Dylan Yamada‐Rice
Biographic Data
| ID | 6712591 |
|---|---|
| NAME | Dylan Yamada‐Rice |
| GIVEN NAMES | Dylan |
| FAMILY NAME | Yamada‐Rice |
| SIGNATURE | RICE D Y |
| AFFILIATIONS | University of Sheffield |
| ORCID | 0000-0002-3917-9197 |
| VERIFIED | Yes |
| TOTAL WORKS | 15 |
| TOTAL CITATIONS | 10 |
| AUTHOR COUNT | 15 |
| EDITOR COUNT | 0 |
| FIRST PUBLICATION YEAR | 2011 |
| LATEST PUBLICATION YEAR | 2026 |
| H-INDEX | 2 |
Controlling the Art School: Ideologies of Materials and a Speculative Vision for Hybrid Arts Education
In responding to the special issue’s call to examine the shifting space of materiality, this article uses creative writing, hand-drawn comics, and speculative fiction/design as a form of research by practice to critique changes in UK Higher Arts Education in relation to art materials. It shows how embedded neoliberal structures that have been documented to negatively impact HE staff and the arts in general, also now extend to prioritising and exc…
Digital eco pedagogies: Producing videogames with children for playing and telling stories about future landscapes with trees
This article discusses ideas emerging from our conversations as we designed and delivered a series of art-based workshops with primary school children in the North of England to include them in the design of a videogame we were developing about future treescapes. The initial aims for the videogame were defined by Mersey Forest, a project partner, in connection with tree scientists and were to teach children how to plant, care for and value trees,…
The importance of multimodal play and storytelling in medtech for children: A Case Study of Co-designing a Mixed Realities Play Kit to Prepare 4 to 10-year-Olds for an MRI Scan
This article examines the research and development of a mixed realities play-kit to prepare children for an MRI scan to be undertaken without the need for a General Anaesthetic. The kit uses three different types of play; augmented, virtual reality and physical to help children become familiar with the look of an MRI scanner, the noises it makes, the role of the radiographer, what to expect when they go to hospital and to practise staying still. …
Addressing the 'Whys' of UK Children's YouTube Use: A Purposes Approach
Despite the widespread use of YouTube by children, there has been limited research undertaken on the 'why' questions of their use. Past theoretical approaches have framed these questions in terms of broader individual needs and their relation to media use, though this work has mainly focused on adults and adolescents. This article presents relevant findings from a mixed methods study of children's (aged 0-16) uses of social media in the United Ki…
Evading Big Brother: Using visual methods to understand children’s perception of sensors and interest in subverting digital surveillance
In relation to this Special Issue’s focus on ugly information, this article examines children’s perception of the often invisible interactions they have with sensor-enabled digital devices and, when prompted, their interest in subverting or blocking these sensors to evade surveillance. The authors report on a study of 12 children, aged 8–12 years, that investigated their knowledge of the sensing abilities of commonly used digital devices (smart p…
Children’s interactive storytelling in Virtual Reality
This article reports on one stage of a project that considered twenty 8–12-years-olds use of Virtual Reality (VR) for entertainment. The entire project considered this in relation to interaction and engagement, health and safety and how VR play fitted into children’s everyday home lives. The specific focus of this article is solely on children’s interaction and engagement with a range of VR content on both a low-end and high-end head mounted disp…
Using a collaborative zine to co-produce knowledge about location-based virtual reality experiences
Purpose The purpose of this paper is to focus on a designed research methodology to distil existing research findings from an esrc/ahrc funded japan/uk network on location-based virtual reality experiences for children in order to generate new knowledge. Design/methodology/approach The structured co-production methodology was undertaken in three stages. These were: (1) a collaborative workshop which produced a series of collage narratives, (2) co…
Under threes’ play with tablets
This paper outlines the findings from a study that examined the tablet and app use of children aged from birth to three. The aim of the study was to examine how far use of tablets and apps promoted play and creativity. A total of 954 UK parents of children aged from birth to three who had access to a tablet in the home completed an online survey that explored the children’s use of apps. Ethnographic case studies of four children aged from birth t…
Designing play: Young children’s play and communication practices in relation to designers’ intentions for their toy
This article looks at the way in which changes in technology, as well as wider social and cultural patterns, bring about new materials in the landscape of young children’s communication practices and play. This is done in relation to a new form of screen-less digital toy known as Avakai. Avakai are a set of digitally interactive wooden dolls that combine set movements and sounds. The study had two parts that focused first on the toy’s design and …
Licking planets and stomping on buildings: Children’s interactions with curated spaces in virtual reality
This visual essay draws upon data from a commercially-funded project on which I was a lead researcher (Yamada-Rice et al, 2017). The study was undertaken to develop a set of best practices for the production of Virtual Reality (VR) content for children. The project combined large-scale quantitative data from a global survey with qualitative methods used to observe and interview a smaller sample of 8-12 year-olds. There was also a health and safet…
Digital play: A new classification
This paper draws on an ESRC-funded study of play and creativity in preschool-aged children’s use of apps in the UK. The main objectives of the study were to collect information about access to and use of apps in the home, establish the most popular apps and identify the features of those apps that are successful in promoting play and creativity. A mixed-method approach was used to collect data, including video filming of children using the most p…
Visual Methods with Children and Young People: Academics and Visual Industries in Dialogue
This volume focuses on using visual research methods with children and young people. Featuring insights from academic experts and established professionals from visual industries, it explores a range
The semiotic landscape and 3-year-olds’ emerging understanding of multimodal communication practices
This article considers the impact of the increasing use of the visual mode in texts found in urban landscapes on two 3-year-olds’ understanding of communication practices. The data discussed are taken from a study into a group of 3- to 6-year-olds’ interaction with and emerging comprehension of the visual mode and its connection to writing in multimodal texts. The research took place over a 6-month period in Japan. The data were collected using c…
Learning from the children: Childhood, culture and identity in a changing world
Learning from the Children derives from an International Gender studies seminar series entitled ‘What Have We Done to the Children’. The result is a collection of writings that illustrate how defin
A Comparative Study of Visuals in the Urban Landscapes of Tokyo and London
This visual essay provides an overview of a comparative study of visuals in the urban landscapes of Tokyo and London, using Google Street View to make these comparisons. The data were analysed using Visual Content Analysis and colour coding. The findings are that Tokyo has a higher density and diversity of visuals at a wider range of heights. Visual and written communication also appear to be confined to more separately definable spaces with more…
Using a collaborative zine to co-produce knowledge about location-based virtual reality experiences
Purpose The purpose of this paper is to focus on a designed research methodology to distil existing research findings from an esrc/ahrc funded japan/uk network on location-based virtual reality experiences for children in order to generate new knowledge. Design/methodology/approach The structured co-production methodology was undertaken in three stages. These were: (1) a collaborative workshop which produced a series of collage narratives, (2) co…
Under threes’ play with tablets
This paper outlines the findings from a study that examined the tablet and app use of children aged from birth to three. The aim of the study was to examine how far use of tablets and apps promoted play and creativity. A total of 954 UK parents of children aged from birth to three who had access to a tablet in the home completed an online survey that explored the children’s use of apps. Ethnographic case studies of four children aged from birth t…
The semiotic landscape and 3-year-olds’ emerging understanding of multimodal communication practices
This article considers the impact of the increasing use of the visual mode in texts found in urban landscapes on two 3-year-olds’ understanding of communication practices. The data discussed are taken from a study into a group of 3- to 6-year-olds’ interaction with and emerging comprehension of the visual mode and its connection to writing in multimodal texts. The research took place over a 6-month period in Japan. The data were collected using c…
Licking planets and stomping on buildings: Children’s interactions with curated spaces in virtual reality
This visual essay draws upon data from a commercially-funded project on which I was a lead researcher (Yamada-Rice et al, 2017). The study was undertaken to develop a set of best practices for the production of Virtual Reality (VR) content for children. The project combined large-scale quantitative data from a global survey with qualitative methods used to observe and interview a smaller sample of 8-12 year-olds. There was also a health and safet…
A Comparative Study of Visuals in the Urban Landscapes of Tokyo and London
This visual essay provides an overview of a comparative study of visuals in the urban landscapes of Tokyo and London, using Google Street View to make these comparisons. The data were analysed using Visual Content Analysis and colour coding. The findings are that Tokyo has a higher density and diversity of visuals at a wider range of heights. Visual and written communication also appear to be confined to more separately definable spaces with more…
A Comparative Study of Visuals in the Urban Landscapes of Tokyo and London
This visual essay provides an overview of a comparative study of visuals in the urban landscapes of Tokyo and London, using Google Street View to make these comparisons. The data were analysed using Visual Content Analysis and colour coding. The findings are that Tokyo has a higher density and diversity of visuals at a wider range of heights. Visual and written communication also appear to be confined to more separately definable spaces with more…
The semiotic landscape and 3-year-olds’ emerging understanding of multimodal communication practices
This article considers the impact of the increasing use of the visual mode in texts found in urban landscapes on two 3-year-olds’ understanding of communication practices. The data discussed are taken from a study into a group of 3- to 6-year-olds’ interaction with and emerging comprehension of the visual mode and its connection to writing in multimodal texts. The research took place over a 6-month period in Japan. The data were collected using c…
Learning from the children: Childhood, culture and identity in a changing world
Learning from the Children derives from an International Gender studies seminar series entitled ‘What Have We Done to the Children’. The result is a collection of writings that illustrate how defin
Visual Methods with Children and Young People: Academics and Visual Industries in Dialogue
This volume focuses on using visual research methods with children and young people. Featuring insights from academic experts and established professionals from visual industries, it explores a range
Digital play: A new classification
This paper draws on an ESRC-funded study of play and creativity in preschool-aged children’s use of apps in the UK. The main objectives of the study were to collect information about access to and use of apps in the home, establish the most popular apps and identify the features of those apps that are successful in promoting play and creativity. A mixed-method approach was used to collect data, including video filming of children using the most p…
Designing play: Young children’s play and communication practices in relation to designers’ intentions for their toy
This article looks at the way in which changes in technology, as well as wider social and cultural patterns, bring about new materials in the landscape of young children’s communication practices and play. This is done in relation to a new form of screen-less digital toy known as Avakai. Avakai are a set of digitally interactive wooden dolls that combine set movements and sounds. The study had two parts that focused first on the toy’s design and …
Licking planets and stomping on buildings: Children’s interactions with curated spaces in virtual reality
This visual essay draws upon data from a commercially-funded project on which I was a lead researcher (Yamada-Rice et al, 2017). The study was undertaken to develop a set of best practices for the production of Virtual Reality (VR) content for children. The project combined large-scale quantitative data from a global survey with qualitative methods used to observe and interview a smaller sample of 8-12 year-olds. There was also a health and safet…
Under threes’ play with tablets
This paper outlines the findings from a study that examined the tablet and app use of children aged from birth to three. The aim of the study was to examine how far use of tablets and apps promoted play and creativity. A total of 954 UK parents of children aged from birth to three who had access to a tablet in the home completed an online survey that explored the children’s use of apps. Ethnographic case studies of four children aged from birth t…
Children’s interactive storytelling in Virtual Reality
This article reports on one stage of a project that considered twenty 8–12-years-olds use of Virtual Reality (VR) for entertainment. The entire project considered this in relation to interaction and engagement, health and safety and how VR play fitted into children’s everyday home lives. The specific focus of this article is solely on children’s interaction and engagement with a range of VR content on both a low-end and high-end head mounted disp…
Using a collaborative zine to co-produce knowledge about location-based virtual reality experiences
Purpose The purpose of this paper is to focus on a designed research methodology to distil existing research findings from an esrc/ahrc funded japan/uk network on location-based virtual reality experiences for children in order to generate new knowledge. Design/methodology/approach The structured co-production methodology was undertaken in three stages. These were: (1) a collaborative workshop which produced a series of collage narratives, (2) co…
Evading Big Brother: Using visual methods to understand children’s perception of sensors and interest in subverting digital surveillance
In relation to this Special Issue’s focus on ugly information, this article examines children’s perception of the often invisible interactions they have with sensor-enabled digital devices and, when prompted, their interest in subverting or blocking these sensors to evade surveillance. The authors report on a study of 12 children, aged 8–12 years, that investigated their knowledge of the sensing abilities of commonly used digital devices (smart p…
The importance of multimodal play and storytelling in medtech for children: A Case Study of Co-designing a Mixed Realities Play Kit to Prepare 4 to 10-year-Olds for an MRI Scan
This article examines the research and development of a mixed realities play-kit to prepare children for an MRI scan to be undertaken without the need for a General Anaesthetic. The kit uses three different types of play; augmented, virtual reality and physical to help children become familiar with the look of an MRI scanner, the noises it makes, the role of the radiographer, what to expect when they go to hospital and to practise staying still. …
Addressing the 'Whys' of UK Children's YouTube Use: A Purposes Approach
Despite the widespread use of YouTube by children, there has been limited research undertaken on the 'why' questions of their use. Past theoretical approaches have framed these questions in terms of broader individual needs and their relation to media use, though this work has mainly focused on adults and adolescents. This article presents relevant findings from a mixed methods study of children's (aged 0-16) uses of social media in the United Ki…
Digital eco pedagogies: Producing videogames with children for playing and telling stories about future landscapes with trees
This article discusses ideas emerging from our conversations as we designed and delivered a series of art-based workshops with primary school children in the North of England to include them in the design of a videogame we were developing about future treescapes. The initial aims for the videogame were defined by Mersey Forest, a project partner, in connection with tree scientists and were to teach children how to plant, care for and value trees,…
Controlling the Art School: Ideologies of Materials and a Speculative Vision for Hybrid Arts Education
In responding to the special issue’s call to examine the shifting space of materiality, this article uses creative writing, hand-drawn comics, and speculative fiction/design as a form of research by practice to critique changes in UK Higher Arts Education in relation to art materials. It shows how embedded neoliberal structures that have been documented to negatively impact HE staff and the arts in general, also now extend to prioritising and exc…
Psychology (11 works) · Computer Science (10 works) · Sociology (10 works) · Child Development and Digital Technology (6 works) · Art (5 works) · Human–computer interaction (4 works) · Innovative Human-Technology Interaction (4 works) · Multimedia (4 works) · Narrative (4 works) · Qualitative research (4 works)