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		<title><![CDATA[ThoughtMesh Recently Added]]></title>
		<description><![CDATA[ThoughtMesh is an unusual model for publishing and discovering scholarly papers online. It gives readers a tag-based navigation system that uses keywords to connect excerpts of essays published on different Web sites.
Add your essay to the mesh, and ThoughtMesh gives you a traditional navigation menu plus a tag cloud that enables nonlinear access to text excerpts. You can navigate across excerpts both within the original essay and from related essays distributed across the mesh.
So let's say you are reading an essay on Modern art. You can pick a single word out of that essay's tag cloud--say Picasso--and view a list of all the sections from that essay that relate to Picasso. Or you can view a list of sections of other articles tagged with Picasso, and jump right to one of those sections. You can also combine tags to narrow your search, such as Picasso + Cubism + 1900.
As an author, you can choose to post your essay in a central repository hosted by the Vectors program at USC, the sponsor of this project. Or you can self-archive your essay on your own Web site. (That's the "distributed publication" part.)
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		<link>http://thoughtmesh.net</link>
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			<title>Vectors Journal</title>
			<link>http://thoughtmesh.net</link>
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			<description>ThoughtMesh Recently Added</description>
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			<title><![CDATA[Trusting Amateurs with Our Future, by Jon Ippolito]]></title>
			<description><![CDATA[Left: the Rosetta Stone. Right: a dancer from the First Nation Kehewin Native Dance Theater.This talk focuses on "unofficial" uses of new media, especially by the young, and why they are sometimes more effective than professional enterprises. It was originally given as a keynote for The Fifth National Symposium of the Brazilian Association of Cyberculture Researchers, Universidade Federal de Santa Catarina, Brazil, 16 November 2011.The material is drawn from a chapter of New Media and Social Memory, a forthcoming MIT Press book co-written with Richard Rinehart, called "Unreliable Archivists." The choice of subject was also inspired by this quote from Yara Guasque's introduction in the conference program:O ciberespaco seja plural, modos multiplos de fazer que desestabilizam as logicas anteriores arraigadas nas competencias do espaco fisico, queremos entende-lo como um lugar que reinventou o modo de...trabalharmos em colaboracao.]]></description>
			<pubDate>Wed, 21 Dec 2011 09:54:10 PST</pubDate>
			<link>http://three.org/ippolito/writing/trusting_amateurs/</link>
			<guid>http://three.org/ippolito/writing/trusting_amateurs/</guid>
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			<title><![CDATA[Transmedia Storytelling: Imagery, Shapes and Techniques, by Max Giovagnoli]]></title>
			<description><![CDATA[Telling stories simultaneously in multiple media is like creating a new "geography of the tale", and it requires the author and the audience to find new, interactive spaces for sharing in publishing projects for cinema, tv-series, advertising campaigns, videogames, mobile apps, cartoons &amp; comics, books and performative events, respecting the features and the language of all the media, even if they are part of a single system of integrated communications. But, as they say, It all starts with Story.Transmedia Storytelling explores the theories and describes the use of the imagery and techniques shared by producers, authors and audiences of the entertainment, information and brand communication industries as they create and develop their stories in this new, interactive ecosystem.From Star Wars to The Dark Knight, from Lost to Heroes and Dexter, from Assassin's Creed to Lord of the Rings and Avatar, using more than 50 examples of successful projects from all over the world, and with the contribution of some of the most important producers and international researchers, Max Giovagnoli shows how to create products, works, tales and ad campaigns for audiences, and looking at the new narrative universes and the international franchises of the "transmedia culture", with their storytelling paradigms, their rules and their great opportunities.]]></description>
			<pubDate>Fri, 11 Nov 2011 17:22:42 PST</pubDate>
			<link>http://thoughtmesh.net/publish/400.php</link>
			<guid>http://thoughtmesh.net/publish/400.php</guid>
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			<title><![CDATA[Missions for Thoughtful Gamers, by Andrew Cutting]]></title>
			<description><![CDATA[Who am I? How do I live a good life? What is reality? Such perennial questions may seem remote from the pleasures of playing videogames for entertainment and fantasy. Yet gamers too, in the midst of having fun, are potentially embarked upon a quest for understanding and for meaning. Missions for Thoughtful Gamers presents a sequence of 40 challenges, ranging from thought experiments to design exercises, each one inviting players to become more creatively curious and self-aware.DEMO / The Gamer's OathTUTORIAL / PlaythinkingEPISODE 1: HIDDEN LANDS / Videogames as enquiryBOSS FIGHT / Exploring 'violence'EPISODE 2: THE INNERMOST CAVE / Gnthi sauton (know thyself )SIDE QUESTS AND MINI-GAMES / Scholarly gamingEPILOGUE / Gaming's highest idealsThis is a ground-breaking book, providing inspiration for a new generation ofdesigners, critics and educators as well as an humane introduction for non-gamers to why videogames matter.]]></description>
			<pubDate>Fri, 11 Nov 2011 17:21:21 PST</pubDate>
			<link>http://thoughtmesh.net/publish/399.php</link>
			<guid>http://thoughtmesh.net/publish/399.php</guid>
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			<title><![CDATA[Pennsylvania German Taufscheine in Revolutionary America: Cultural History and Interpreting Identity, by Liam Riordan]]></title>
			<description><![CDATA[Proposed as Chapter 7 in:Oliver Scheiding (University of Mainz) and Jan Stievermann (Heidelberg University), eds., A "Peculiar Mixture":German-Speaking People in the Greater Mid-Atlantic Region from 1709 to the Revolution, (under contract with Pennsylvania State University Press)]]></description>
			<pubDate>Mon, 19 Sep 2011 11:37:08 PDT</pubDate>
			<link>http://thoughtmesh.net/publish/396.php</link>
			<guid>http://thoughtmesh.net/publish/396.php</guid>
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			<title><![CDATA[Tabletop: Analog Game Design, by Drew Davidson, et al.Greg Costikyan]]></title>
			<description><![CDATA[In this volume, people of diverse backgrounds talk about tabletop games, game culture, and the intersection of games with learning, theater, and other forms. Some have chosen to write about their design process, others about games they admire, others about the culture of tabletop games and their fans. The results are various and individual, but all cast some light on what is a multivarious and fascinating set of game styles.]]></description>
			<pubDate>Fri, 12 Aug 2011 03:02:27 PDT</pubDate>
			<link>http://thoughtmesh.net/publish/395.php</link>
			<guid>http://thoughtmesh.net/publish/395.php</guid>
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			<title><![CDATA[Well Played 3.0: Video Games, Value and Meaning, by Drew Davidsonet al.]]></title>
			<description><![CDATA[Following on Well Played 1.0 and 2.0, this book is full of in-depth close readings of video games that parse out the various meanings to be found in the experience of playing a game. Contributors analyze sequences in a game in detail in order to illustrate and interpret how the various components of a game can come together to create fulfilling a playing experience unique to this medium. Contributors again look at video games, some that were covered in Well Played 1.0 and 2.0 as well as new ones, in order to provide a variety of perspectives on more great games.]]></description>
			<pubDate>Wed, 06 Jul 2011 01:48:32 PDT</pubDate>
			<link>http://thoughtmesh.net/publish/394.php</link>
			<guid>http://thoughtmesh.net/publish/394.php</guid>
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			<title><![CDATA[Cross-Media Communications: an Introduction to the Art of Creating Integrated Media Experiences, by Drew Davidsonet al.]]></title>
			<description><![CDATA[This text is an introduction to the future of mass media and mass communications "" cross-media communications. Cross-media is explained through the presentation and analysis of contemporary examples and project-based tutorials in cross-media development. The text introduces fundamental terms and concepts, and provides a solid overview of cross-media communications, one that builds from a general introduction to a specific examination of media and genres to a discussion of the concepts involved in designing and developing cross-media communications.CMC Media Files show how cross-media can be applied, with art, music and illustrations that complement the text. Chapters have overviews and problem-based/project-based activities to encourage active engagement with the readings. Throughout the text there are specific examples, case studies, foundations, and interviews with experts in the field to better illustrate the nature of cross-media.Cross-media Communications are integrated, interactive experiences that occur across multiple media, with multiple authors and have multiple styles. The audience becomes an active part in a cross-media experience. The overarching goal is to provide an overview of cross-media design and development. It is meant to be interdisciplinary and introductory in concept and implementation.]]></description>
			<pubDate>Mon, 27 Jun 2011 08:17:01 PDT</pubDate>
			<link>http://thoughtmesh.net/publish/309.php</link>
			<guid>http://thoughtmesh.net/publish/309.php</guid>
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			<title><![CDATA[Archiving Experience: The Third Generation Variable Media Questionnaire, v1.1, by John Bell]]></title>
			<description><![CDATA[The Third Edition Variable Media Questionnaire (VMQ3) is an information system based on a seemingly paradoxical goal: it seeks to preserve art-works by describing how they can be changed. Implicit in this goal is the acknowledgement that the physical components of any artwork, regardless of medium, will eventually degrade and lose their power; the only variable is time. Unlike a traditional museum collection management system that takes a physical artifact to be the point of greatest fixity in an artwork and thus focuses on preserving the artifact, the VMQ3 suggests that there are other aspects of an artwork that may be at least as important to preserve as the artifact itself. If the traditional system is premised on a fixed physical artifact, the VMQ3 is premised on a fixed experience of an artwork. This presentation was originally given as part of the "Still Accessible? Rethinking the Preservation of Media Art" panel at ISEA2010. (Proceedings)]]></description>
			<pubDate>Sat, 18 Jun 2011 18:34:49 PDT</pubDate>
			<link>http://thoughtmesh.net/publish/393.php</link>
			<guid>http://thoughtmesh.net/publish/393.php</guid>
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			<title><![CDATA[On New Media and Creativity in the Lebanese Setting: 2008-2011: LEONARDO THINKS 1968 - 2011 Contemporary Opinion by Ricardo Mbarkho, by Ricardo Mbarkho]]></title>
			<description><![CDATA[Ricardo Mbarkho comments on how globalization and new media have fostered change and creative pursuits in Lebanon from 2008-2011.]]></description>
			<pubDate>Sat, 04 Jun 2011 10:08:37 PDT</pubDate>
			<link>http://thoughtmesh.net/publish/385.php</link>
			<guid>http://thoughtmesh.net/publish/385.php</guid>
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			<title><![CDATA[Security or Uncertainty?: Stabilizing R-Shief Twitter Analysis during the Jasmine & Egyptian Revolutions, by VJ Um Amel]]></title>
			<description><![CDATA[It has been a profound few weeks in the Arab world to witness, especially as an Egyptian-American.&nbsp;A couple of us (namely myself and code developer Christopher Morton)&nbsp;have been working relentlessly to get R-Shief's Twitter Analysis&nbsp;onto a stable network environment &nbsp;so we can continue to data mine and aggregate all Twitter posts with the hashtags #Jan25, #Tunisia, #Wikileaks -- among others -- and make them available for future research. Our next steps include (a) to implement semantic content analysis software, and (b) to begin a series of visualizations that succeed at conveying the influence Twitter has had over the recent historical events in the Arab world. I argue that Twitter and its surprising political usages are important. Most recently in Tunisia, Egypt, and other parts of the Arab world, they have created an&nbsp;interplay between the application of structure and resistance that has been transformative.Data Visualizations:http://twitterminer.r-shief.net&nbsp;(need to add&nbsp;the tweets from aug 2010- feb 2011.)http://www-958.ibm.com/v/97934&nbsp;(#syria)http://www-958.ibm.com/v/94740&nbsp;(#iwd -&nbsp;international women's day)http://www-958.ibm.com/v/90653&nbsp;(#jan25)http://www-958.ibm.com/v/97946&nbsp;(#libya)]]></description>
			<pubDate>Wed, 18 May 2011 08:52:04 PDT</pubDate>
			<link>http://thoughtmesh.net/publish/384.php</link>
			<guid>http://thoughtmesh.net/publish/384.php</guid>
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