5,455 research outputs found

    Main Street Revitalization: Woonsocket, RI

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    A healthy environment that utilizes local urban ecologies will positively impact the health and well being of the community. It is important to create an environment that will foster understanding and inspire learning about native plants and animals, how to care for them, and how to protect them

    Review of practice-led research in art, design & architecture

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    This review report sets out the outcomes of a 10 month investigation to describe the landscape of practice-led research in Art, Design and Architecture (ADA) in the UK and beyond. We were asked for a qualitative review but of course it has been important to gather some numbers to check and illustrate our observations. We have consulted widely, both face to face and in the virtual world, with experts and novices in the UK and around the world. We have tried to strike a balance between the natural desire of our colleagues to debate the more contentious aspects of this territory (they were never going to forgo that opportunity) and the equally strong wish of the AHRC that we should provide a clear description of what is happening. We have collected some diverse examples of research and subjected them to various examinations. We have also examined a selection of research projects funded by AHRC and other projects by creative practitioners, funded by a non-research organisation. From all this we have been able to describe the landscape in a straightforward sense: We have measures of the proportions of ADA academics involved in practice-led research. We have clarified differences in the ways that the different ADA disciplines engage with practice-led research and identified some problems that indicate possible future support strategies. We have discussed some problems with general definitions of research and identified issues that should be addressed to ensure that the AHRC definition can be applied to the full range of practice-led research. We have picked out some specific case examples that illustrate the range of contexts, methods and contributions made by practice-led researchers, and more are described in detail in Appendix F. We have also sought to assess how this research relates to the wider international picture in which the UK appears to have a strong position in both volume and development of research. We have also set out some issues that affect this community of researchers: What strengths and weaknesses have we observed and where is there a need to support development? Do the AHRC definition of research and guidance on practice-led research provide an effective framework? We have illustrated the state of development of research in ADA, and some reasons why it is less robust than might be expected from such long established disciplines. We recommend that the career path of researchers in ADA needs some attention and make some suggestions about how that could be achieved. We have also indicated some areas of inquiry that might be supported to advance the theory and methods of practice-led research. In particular we have come to the conclusion that conventional ideas of contribution to knowledge or understanding may not be serving us well. This is significant to fine artists but we believe that it relevant across ADA and a shared effort to develop appropriate new models would be a constructive development. The full set of recommendations can be found in chapter 5

    Accessibility of multimedia resources in web

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    This paper emphasises the importance of providing accessibility of Web-based information resources for everybody, not only for people with disabilities. Due to the continuous technical and social changes of the Web, it is necessary to have in mind that new scenarios and user behaviour are appearing. Nowadays, most of Web sites use multimedia resources and it is indispensable to provide accessibility not only to the resource content, but the access to the resource in the Web site. This work summarises some items to take into account in order to make accessible a multimedia resource and present some best practices including on-line multimedia resources in a Web site.Publicad

    The Universal Art Class: Integrating Disability Studies into Art Curriculum to Create Engaging, Equitable, and Inclusive Lessons for Diverse Learners

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    This paper examines the transformative potential of integrating Disability Studies into the Art Curriculum, establishing “The Universal Art Class” as a framework for creating engaging and inclusive lessons tailored for diverse learners. The exploration begins by illuminating the foundational principles of Disability Studies and its relevance in the context of art education. Subsequently, the study navigates the intersection of Disability Studies and Art Education, highlighting the significance of this interdisciplinary approach in fostering a more inclusive learning environment. The research expands on practical strategies for integrating inclusivity into the art curriculum. These strategies encompass adaptations and modifications, collaboration, and observation and reflection. Through a meticulous examination of inclusive lesson planning, this paper highlights the contributions of contemporary artists with disabilities including Stephen Wiltshire, Jeremy Sicile-Kira, Yinka Shonibare, and Tony Quan aka Tempt1. By showcasing these artists achievements, the study aims to inspire educators to incorporate diverse perspectives into their teaching methods, promoting a broader understanding of artistic expression. The insights derived from this project contribute to the ongoing discourse on inclusive education and indicate the necessity of embracing diversity within the art classroom. The Universal Art Class model encourages educators to rethink traditional approaches. This framework aims to foster an environment where every learner, regardless of ability, can actively participate and flourish and to ensure that art education remains a dynamic and inclusive experience for all students

    Model-driven engineering approach to design and implementation of robot control system

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    In this paper we apply a model-driven engineering approach to designing domain-specific solutions for robot control system development. We present a case study of the complete process, including identification of the domain meta-model, graphical notation definition and source code generation for subsumption architecture -- a well-known example of robot control architecture. Our goal is to show that both the definition of the robot-control architecture and its supporting tools fits well into the typical workflow of model-driven engineering development.Comment: Presented at DSLRob 2011 (arXiv:cs/1212.3308

    Perancangan Aplikasi Informasi Multimedia Tanaman Buah Kebun Raya Bogor dengan Augmented Reality

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    Kebun Raya Bogor adalah salah satu tempat wisata botani, Selain sebagai tempat untuk mempelajari atau mendalami ilmu pengetahuan alam, Kebun Raya Indonesia merupakan salah satu lembaga yang bertanggung jawab terhadap konservasi ex-situ flora asli Indonesia mempunyai perananpenting dalam mempertahankan dan mengembangkan potensi tanaman buah yang ada. Terdapat tidak kurang dari 102 jenis tanaman buah. Media informasi yang terletak pada area perkebunan sudah tersedia namun untuk mencari informasi lebih lengkap tentang tumbuhan atau tanaman buah tersebut,pengunjung tidak bisa mendapatkannya secara langsung. Kurang lengkapnya informasi yang lebih detail pada area koleksi Kebun Raya Bogor membuat pengunjung tidak mengetahui manfaat lebih daritubuhan tersebut. Pengungjung harus mencari sendiri di perpustakaan atau informasi dari internet. Tanaman buah mempunyai rentang waktu dalam berbuah, pengujung akan sulit membayangkan jika pohon nya sedang tidak berbuah. Informasi lebih detail seperti ukuran, daun, bunga, buah secaramendetail tidak didapatkan di lokasi tumbuhan tersebut. karena media informasi yang ada hanya memaparkan informasi umum. Informasi multimedia dengan menerapkan teknologi augmented reality dapat menjadi solusi. Perancangan multimedia informasi ini mengunakan Metode Interactive Multimedia System Design Development (IMSDD) dengan penekanan bidang keilmuan desain antarmuka pengguna. Multimedia Informasi dengan memanfaatkan Augmented reality sebagai simulasi dari objek buah dapat memberikan informasi yang lengkap sesuai kebutuhan pengunjung. Informasi multimedia nantinya akan memanfaatkan aplikasi mobile sehingga pengunjung dapat melihat informasitersebut pada lokasi tubuhan buah dikebun yang sangat luas

    Best-practice model for technology enhanced learning in the creative arts

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    This paper presents a best-practice model for the redesign of virtual learning environments (VLEs) within creative arts to augment blended learning. In considering a blended learning best-practice model, three factors should be considered: the conscious and active human intervention, good learning design and pedagogical input, and the sensitive handling of the process by trained professionals. This study is based on a comprehensive VLE content analysis conducted across two academic schools within the creative arts at one Post-92 higher education (HE) institution. It was found that four main barriers affect the use of the VLE within creative arts: lack of flexibility in relation to navigation and interface, time in developing resources, competency level of tutors (confidence in developing online resources balanced against other flexible open resources) and factors affecting the engagement of ‘digital residents’. The experimental approach adopted in this study involved a partnership between the learning technology advisor and academic staff, which resulted in a VLE best-practice model that focused directly on improving aesthetics and navigation. The approach adopted in this study allowed a purposive sample of academic staff to engage as participants, stepping back cognitively from their routine practices in relation to their use of the VLE and questioning approaches to how they embed the VLE to support teaching and learning. The model presented in this paper identified a potential solution to overcome the challenges of integrating the VLE within creative arts. The findings of this study demonstrate positive impact on staff and student experience and provide a sustainable model of good practice for the redesign of the VLE within creative disciplines

    Designing Inclusively: Innovative Design Strategies for Inclusive Accessibility in the Built Environment for the Blind and/or Deaf

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    Individuality, freedom, and a chosen lifestyle improves with enough space for people to live with confidence and safety. This equitable value is not one which someone who is blind and/or deaf tends to benefit from. These groups of people live in a sighted, hearing world with minimal adaptations for them. Designing for equity is essential for the disabled to participate in sighted and hearing activities. To improve this quality of life, how can we design a building whose organization and function makes inherent sense to the blind and/or deaf? In addition, how can the found strategies be applied within architecture to create a sense of community and safety? This thesis project will investigate how to effectively create a facility that functions well for the blind and/or deaf both physically and psychologically. Choosing a typology where the focus group can develop healthy lifestyle and create positive community, I chose a wellness center to achieve this goal. Report from the Centers for Disease Control and Prevention states that ?inactive adults with disabilities were 50% more likely to report one or more chronic diseases than those who were physically active? (Carroll et al., 2014). Those who are deaf or hard of hearing (HOH) experience social isolation which can result in a lasting impact on both mental and physical health. Each of these disabled groups would benefit from this typology while improving their lifestyle as individuals. Research strategies include case studies and interviews. Case studies of wellness centers help understand how to successfully organize and create ?whole? lifestyles. Other case studies, like Gallaudet University, successfully reflect the concepts used and showcase how these strategies can be successful. Interviews bridge the social gap by listening to the primary clients? personal experience so designers can understand how to design a ?world? for them. The applications found in these case studies and personal experiences of the blind and deaf can be used to design a successful wellness center for their needs
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