203,512 research outputs found
Food service in museums and galleries: Dreamscape spaces for extended contemplation of the beautiful and the sublime
Concerning tourist consumption, food purchasing is commonly regarded as a key purchase for those seeking a distinct, sensory experience. Suitably focused food service design promotes reflection upon the holiday environment's cultural differences, compared to that of the everyday, and many tourist domain food offerings can be seen to have been designed to amplify this effect. This culture-food service integration, however, has not been much studied relative to museum cafés, although museum and gallery visits also form a type of leisure ‘break’ from everyday surroundings within a culture-laden environment. This paper explores the ideal spatial design dimensions of various museums, art galleries and historic house relative to food service integration. It proposes theoretical design dimensions, characteristics and considerations for the spatial design of the foodservice offer, as divined from consumer narratives concerning the ideal holistic visit experience
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Tech Dandy, and the Art of Leisure Learning
In this technology driven world people are often referred to as geeks, nerds, academics, or any type of description pointing towards a dry, rather rational personality. Now it is time to reveal one of EdTech human resource secrets: the Tech Dandy. We - the in-crowd of the worldwide training web - can spot a Tech Dandy from afar. It is only logical, for we are Tech Dandy pioneers. Now it is time to share the Art of Leisure Learning with the world.
This chapter puts the Tech Dandy in the spotlight, and shares how to inspire other learners to become experienced Tech Dandies and learn at the speed of light while always looking cool, collected and calm. The Tech Dandy has a natural charm to him or her, and uses tech in a suave, organic way to satisfy an ever present learning desire. Leisure learning is a way of life, it is an Art. But becoming a charismatic leisure learner, a real Tech Dandy, demands intelligence, planning, digital skills, gallant communication, and most of all an in-depth understanding of apps.
Once you are a full-fledged Tech Dandy, it will be easy to put your own Leisure Learning practice into any training or online course design and optimize the world for your learners
Mobile communities: How viable are their business models? An exemplary investigation of the leisure industry
Communities (especially Virtual Communities) of Interest have been the focus of substantial discussion in academic literature. This paper addresses Communities of Interest within the leisure industry and discusses possible business models for the parties operating the platform. The described community platform is an innovative value added service concept for a mobile coordination support for individuals—A Mobile Community Support System. In this paper we extend the discussion about mobile communities to hybrid communities. The communities are hybrid in two ways: they use two different access channels, the Web and mobile devices, and they are built on real-world leisure communities that constitute themselves in the form of buddy lists in the virtual world of an ICT supported platform. We briefly depict the state of the art of IT in the leisure industry and describe the empirical aspects of the project objectives of the MCOR (Mobile Community Online Reservation) system. We conclude with some final remarks about design considerations and a blueprint for future researc
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Working with graphic design students to promote `Land of Lost Content¿ at Leeds Met.
yesAs Leeds Metropolitan is a university of festivals
and partnerships, the library was given the opportunity
this year to host a festival to promote the
library and all its services to the university. The
library festival was a week of events and activities
to promote the library and its space in new ways.
It was a good way to remind staff and students of
the value of libraries, not only as places to learn
but also as places to enhance our leisure and
working lives ... we chose to promote the database `Land of Lost
Content¿. This was because graphic design and
art students are based at our campus and we also
thought this database would attract a wide range
of students who might otherwise think that electronic
databases contain little of interest for them.
Our promotion has been so successful in many
ways that we would like to share our experience
with other librarians
System development guidelines from a review of motion-based technology for people with MCI or dementia
As the population ages and the number of people living with dementia or mild cognitive impairment (MCI) continues to increase, it is critical to identify creative and innovative ways to support and improve their quality of life. Motion-based technology has shown significant potential for people living with dementia or MCI by providing opportunities for cognitive stimulation, physical activity and participation in meaningful leisure activities, while simultaneously functioning as a useful tool for research and development of interventions. However, many of the current systems created using motion-based technology have not been designed specifically for people with dementia or MCI. Additionally, the usability and accessibility of these systems for these populations has not been thoroughly considered. This paper presents a set of system development guidelines derived from a review of the state of the art of motion-based technologies for people with dementia or MCI. These guidelines highlight three overarching domains of consideration for systems targeting people with dementia or MCI: (i) cognitive, (ii) physical, and (iii) social. We present the guidelines in terms of relevant design and use considerations within these domains and the emergent design themes within each domain. Our hope is that these guidelines will aid in designing motion-based software to meet the needs of people with dementia or MCI such that the potential of these technologies can be realized
Kevin J. Miyazaki Interview
Bio: Kevin J. Miyazaki is an artist and photographer born and raised in Milwaukee, Wisconsin, to Japanese American parents originally from Hawai‘i and Washington state. His artwork often focuses on issues of ethnicity, family history and memory. The incarceration of Japanese Americans during World War II is of particular interest to Miyazaki, whose father spent time at both Tule Lake and Heart Mountain camps. His work has been exhibited in a variety of locations, including The Center for Photography at Woodstock (New York), The Haggerty Museum of Art (Milwaukee) The Rayko Photo Center (San Francisco) and Photographic Center Northwest (Seattle). His magazine assignment clients include The New York Times, Travel + Leisure, AARP, Martha Stewart Living and Architectural Digest. Miyazaki holds a BA in Graphic Design from Drake University and is a member of the adjunct faculty at the Milwaukee Institute of Art & Design. www.kevinmiyazaki.co
Destination image in travel magazines: A textual and pictorial analysis of Hong Kong and Macau
Based on the analyses of texts and pictures in the top six outbound travel magazines in Mainland China, this article presents an evaluation of the destination images of Hong Kong and Macau as portrayed in 88 travel articles over a three-year period. The results showed that the projected destination images of Hong Kong and Macau were dominated by attributes related to culture, history, and art and leisure and recreation. Hong Kong was often described by image attributes such as places and attractions, shopping, cuisine and food, hotels, and the creative industries. For Macau, history and heritage, places and attractions, gambling, cuisine and food, and hotels were the most often reported. During the study period, Hong Kong and Macau witnessed several significant changes in the image attributes featured in both texts and pictures. These changes were partly influenced by news and events over the period. In this article, implications for destination marketing organizations and directions for future research were suggested
Emotional creativity and real-life involvement in different types of creative leisure activities
The role of emotional creativity in practicing creative leisure activities and in the preference of college majors remains unknown. The present study aims to explore how emotional creativity measured by the Emotional Creativity Inventory (ECI; Averill, 1999) is interrelated with the real-life involvement in different types of specific creative leisure activities and with four categories of college majors. Data were collected from 251 university students, university graduates and young adults (156 women and 95 men). Art students and graduates scored significantly higher on the ECI than other majors. Humanities scored significantly higher than technical/economic majors. Five creative leisure activities were significantly correlated with the ECI, specifically, writing, painting, composing music, performing drama, and do-it-yourself home improvement. Keywords: Creativity, Emotional Creativity, Emotions, Creativeness, Affect, Feelings, Leisure Activities, Creative Ability, Artistic Creativity, Creative Thinking, Creativeness, Aging, Cognitive Deficits, Performance. MeSH Headings: Emotions, Creativity, Leisure, Leisure Activities, Hobbies, Recreation, Affect Affective Symptoms, Creativenes
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