219,149 research outputs found

    Engendering Life: String Objects as a Model of Process, Pattern, and Praxis in Melanesia

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    In this thesis, I show that string objects materialize and instantiate social organizing principles in Melanesia. In this region, objects like string figures, bilum bags, and fishing nets are vehicles for thought, where mind and material unite to create a multivalent and interactive model of social and temporal relations. Due to the prevalence and universality of string practices in the region, this model is available to everyone. Social and temporal relations become apparent due to the understanding that string objects possess ‘processuality,’ that the materials of string objects, their (re-)production, and (re-)use are constantly in flux rather than in a state of stasis. Through processuality, string objects convey the relations and circumstances in which desired outcomes should be achieved, prefiguring patterns, processes, and operational sequences which are then instantiated in the social framework. I show that the cognitive and physical processes of string objects in the microcosm make abstract concepts concrete and achievable in social practice by reproducing the same pattern through different levels of social life. I therefore explore how other social activities such as tuber gardening and sexual reproduction produce social cohesion and stability in a similar way to string objects. I argue that string objects are a vehicle through which social actors can conceive of the patterns and processes necessary to sustain life in the macrocosm. Through the coalescence of differentiated and reciprocal labor, string objects make evident the conditions necessary for productivity and efficacy in the social system. In conclusion, I assert that string objects contribute to fundamental understandings of social life in Melanesia

    An Investigation into Digital Media: Characteristics of Learning Objects which K-12 Teachers Determine Meet their Instructional Needs

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    In recent years, learning objects have emerged as an instructional tool for teachers. Digital libraries and collections provide teachers with free or fee-base access to a variety of learning objects from photos and famous speeches to Flash animations and interactive Java Applets. Learning objects offer opportunities for students to interact with digital media in ways that can bring concepts and ideas to life. Students can visualize what changes in matter might look like and practice math skills like multiplying decimals. They can even receive instant feedback and interact with tutorials as many times as needed. The purpose of this mixed methods study is to examine how K-12 teachers determine the characteristics of learning objects that meet their instructional needs. Capturing snapshots of what characteristics of learning objects that successful K-12 teachers select may lead to a clearer picture that could advance the use of learning objects in the classroom. By incorporating learning objects into their instructional practices, teachers can enhance their instruction as well as demonstrate to media savvy students how to use readily available learning objects to express and communicate what they\u27ve learned. In order to identify the characteristics of learning objects that teachers deem useful, a small sample of K-12 teachers experienced in using learning objects were interviewed using the Repertory Grid Technique. This technique is used to elicit personal constructs. In this study, a representative group of learning objects were examined to elicit constructs or characteristics about learning objects with regard to instructional use. The resulting learning object characteristics were analyzed to determine if the characteristics deemed useful by teachers are aligned to the characteristics that learning object designers use

    Computational Visualistics: Dealing with Pictures in Computer Science

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    Building blocks from many disciplines have to be integrated into a general science of images. Computational visualistics has been formed as a contributing field embracing all aspects of dealing with images computationally. Two basic concepts of computer science are introduced. Applied to the concept "image", they determine the methodological core of computational visualistics. As the contribution of computer science to the subject of image theory, interactive pictures are examined. Finally, relations to other "image sciences" are sketched. * * * Bausteine vieler Disziplinen mĂŒssen in eine allgemeine Bildwissenschaft integriert werden. Als Beitrag aus der Informatik versteht sich die Computervisualistik, die alle Aspekte rechnergestĂŒtzten Umgangs mit Bildern umfaßt. Zwei Grundbegriffe der Informatik werden vorgestellt und bestimmen, auf den Begriff "Bild" angewendet, den methodologischen Kern der Computervisualistik. Als Beitrag der Informatik zum Gegenstand der Bildtheorie werden interaktive Bilder betrachtet. Schließlich werden die Beziehungen zu anderen "Bildwissenschaften" kurz umrissen

    Persuasive Engagement: Exploiting lifestyle as a driving force to promote energy-aware use patterns and behaviours.

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    Electricity consumption has been rising significantly in the western world the last decades and this has affected the environment negatively. Efficient use and more energy conservative usage patterns could be ways to approach this problem. However, electricity has for a long time actively been hidden away and it is rarely thought of unless it ceases to exist. From the perspective of critical design, we have been working to find methods to visualise electricity and electricity consumption in everyday life to promote environmentally positive behavioural change. In this paper, we are looking at how aspects of lifestyles can be used in design as central driving forces that could lead to changed behaviour. Attempts to promote behavioural changes related to energy consumption might be successfully carried out when people are offered desirable alternatives that are engaging and that do not impose a perceived extra burden in their everyday life. This argument is exemplified through two design concepts, the AWARE Laundry Lamp and the Energy Plant, which are examples on how to increase people’s energy awareness and offer them means for reducing their energy consumption in the home. Both prototypes are inspired by current trends in lifestyle as well as actual observed user behaviour. Keywords: Interaction Design; Sustainable Design; Energy; Lifestyle; Persuasive Design</p

    Mapping Big Data into Knowledge Space with Cognitive Cyber-Infrastructure

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    Big data research has attracted great attention in science, technology, industry and society. It is developing with the evolving scientific paradigm, the fourth industrial revolution, and the transformational innovation of technologies. However, its nature and fundamental challenge have not been recognized, and its own methodology has not been formed. This paper explores and answers the following questions: What is big data? What are the basic methods for representing, managing and analyzing big data? What is the relationship between big data and knowledge? Can we find a mapping from big data into knowledge space? What kind of infrastructure is required to support not only big data management and analysis but also knowledge discovery, sharing and management? What is the relationship between big data and science paradigm? What is the nature and fundamental challenge of big data computing? A multi-dimensional perspective is presented toward a methodology of big data computing.Comment: 59 page

    Engaging with books you cannot touch: interactive multimedia to explore library treasures

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    Interactivity has proved a successful way to engage visitors of science museums. However it is not a common practice when the objects to exhibit are artefacts or, as in the case of this paper, books. A study was set up to investigate the driving criteria for the “The Life and Work of William Butler Yeats” exhibition at the National Library of Ireland and compare those with the visitors’ opinion. Books, notebooks and personal belongings of the poet have been digitized and used to create a rich and varied exhibition that used both interactivity and multimedia. The result of visitors’ survey showed that the variety was a key factor for the success of the exhibition: different people engaged with different contents and different medium to different degrees. The design of the ambience is critical: dim lights and the use of audio as a medium have to be carefully planned to avoid annoying instead of engaging

    Concluding dialogue

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    This is a chapter in a book with the overall description: This is a critical time in design. Concepts and practices of design are changing in response to historical developments in the modes of industrial design production and consumption. Indeed, the imperative of more sustainable development requires profound reconsideration of design today. Theoretical foundations and professional definitions are at stake, with consequences for institutions such as museums and universities as well as for future practitioners. This is ‘critical’ on many levels, from the urgent need to address societal and environmental issues to the reflexivity required to think and do design differently

    Introductions

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    This is the introduction to the book with the overall description: This is a critical time in design. Concepts and practices of design are changing in response to historical developments in the modes of industrial design production and consumption. Indeed, the imperative of more sustainable development requires profound reconsideration of design today. Theoretical foundations and professional definitions are at stake, with consequences for institutions such as museums and universities as well as for future practitioners. This is ‘critical’ on many levels, from the urgent need to address societal and environmental issues to the reflexivity required to think and do design differently

    Design and semantics of form and movement (DeSForM 2006)

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    Design and Semantics of Form and Movement (DeSForM) grew from applied research exploring emerging design methods and practices to support new generation product and interface design. The products and interfaces are concerned with: the context of ubiquitous computing and ambient technologies and the need for greater empathy in the pre-programmed behaviour of the ‘machines’ that populate our lives. Such explorative research in the CfDR has been led by Young, supported by Kyffin, Visiting Professor from Philips Design and sponsored by Philips Design over a period of four years (research funding £87k). DeSForM1 was the first of a series of three conferences that enable the presentation and debate of international work within this field: ‱ 1st European conference on Design and Semantics of Form and Movement (DeSForM1), Baltic, Gateshead, 2005, Feijs L., Kyffin S. & Young R.A. eds. ‱ 2nd European conference on Design and Semantics of Form and Movement (DeSForM2), Evoluon, Eindhoven, 2006, Feijs L., Kyffin S. & Young R.A. eds. ‱ 3rd European conference on Design and Semantics of Form and Movement (DeSForM3), New Design School Building, Newcastle, 2007, Feijs L., Kyffin S. & Young R.A. eds. Philips sponsorship of practice-based enquiry led to research by three teams of research students over three years and on-going sponsorship of research through the Northumbria University Design and Innovation Laboratory (nuDIL). Young has been invited on the steering panel of the UK Thinking Digital Conference concerning the latest developments in digital and media technologies. Informed by this research is the work of PhD student Yukie Nakano who examines new technologies in relation to eco-design textiles
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