title: Street health: Practitioner service provision for Māori homeless people in Auckland

authors: Nikora, Linda Waimarie

abstract: Homelessness is more than a transient crisis. While access to housing might solve the needs of some, research has shown that the needs of homeless people are much more complex and more a symptom of systematic structural inequalities than an unanticipated emergency (Hopper, 1998). As in other countries, the homeless population in New Zealand is made up of a diverse population of men, women and intersex groups of various ages, sexualities and ethnic backgrounds. Māori are over-represented among this population due to ongoing processes of colonisation and socioeconomic exclusion (Groot et al., 2011). When compared with domiciled citizens, homeless people are more likely to experience a raft of illnesses and unmet health needs, violence, a sense of insecurity, exclusion and fear, and are more likely to commit sui- cide (Hodgetts et al., 2007). Homeless people often experience diverse ill- nesses including asthma, heart disease, diabetes, hepatitis, renal disease, dermatological conditions, malnutrition, oral disease, depression, schizo- phrenia, substance misuse and broken bones (Ellison-Loschmann & Pearce, 2006; Joly et al., 2011; Moore et al., 2007).

text: Street health: Practitioner service provision for Māori homeless people in Auckland Homelessness is more than a transient crisis. While access to housing might solve the needs of some, research has shown that the needs of homeless people are much more complex and more a symptom of systematic structural inequalities than an unanticipated emergency (Hopper, 1998). As in other countries, the homeless population in New Zealand is made up of a diverse population of men, women and intersex groups of various ages, sexualities and ethnic backgrounds. Māori are over-represented among this population due to ongoing processes of colonisation and socioeconomic exclusion (Groot et al., 2011). When compared with domiciled citizens, homeless people are more likely to experience a raft of illnesses and unmet health needs, violence, a sense of insecurity, exclusion and fear, and are more likely to commit sui- cide (Hodgetts et al., 2007). Homeless people often experience diverse ill- nesses including asthma, heart disease, diabetes, hepatitis, renal disease, dermatological conditions, malnutrition, oral disease, depression, schizo- phrenia, substance misuse and broken bones (Ellison-Loschmann & Pearce, 2006; Joly et al., 2011; Moore et al., 2007).

year: 2016

title: Memento Mori : Memento Maori – moko and memory

authors: Te Awekotuku, Ngahuia

subjects: tangi

abstract: Moko patterns, mau moko, “wearing ink” is often explained as an act of remembrance, a symbol of honour or success, of grieving or loss. Memento mori, remembering the dead and remembrance of death, pervades the Maori world, and is profoundly expressed in customary practice – haehae, upoko tuhi, and ta moko. These embodied and visceral experiences are described in waiata tangi, in whai korero, in moteatea, in the traditional context, and graphically recorded on the living flesh in our contemporary world. Mau moko celebrates identity, so modern memorial ornamentation mourns and reflects on this in ‘memento mori’; and also reinforces and engages reality in the correspondent notion of ‘memento Maori’; an assertion that claims dominion and understanding across generations, across time, across space.

text: Memento Mori : Memento Maori – moko and memory Moko patterns, mau moko, “wearing ink” is often explained as an act of remembrance, a symbol of honour or success, of grieving or loss. Memento mori, remembering the dead and remembrance of death, pervades the Maori world, and is profoundly expressed in customary practice – haehae, upoko tuhi, and ta moko. These embodied and visceral experiences are described in waiata tangi, in whai korero, in moteatea, in the traditional context, and graphically recorded on the living flesh in our contemporary world. Mau moko celebrates identity, so modern memorial ornamentation mourns and reflects on this in ‘memento mori’; and also reinforces and engages reality in the correspondent notion of ‘memento Maori’; an assertion that claims dominion and understanding across generations, across time, across space.

year: 2009-11

title: A framework for evaluating presence  in VR narrative games

authors: Pan, Xin

abstract: This research develops a framework that unveils how players feel present in Virtual Reality (VR) narrative games. In 2017, there were over 2.2 billion active video gamers, and VR is a future game platform because VR provides immersive gaming experiences where players experience presence. Slater and & Wilbur (1997, p. 14) define presence as the “sense of being in the virtual environment.” Previous research demonstrated that narrative could improve presence in VR games but left open the discussion on the causal relationship. Therefore, understanding how game narrative contributes to presence could further improve VR gaming experiences. 
This research reviews Wei, Bizzocchi & Calvert’s (2010) and Ryan’s (2015) frameworks that evaluate narrative games and presence in VR narratives respectively. Wei et al. and Ryan's frameworks are combined to propose The Augmented Framework which is then used to evaluate the self-produced VR narrative game, Caillte. The evaluation yields insights which improve the usage of The Augmented Framework for analysing other VR narrative games.

text: A framework for evaluating presence  in VR narrative games This research develops a framework that unveils how players feel present in Virtual Reality (VR) narrative games. In 2017, there were over 2.2 billion active video gamers, and VR is a future game platform because VR provides immersive gaming experiences where players experience presence. Slater and & Wilbur (1997, p. 14) define presence as the “sense of being in the virtual environment.” Previous research demonstrated that narrative could improve presence in VR games but left open the discussion on the causal relationship. Therefore, understanding how game narrative contributes to presence could further improve VR gaming experiences. 
This research reviews Wei, Bizzocchi & Calvert’s (2010) and Ryan’s (2015) frameworks that evaluate narrative games and presence in VR narratives respectively. Wei et al. and Ryan's frameworks are combined to propose The Augmented Framework which is then used to evaluate the self-produced VR narrative game, Caillte. The evaluation yields insights which improve the usage of The Augmented Framework for analysing other VR narrative games.

year: 2019