What’s online video today, fifteen years into its exponential growth? In the age of the smart phone, video accompanies, informs, moves, and distracts us. What started off with amateur prosumers on YouTube has spread to virtually all communication apps: say it with moving images. Are you addicted yet? Look into that tiny camera, talk and move the phone, show us around, and prove the others out there that you exist!With this third reader the Video Vortex community — initiated in 2007 by the Instituteof Network Cultures — proves that it is still alive and kicking. No matter its changes, the network is still driven by its original mission to develop a critical vocabulary for this rapidly spreading visual culture: what are the specific characteristics of online video in terms of aesthetics and political economy of image production and distribution, and how do they compare to film and television? Who is the Andre Bazin of the YouTube age? Honestly, why can’t we name a single online video critic? Can we face the fact that hardly anyone is using the internet? What are you going to do with that 4K camera in your smartphone? Have we updated Marshall McLuhan’s hot and cold media for our digital era yet? Who dares? We see the Woman with a Smartphone Camera in action, but who will be our Vertov and lead the avant-garde? Who stops us? Let us radically confront the technological presence as it is and forget the pathetic regression to past formats: radical acceptance of the beautiful mess called the net.
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This chapter takes a closer look at the case of Amsterdam as a particular manifestation of a film festival city. Drawing from a new dataset on festivals in the Netherlands, the data supports the view of film festivals as a highly dynamic cultural sector: Internationally acclaimed film festivals exist beside smaller festivals that are more community bound; new festivals emerge annually, and young festivals struggle to survive the three-to-five-year mark.Amsterdam holds a unique position in the Dutch film festival landscape as a third of all film festivals in the Netherlands take place in the capital city. Our data collection helps to bring parts of the city’s film infrastructure to the forefront. On the one hand, Amsterdam’s top five locations for film festival events show clear creative cities logic: The data shows just how powerful the pull of such locations is. On the other hand, we find evidence of placemaking and livable city strategies: Amsterdam’s film festivals extend into the capillaries of the city.Dedicated festival datasets may cast new perspectives on local or national festival landscapes, by revealing patterns that remain hidden in qualitative and case-study based projects. But there are also challenges to address in data-driven research on festival cultures, we name a few such as categorization of data. We conclude that such challenges can be more easily faced if more datasets, of for instance, other cities, are pursued and become available.
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The adoption of tablets by young children has raised enthusiasm and concern among speech and language pathologists. This study investigated whether tablet games can be used as effectively as real play objects in vocabulary intervention for children with developmental language disorder (DLD). A randomized, controlled non-inferiority trial was conducted with 70 3-year-old children with DLD. The novel intervention group (n = 35) received 12 10-min scripted intervention sessions with symbolic play using a tablet game spread out over 8–9 weeks. The standard intervention group (n = 35) received the same amount of intervention with real objects using the same vocabulary scripts. In each session, children were exposed to 22 target words. The primary outcome was the number of new target words learned. This was measured using a picture selection task including 22 target words and 22 control words at 3 time intervals: before the intervention, immediately post-intervention, and 5 weeks later. In both intervention groups, the children learned significantly more target words than control words. No significant differences in gains between the two intervention conditions were found. This study provides evidence that vocabulary intervention for toddlers with DLD using a tablet game is equally as effective as an intervention using real objects.
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