title: Keeping free-edited textual and graphical views of information consistent

authors: Grundy, John C.

subjects: computer science

abstract: Multi-view editing is useful in many situations where users of a software application want to see and interact with different representations of the same information. This paper describes a new approach to keeping free-edited multiple textual and graphical views of information consistent. Descriptions of changes to information items are displayed in various ways in the multiple views of these items. Users can request an editing tool to automatically apply changes to a view, select a change to make from a range of possible changes, or manually implement changes to maintain view consistency. Semantic errors, user-defined changes and hierarchical changes can be represented, and this technique also supports flexible view consistency for cooperative work systems. Experience with this technique in several diverse multi-view editing environments is described.

text: Keeping free-edited textual and graphical views of information consistent Multi-view editing is useful in many situations where users of a software application want to see and interact with different representations of the same information. This paper describes a new approach to keeping free-edited multiple textual and graphical views of information consistent. Descriptions of changes to information items are displayed in various ways in the multiple views of these items. Users can request an editing tool to automatically apply changes to a view, select a change to make from a range of possible changes, or manually implement changes to maintain view consistency. Semantic errors, user-defined changes and hierarchical changes can be represented, and this technique also supports flexible view consistency for cooperative work systems. Experience with this technique in several diverse multi-view editing environments is described.

year: 1996-03

title: The Dark Knight’s many stories: Arkham Video Games as transmedia pathway

authors: Barrett, Kyle

subjects: Transmedia

abstract: This article examines the Batman Arkhamvideo game series (Rocksteady/WB Montreal, 2009-2015) as part of a wider transmedia franchise that encompasses comic books, films, merchandise and multiple animated and live-action television series. It will be posited that the video game series is a successful entry point for non-fans into this ever-expanding transmedia universe. Batman: Arkham Asylum(2009), the first of the series, was critically acclaimed and established the gameplay, mechanics, and rules for the sequels Arkham City(2011), Arkham Origins(2013) and Arkham Knight(2015). Gameplay mechanics are linkedto ‘player agency,’ i.e.how the user controls the avatar within the game environment. Player agency is somewhat restricted in the series;however, this will be argued to bea benefit for audiences. There are somewhat ludic conditions that can either be beneficial or detrimental for the player, to ensure they learn from failure. This essay will further argue that players accumulate a wider understanding of the Batman universe by collecting artefacts as they deviate from the central narrative. The player unearths character biographies and interview tapes that are based on the character’s extensive history and, thus, provide a gateway into the transmedia world of Batman.

text: The Dark Knight’s many stories: Arkham Video Games as transmedia pathway This article examines the Batman Arkhamvideo game series (Rocksteady/WB Montreal, 2009-2015) as part of a wider transmedia franchise that encompasses comic books, films, merchandise and multiple animated and live-action television series. It will be posited that the video game series is a successful entry point for non-fans into this ever-expanding transmedia universe. Batman: Arkham Asylum(2009), the first of the series, was critically acclaimed and established the gameplay, mechanics, and rules for the sequels Arkham City(2011), Arkham Origins(2013) and Arkham Knight(2015). Gameplay mechanics are linkedto ‘player agency,’ i.e.how the user controls the avatar within the game environment. Player agency is somewhat restricted in the series;however, this will be argued to bea benefit for audiences. There are somewhat ludic conditions that can either be beneficial or detrimental for the player, to ensure they learn from failure. This essay will further argue that players accumulate a wider understanding of the Batman universe by collecting artefacts as they deviate from the central narrative. The player unearths character biographies and interview tapes that are based on the character’s extensive history and, thus, provide a gateway into the transmedia world of Batman.

year: 2020-12-18

title: One hundred years of Sylvia Ashton-Warner: An introduction.

authors: Middleton, Sue

subjects: Sylvia Ashton-Warner

abstract: A biography of Sylvia Ashton-Warner is presented. She was born on 17 December 1908 in New Zealand. She studied at the Auckland Teachers' Training College and taught in several native schools including Horoera Native School and Pipiriki Native School. Later she started writing, starting with "Teacher," a book about teaching schemes and followed by "Incense to Idols," "Bell Call," and "Greenstone." Also, her travels to various places are mentioned.

text: One hundred years of Sylvia Ashton-Warner: An introduction. A biography of Sylvia Ashton-Warner is presented. She was born on 17 December 1908 in New Zealand. She studied at the Auckland Teachers' Training College and taught in several native schools including Horoera Native School and Pipiriki Native School. Later she started writing, starting with "Teacher," a book about teaching schemes and followed by "Incense to Idols," "Bell Call," and "Greenstone." Also, her travels to various places are mentioned.

year: 2008