can be broadly understood in terms of interface (how the player engages with the game), world (what the player imagines is happening), or the agency practices that connect the interface and the world.Three propositions concerning the relationships between fictional setting and designed rule systems within games are explored, the last of which stresses the idea that ‘no-one plays alone’ i.e. that all play entails continuity of its practices over and above variation of those practices. These propositions are used to demonstrate three aesthetic flaws that are peculiar to, or particularly relevant for, videogames. This in turn leads to a discussion of the ways that commercially successful games have always proceeded by leveraging the existing networks of practice. The result is an alternative perspective for game design, game scholarship, or game critique, one that foregrounds the role of player practices.
Creative Communities: Shaping Process through Performance and Play
Authors: Parker Lynn , Galloway Dayna
Published: September 2017

This paper studies the use of play as a method to unlock creativity and innovation within a community of practice (a group of individuals who share a common interest and who see value in interaction to enhance their understanding). An analysis of communities of practice and the value of play informs evaluation of two case studies exploring the development of communities of practice, one within the discipline of videogames and one which bridges performing arts and videogames. The case studies provide qualitative data from which the potential of play, as a method to inspire creativity and support the development of a potential community of practice, is recognised. Establishing trust, disruption of process through play and reflection are key steps proposed in a ‘context provider’s framework’ for individuals or organisations to utilise in the design of activities to support creative process and innovation within a potential community of practice.
Developing Ideation Cards for Mixed Reality Game Design
Authors: Wetzel Richard , Rodden Tom , Benford Steve
Published: September 2017

Mixed reality games (MRGs) encompass a variety of gaming genres such as pervasive games, location-based games, and augmented reality games. They enrich the physical world with technology to create new and exciting possibilities for games – but at the same time introduce new challenges. In order to make the vast design space of MRGs easily accessible we have developed our Mixed Reality Game Cards. These are a deck of ideation cards that synthesize design knowledge about MRGs and enable collaborative design in a playful manner. In this paper, we describe the iterative development of the Mixed Reality Game Cards over the course of six studies. The final version of the cards constitutes a helpful tool for future designers of MRGs both for rapid idea generation as well as for more in-depth idea development. We achieve this by utilizing different types of domain-specific cards (Opportunities, Questions, Challenges) as well as promoting the inclusion of domain-extrinsic Theme cards and suggesting different rules for interacting with the cards.
World Cultural Stage and Retranslation of Local Tradition
Authors: Sugiharto Ignatius Bambang , Tedjoworo Hadrianus
Published: September 2017

Culture may transgress geopolitical boundaries. these days, especially when the survival of a certain community is under the threat of global political power, the need to overemphasize cultural uniqueness arises more strongly. Tradition is ambiguous and multi-interpretable, depending on the frame of interpretation, interest, power, and above all, on the dialectical encounter of ‘translation’: only in relation with something other and different, particular aspect of the tradition comes up. More than simply a matter of ‘transmission’, tradition is in fact a process of on-going ‘transformation’ and ‘reinterpretation’. The world becames a huge stage where multiple waves of existence intersect and realize the complexity, ambiguity and subtlety of each other’s world and of their own. In the interaction self-interrogation and mutual self-criticism take place, in which the participating cultures are called into question. In such global stage, cultures would weave and reweave their conceptual networks continually. The world cultural stage today is a never-ending conversation where traditions are not only rearticulated thereby, but also reinvented, and extended to their unpredictable potentialities in terms of new contexts. Culture lives in the conjunctions of our grammar of conversation happening on the stage.
Gagasan Allah Kristianitas dalam Modernisme, Postmodernisme, dan 'Illative Sense' John Henry Newman
Authors: Situmorang Riston
Published: September 2017

Modern worldview tends to explore everything, including the idea of God, grounded on reason and rational evidences. Postmodernism on the other hand tends to consider that the basic of epistemology of modernism fails to explain the experience and the existence of God, because modernism relies too much on the cognitive and empiric powers. John Henry Newman might be viewed as a constructive postmodernist for he chooses a different power for judging the truth about the concept and experience of God. Newman appears not to think in ‘either-or’ way like in the rationalism and empiricism worldview, but attempts to fuse and bridge the ways of thinking using ‘both-and’. He suggests that this power, i.e., the illative sense, is a faculty that help the believers judge the truth in comprehending the existence of God. With illative sense, people may decide and make spontaneous inferences on concrete issues naturally. In this line, postmodernism might be seen not as a threat or enemy, but companion to religion, for the postmodern epistemology tends to be sensorial, intuitive, and experiential. Illative sense, as a power that each believer has, is converging the particularities towards the existence of God in the context of religious epistemology.
Chronicles
Authors: Tedjoworo Hadrianus
Published: September 2017

'Chronicles' is a journal column of "MELINTAS" which contains information about the various events, congresses, conferences, symposia, necrologies, publications, and periodicals in the fields of philosophy and theology.
Redefining Ethics and Culture in the Virtual World
Authors: Piliang Yasraf A.
Published: September 2017

Ethics, and its articulation in moral conducts, is not existed in a vacuum, sterile or fixed human world, but a subject of ‘reformulation’ or even ‘redefinition’, as the result of a certain socio-cultural transformation. The development of a global information-digital culture has in a certain intensity affected the perception, understanding and practice of ethics itself as a moral standard. One of the main character of this culture is its ‘artificiality’, through which human communication and interaction is no longer performed on a ‘face-to-face basis, but on a technological mediated one. The consequence is a ‘cultural distanciation’, in which perception is separated from experience, body is separated from message. Another consequence is the ‘transparency’ at an ethical level, in which several ethical boundaries are deconstructed: good/bad, proper/improper. A community ethics is one of today’s ethical problem, in which a ‘commonality’ is no longer constructed based on conventional social bonds, but on more artificial bonds: solitude, rejection, helplessness. Friendship in the digital world is another ‘strange’ development of moral conduct, in which a great numbers of friends is just an affirmation of one’s solitude. As the result, connection—as main pilar in the architecture of our contemporary life—has taken us along a cultural contradiction: it mediates, but at the same time dissociates our cultural experience.
Jalan Bakti dalam Upaya Inkulturasi Injil Kristus di tengah Masyarakat Tionghoa Kristen di Indonesia
Authors: Suryadi Yohanes
Published: September 2017

The ethics of ‘homage’ and its practice in the Chinese tradition is centered around the ethics of the family, but in Indonesia it might have been tainted by the ideological and political interests of the exploitating rulers. As a consequence, the various ethical-familial dimensions of a noble homage-ethics could have been manipulated as well and become a means for subtle ideological-religious oppresion. The political-ideological content of homage-ethics that has been deviated into ideological homage needs to be shown to the Chinese people in Indonesia, so that they may respond critically to the homage-tyranny that creates the slave mentality, which sometimes is tucked into the collective unconsciousness. The exploitating homage ideology in the Chinese culture might be replaced with Jesus Christ’s ‘homage theology’, which is liberating and transforming. The perfect homage act of Christ on the cross is theocentric, but it brings the grace of redemption with its total and transcendental implication, and it has the power to give birth to a ‘new human being’ free from interhuman exploitation, idolatry, immorality, and injustice.
Allah Berharap pada Manusia: Teologi dengan Paradigma ‘Kebebasan’
Authors: Sunarko Adrianus
Published: September 2017

The author introduces a way of theologising by way of a particular paradigm, that is, ‘freedom’ paradigm. From the philosophical viewpoint this way of thinking according to the paradigm is chosen with the consideration that it has become one of the central themes in modern thought, is not under the level of reflection reached by the modern thought, and conforms the requirement of reason to borderlessly question the fundamental cause of everything. From the theological viewpoint, the choice for this paradigm has a consequence that ‘freedom’ becomes the reference, towards which theological reflection always directs itself. The author shows that ‘freedom’ paradigm brings the potential to be the reference in understanding and formulating Christian fundamental doctrines on many themes: on God and the reality of creation, humanity (theological anthropology), Jesus Christ (Christology), grace and sacraments, concepts of salvation (soteriology), history and its final meaning (eschatology), actual themes like human rights, freedom to have religion, et cetera.
Cinta Ekologis dalam Pendekatan Estetika Teologis Kristiani
Authors: Segu Yosef Irianto
Published: September 2017

Human’s mind and behaviour have been influenced by the understanding of who human beings are. Realising identity on the level of knowledge might have revealed human’s exclusive, dominant, and alienating nature. Nature is seen as an object of a pragmatic approach for the sake of human’s development. Nature is not so much seen as something meaningful as a necessity to fulfill the needs of the human being. The field of knowledge and discourse is always limited in itself and human’s relationship with the nature cannot merely accommodated by ideas and concepts. Human’s relationship with nature needs to be built with love. Love is the self’s involvement as a whole to participate in the life of the other, that is, through the real and constructive encounters of human and nature that preserve the beautiful existence of both. One of the fusions between human and nature is in the area of aesthetics, and in this article, of theological aesthetics. While knowledge and concept could not be imposed on the relation between human and nature, humans might need a different approach in the area of experience. Human experience in relation to nature is not always linear, but continuously invites humans to explore the aesthetic and theological territories, in order to offer meanings so that they can go beyond their identity or exclusivity in knowledge and concept. This balance may improve human’s relationships with the nature.
Presentación del Estudio de Salud Mental 2015
Authors: Gonzalez Quiñones Juan Carlos
Published: September 2017

Hemos decidido dedicar este número a la presentación de la Encuesta Nacional de Salud Mental 2015, convencidos de que los lectores lo encontrarán sumamente útil. Felicitamos al Ministerio de Salud por este documento, aclarando que lo único que nosotros hemos hecho es presentarlo de una forma que esté más al acceso de la comunidad. Al menos, eso esperamos. Dada la extensión del mismo, nos excusamos por dedicarle toda esta Carta Comunitaria a tan interesante documento, dejando pendientes las secciones habituales para nuestro próximo número.
Descripción de la participación estudiantil en una facultad de Medicina de 2010 a 2013
Authors: Gonzalez Quiñones Juan Carlos , Masmela Laura Katherine , Mesa Parra Daniel Enrique , Mora Rueda Jessica Paola , Murillo Alarcón Laura Manuela , Parra Moreno Mitndbaim Aelohim , Pérez Natalia , Pinedo Espitia Ximena Andrea , Prieto Maurent , Quintero Angélica María
Published: September 2017

Objetivo: Describir la percepción de la participación estudiantil en una facultad de Medicina.Metodología: Se combinaron dos métodos (entrevistas semiestruturadas a representantes estudiantiles y una encuesta autodiligenciada a alumnos de segundo a décimo semestre que participaron voluntariamente).Resultados: Se identificaron debilidades sentidas por los representantes en torno a la participación, asimismo de forma coincidente, una escasa participación estudiantil en los alumnos encuestados.Conclusiones: Si bien la facultad estudiada cuenta con una normatividad para la participación de los estudiantes, resulta evidente que se deben buscar mecanismos para promoverla.
Tendencias de investigación en ciencias de la salud sobre la salud mental y su orientación comunitaria
Authors: Camargo José , Pedraza John , Ortiz Doncel Amanda , Restrepo Luciana , Cortés Carlos
Published: September 2017

Se revisaron las tendencias internacionales de investigación en ciencias de la salud sobre la salud mental y su enfoque comunitario en la última década a través de bases de datos disponibles, para posteriormente agrupar los resultados en categorías que emergieron de la revisión. Se encontró que existe un gran interés por este campo de investigación, pero las investigaciones siguen estando mayoritariamente direccionadas a la relación existente entre salud y enfermedad siendo pocos los proyectos que centran su atención en los aspectos positivos y comunitarios de la salud. De lo anterior se desprende la necesidad de fortalecer las investigaciones en aspectos relacionados con la salud mental en comunidad y los efectos positivos de la salud y su influencia en la calidad de vida.
Burden of salmonellosis, campylobacteriosis and listeriosis: a time series analysis, Belgium, 2012 to 2020
Authors: Maertens de Noordhout Charline , Devleesschauwer Brecht , Haagsma Juanita A , Havelaar Arie H , Bertrand Sophie , Vandenberg Olivier , Quoilin Sophie , Brandt Patrick T , Speybroeck Niko
Published: September 2017

Salmonellosis, campylobacteriosis and listeriosis are food-borne diseases. We estimated and forecasted the number of cases of these three diseases in Belgium from 2012 to 2020, and calculated the corresponding number of disability-adjusted life years (DALYs). The salmonellosis time series was fitted with a Bai and Perron two-breakpoint model, while a dynamic linear model was used for campylobacteriosis and a Poisson autoregressive model for listeriosis. The average monthly number of cases of salmonellosis was 264 (standard deviation (SD): 86) in 2012 and predicted to be 212 (SD: 87) in 2020; campylobacteriosis case numbers were 633 (SD: 81) and 1,081 (SD: 311); listeriosis case numbers were 5 (SD: 2) in 2012 and 6 (SD: 3) in 2014. After applying correction factors, the estimated DALYs for salmonellosis were 102 (95% uncertainty interval (UI): 8–376) in 2012 and predicted to be 82 (95% UI: 6–310) in 2020; campylobacteriosis DALYs were 1,019 (95% UI: 137–3,181) and 1,736 (95% UI: 178–5,874); listeriosis DALYs were 208 (95% UI: 192–226) in 2012 and 252 (95% UI: 200–307) in 2014. New actions are needed to reduce the risk of food-borne infection with Campylobacter spp. because campylobacteriosis incidence may almost double through 2020.
Unwrapping the Suburban “Package Deal”
Authors: Rhodes Anna , Warkentien Siri
Published: September 2017

Large disparities in educational quality exist between cities and surrounding suburban school districts and are increasing between suburban districts—a trend that emerged over the past several decades and shows signs of growing. Using in-depth interviews, this study examines how children are sorted into different school districts across a metropolitan area. We find that the ideal educational arrangement for nearly all parents is to live in a neighborhood that guarantees access to neighborhood schools that meets their expectations, something we call the “package deal.” Parents look to the suburbs to achieve this ideal, but not all suburbs provide it. Metropolitan patterns of racial residential segregation, interact with families’ resources and constraints to reproduce racial inequalities in educational opportunities across suburban districts. Integrated approaches to housing and education policy are needed to address parents’ preference to couple residential and school choices and reduce growing suburban inequality.