27 research outputs found

    Digital technologies and 4D customized design: challenging conventions with responsive design

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    Digital design tools are rapidly changing and blurring the boundaries between design disciplines. By extension, the relationship between humans and products is also changing, to the point where opportunities are emerging for products that can co-evolve with their human users over time. This chapter highlights how these ‘4D products' respond to the vision laid out three decades ago for ubiquitous computing, and have the potential to enhance human experiences by creating more seamless human-centered relationships with technology. These developments are examined in context with broader shifts in sociocultural and environmental concerns, as well as similar developments being researched in Responsive Architecture, 4D printing and systems designed to empower individuals during the design process through interactive, parametric model platforms. Technology is fundamentally changing the way designers create physical products, and new understandings are needed to positively guide these changes.Arts, Education & Law Group, Queensland College of ArtNo Full Tex

    More than just tricks : the implications for stage design of Tennessee Williams' notion of 'plastic theatre'

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    This thesis is an exploration of Tennessee Williams' idea of 'plastic theatre,' locating its origins within the theatrical context of the period, with the object of identifying its chief principles and seeking something approaching a definition 'of plastic theatre,' as a starting point from which to demonstrate its application to theatre production and especially to set design. In 1945, with the published version of The Glass Menagerie, Williams launched his theory of 'plastic theatre,' a theatrical mode that would, he believed, answer the problems he perceived in American war-time theatre, and that would help develop a stronger post-war American theatre. Williams claimed that theatre in America placed too much emphasis on words and not enough on the essential elements of theatre. Taking an anti-realist stance, he asserted that this emphasis on words should be replaced by a theatre that recognised the plasticity of the stage and the expressivity of all the elements of play production. In his scripts he sought to present his vision of how his plays would work on stage by demonstrating how these elements should be integrated with text. From Williams' assertion that the physicality of the stage environment is as important as the text, we can deduce that the manner in which the stage space is arranged is a crucial performance element. The notion of 'plastic theatre,' therefore, has significant implications for the practice of set design. The aim of this project is to place Tennessee Williams' ideas within the history of American scenic design and demonstrate the way designers have expressed his ideas. This project engages in two types of research methodologies: historical and practical. The first component begins with an exploration of Williams' theory by reference to his published and unpublished works, particularly his journals and notebooks, followed by a consideration of the rise of the set designer in America so as to contextualise the work of designers of Williams' major plays. I look at the first designers of his plays, leading practitioners who responded to his all-encompassing vision and created designs which not only answered the demands of his scripts, but were to influence the history of stage design in America. I then explore the work of leading designers of Williams plays since 1960, considering how their designs have related to their precedents and to dominant trends in twentieth-century set design. Even though this thesis explores design issues up to the twenty-first century, the focal plays will be limited to those major works of Williams' career up to 1960, the period in which he developed his idea of 'plastic theatre' and wrote plays which demonstrably illustrate its principles. In order to assess what a practical engagement with the texts can reveal about 'plastic theatre,' the practical component comprises the designing of three major Tennessee Williams plays: The Night of the Iguana, Suddenly Last Summer and Cat on a Hot Tin Roof. Designs for these plays were created and constructed for performances in Canberra, Australia. --provided by Candidat

    The Murray Ledger and Times, March 20, 2001

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    Game design research: an introduction to theory & practice

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    Design research is an active academic field covering disciplines such as architecture, graphic, product, service, interaction, and systems design. Design research aims to understand not only the designed end products but also how design as an activity unfolds. The book demonstrates different approaches to design research in game design research

    A philosophical essay on artifacts and norms

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    Fourth Annual Workshop on Space Operations Applications and Research (SOAR 90)

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    The papers from the symposium are presented. Emphasis is placed on human factors engineering and space environment interactions. The technical areas covered in the human factors section include: satellite monitoring and control, man-computer interfaces, expert systems, AI/robotics interfaces, crew system dynamics, and display devices. The space environment interactions section presents the following topics: space plasma interaction, spacecraft contamination, space debris, and atomic oxygen interaction with materials. Some of the above topics are discussed in relation to the space station and space shuttle

    Globalising a design heritage strategy : from Finland's Artek to Turkey's Grand Bazaar

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    This doctoral study argues that the historical assets of design, engraved in living forms of collective memory, can be effectively engaged in the service of the appropriation and promotion of slower modes of consumption as opposed to the dominant and systematic novelty mechanism of fast fashion. The hypothesis is that a sustainability strategy employing design heritage and encouraging durable consumption can be helpful to avoid conflicts of interest between the transforming business community and its customers. Therefore, a heritage management strategy is proposed that emphasises feasibility and taps into existing socio- and politico-economic networks while suggesting positive changes in consumer behaviour. Due to the commercial and cultural popularity of permanent valorisation in design, this special design phenomenon is chosen as a specific field of design heritage. The potentials of enduring artefacts are recognised, and the study proposes further that these artefacts may become vehicles to achieve the strategy identified. To this end, the study employs an interdisciplinary review of several relevant literatures, transferring concepts and categories into the context of design heritage management. The findings of this review are further engaged in the analysis of a real-world case: the 2nd Cycle project by the iconic Finnish housewares company Artek. The analysis illustrates how the long-established company’s cultural and historical products are reproduced and capitalised in conformity with emerging consumer aspirations and needs. Drawing links between permanent valorisation, product longevity, and ultimately sustainable consumption, Artek’s project provides inspiring results how design heritage may lead to enhanced social good while taking advantage of new economic opportunities, know-how, and human capacities. Subsequently, special attention is given to the potential cross-cultural transferability of the heritage management strategy represented by this Finnish case. For this purpose, Artek’s case is taken as a cultivation of new sensibilities capable of translating a diversity of historical capital possessed by different cultures into heritage. Considering the constant growth of economic capacities and alarming levels of consumer spending, developing countries, known as emerging markets, are chosen as adaptation areas. Turkey, for example, whose historical, social, and cultural structure is distinct from that of Finland, provides a favourably challenging test environment for the thesis’ applicability. Discussing the feasibility and necessity of the growing heritage-oriented ethos in Turkey, the country is presented as representative of large emerging market segments with a theoretical application case, that of Istanbul’s monumental Grand Bazaar. Inspired by the Finnish case and developed further with additional insight from cultural heritage management studies in tourism environments, a specific design heritage management strategy is outlined for the bazaar. Following in-depth interviews with a range of professionals who make their living in the bazaar, and responding to their insights, the hypothetical strategy is aimed to synthesise the various interests of the bazaar’s large network of stakeholders while promoting durable consumption. Finally, a list of guiding principles of cross-cultural adaptation are drawn for future adopters attempting to apply this study’s findings to different heritage contexts on a global scale

    Artech 2008: proceedings of the 4th International Conference on Digital Arts

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    ARTECH 2008 is the fourth international conference held in Portugal and Galicia on the topic of Digital Arts. It aims to promote contacts between Iberian and International contributors concerned with the conception, production and dissemination of Digital and Electronic Art. ARTECH brings the scientific, technological and artistic community together, promoting the interest in the digital culture and its intersection with art and technology as an important research field, a common space for discussion, an exchange of experiences, a forum for emerging digital artists and a way of understanding and appreciating new forms of cultural expression. Hosted by the Portuguese Catholic University’s School of Arts (UCP-EA) at the City of Porto, ARTCH 2008 falls in alignment with the main commitment of the Research Center for Science and Technology of the Arts (CITAR) to promote knowledge in the field of the Arts trough research and development within UCP-AE and together with the local and international community. The main areas proposed for the conference were related with sound, image, video, music, multimedia and other new media related topics, in the context of emerging practice of artistic creation. Although non exclusive, the main topics of the conference are usually: Art and Science; Audio-Visual and Multimedia Design; Creativity Theory; Electronic Music; Generative and Algorithmic Art; Interactive Systems for Artistic Applications; Media Art history; Mobile Multimedia; Net Art and Digital Culture; New Experiences with New Media and New Applications; Tangible and Gesture Interfaces; Technology in Art Education; Virtual Reality and Augmented Reality. The contribution from the international community was extremely gratifying, resulting in the submission of 79 original works (Long Papers, Short Papers and installation proposals) from 22 Countries. Our Scientific Committee reviewed these submissions thoroughly resulting in a 73% acceptance ratio of a diverse and promising body of work presented in this book of proceedings. This compilation of articles provides an overview of the state of the art as well as a glimpse of new tendencies in the field of Digital Arts, with special emphasis in the topics: Sound and Music Computing; Technology Mediated Dance; Collaborative Art Performance; Digital Narratives; Media Art and Creativity Theory; Interactive Art; Audiovisual and Multimedia Design.info:eu-repo/semantics/publishedVersio
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