34,975 research outputs found

    Networks: open, closed or complex. Connecting philosophy, design and innovation, part 3

    Full text link
    This is the third and final paper of a series bringing a philosophical investigation to matters of design and innovation. With the others examining: first, the urges to reconsider innovation from a creative, specifically design, direction (‘Beyond Success’); and second, the type of dynamic innovation that may be thus reconsidered (‘Ecstatic Innovation’); this paper will investigate a way of constructing this type of design-driven innovation. It will begin by looking at the networks that can be created to deliver a dynamic, continually innovative innovation and will start by considering two concepts of network: the open and the closed. While there seems to be an easy distinction to be made between open and closed, and its mapping onto similarly convenient ideas of good and bad, I hope to show that this is not the case. The complexity of networked forms of organisation demand that we bring to them a complexity of thought that comes from philosophy. Nevertheless, such an account will also need to engage with discourses from other disciplinary areas: notably organisational theory, innovation management and design. The outcome is of importance to thinking the organisational structures in which innovation is managed

    An aesthetics of touch: investigating the language of design relating to form

    Get PDF
    How well can designers communicate qualities of touch? This paper presents evidence that they have some capability to do so, much of which appears to have been learned, but at present make limited use of such language. Interviews with graduate designer-makers suggest that they are aware of and value the importance of touch and materiality in their work, but lack a vocabulary to fully relate to their detailed explanations of other aspects such as their intent or selection of materials. We believe that more attention should be paid to the verbal dialogue that happens in the design process, particularly as other researchers show that even making-based learning also has a strong verbal element to it. However, verbal language alone does not appear to be adequate for a comprehensive language of touch. Graduate designers-makers’ descriptive practices combined non-verbal manipulation within verbal accounts. We thus argue that haptic vocabularies do not simply describe material qualities, but rather are situated competences that physically demonstrate the presence of haptic qualities. Such competencies are more important than groups of verbal vocabularies in isolation. Design support for developing and extending haptic competences must take this wide range of considerations into account to comprehensively improve designers’ capabilities

    Securing By Design

    Get PDF
    This article investigates how modern neo-liberal states are 'securing by design' harnessing design to new technologies in order to produce security, safety, and protection. We take a critical view toward 'securing by design' and the policy agendas it produces of 'designing out insecurity' and 'designing in protection' because securing by design strategies rely upon inadequate conceptualisations of security, technology, and design and inadequate understandings of their relationships to produce inadequate 'security solutions' to readymade 'security problems'. This critique leads us to propose a new research agenda we call Redesigning Security. A Redesigning Security Approach begins from a recognition that the achievement of security is more often than not illusive, which means that the desire for security is itself problematic. Rather than encouraging the design of 'security solutions' a securing by design a Redesigning Security Approach explores how we might insecure securing by design. By acknowledging and then moving beyond the new security studies insight that security often produces insecurity, our approach uses design as a vehicle through which to raise questions about security problems and security solutions by collaborating with political and critical design practitioners to design concrete material objects that themselves embody questions about traditional security and about traditional design practices that use technology to depoliticise how technology is deployed by states and corporations to make us 'safe'

    Virtual environment trajectory analysis:a basis for navigational assistance and scene adaptivity

    Get PDF
    This paper describes the analysis and clustering of motion trajectories obtained while users navigate within a virtual environment (VE). It presents a neural network simulation that produces a set of five clusters which help to differentiate users on the basis of efficient and inefficient navigational strategies. The accuracy of classification carried out with a self-organising map algorithm was tested and improved to in excess of 85% by using learning vector quantisation. This paper considers how such user classifications could be utilised in the delivery of intelligent navigational support and the dynamic reconfiguration of scenes within such VEs. We explore how such intelligent assistance and system adaptivity could be delivered within a Multi-Agent Systems (MAS) context

    Learning in virtual worlds : Using communities of practice to explain how people learn from play

    Get PDF
    Although there is interest in the educational potential of online multiplayer games and virtual worlds, there is still little evidence to explain specifically what and how people learn from these environments. This paper addresses this issue by exploring the experiences of couples that play World of Warcraft together. Learning outcomes were identified (involving the management of ludic, social and material resources) along with learning processes, which followed Wenger’s model of participation in Communities of Practice. Comparing this with existing literature suggests that productive comparisons can be drawn with the experiences of distance education students and the social pressures that affect their participation

    Biology of Applied Digital Ecosystems

    Full text link
    A primary motivation for our research in Digital Ecosystems is the desire to exploit the self-organising properties of biological ecosystems. Ecosystems are thought to be robust, scalable architectures that can automatically solve complex, dynamic problems. However, the biological processes that contribute to these properties have not been made explicit in Digital Ecosystems research. Here, we discuss how biological properties contribute to the self-organising features of biological ecosystems, including population dynamics, evolution, a complex dynamic environment, and spatial distributions for generating local interactions. The potential for exploiting these properties in artificial systems is then considered. We suggest that several key features of biological ecosystems have not been fully explored in existing digital ecosystems, and discuss how mimicking these features may assist in developing robust, scalable self-organising architectures. An example architecture, the Digital Ecosystem, is considered in detail. The Digital Ecosystem is then measured experimentally through simulations, with measures originating from theoretical ecology, to confirm its likeness to a biological ecosystem. Including the responsiveness to requests for applications from the user base, as a measure of the 'ecological succession' (development).Comment: 9 pages, 4 figure, conferenc

    Moveable worlds/digital scenographies

    Get PDF
    This is the author's accepted manuscript. The final published article is available from the link below. Copyright @ Intellect Ltd 2010.The mixed reality choreographic installation UKIYO explored in this article reflects an interest in scenographic practices that connect physical space to virtual worlds and explore how performers can move between material and immaterial spaces. The spatial design for UKIYO is inspired by Japanese hanamichi and western fashion runways, emphasizing the research production company's commitment to various creative crossovers between movement languages, innovative wearable design for interactive performance, acoustic and electronic sound processing and digital image objects that have a plastic as well as an immaterial/virtual dimension. The work integrates various forms of making art in order to visualize things that are not in themselves visual, or which connect visual and kinaesthetic/tactile/auditory experiences. The ‘Moveable Worlds’ in this essay are also reflections of the narrative spaces, subtexts and auditory relationships in the mutating matrix of an installation-space inviting the audience to move around and follow its sensorial experiences, drawn near to the bodies of the dancers.Brunel University, the British Council, and the Japan Foundation
    • 

    corecore