1,573 research outputs found

    Soft thought (in architecture and choreography)

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    This article is an introduction to and exploration of the concept of ‘soft thought’. What we want to propose through the definition of this concept is an aesthetic of digital code that does not necessarily presuppose a relation with the generative aspects of coding, nor with its sensorial perception and evaluation. Numbers do not have to produce something, and do not need to be transduced into colours and sounds, in order to be considered as aesthetic objects. Starting from this assumption, our main aim will be to reconnect the numerical aesthetic of code with a more ‘abstract’ kind of feeling, the feeling of numbers indirectly felt as conceptual contagions’, that are ‘conceptually felt but not directly sensed. The following pages will be dedicated to the explication and exemplification of this particular mode of feeling, and to its possible definition as ‘soft thought’

    Ubiquitous Libidinal Infrastructures Of Urbanism: The Fringing Benefits Of Rhetorics In Architecture

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    Big-box culture - generally thought of as sprawl - is often suppressed or ignored within architectural design curricula. The overwhelming pervasiveness of big-box culture threatens the foundation of our discipline. We turn away, though it generates the context for many lives to happily unfold in this country. We remain only partially engaged with big-box because we do not fully understand its complexity. We argue with it, but at cross-purposes. This trans-disciplinary project brings rhetorical scholarship to bear on big-box culture. Emphasizing pedagogy, it offers architects and urbanists opportunities to design with more awareness about the ubiquitous, what drives it, and why its there. The project advances the concept ubiquitous libidinal infrastructures, defined as the externalized (physical and/ or digital) manifestations of human desire-driven energy flows. Myrtle Beach, South Carolina and Orlando, Florida are used as primary subjects of investigation through which theories of Jean-François Lyotard and Gregory Ulmer are introduced into the field of urbanism. In turn, this material and spatial re-reading of Lyotard and Ulmer offers the field of rhetoric important and timely access into the fields of urbanism and architecture, pushing both disciplines toward more actionable research on urbanism in light of today\u27s digital and networked society. The project also includes an account of a research venture involving two designers who intervened within the animal rendering industry. The author\u27s close encounter with rendering serves as another subject matter by which the concept of ubiquitous libidinal infrastructures gets developed. This chapter reveals a side of America\u27s libidinal infrastructure that we are blissfully unaware of. Conversely, it importantly exposes the rendering industry as a vital infrastructure supporting the standards of living within American urbanism This project argues that deeper investigations into big-box culture require disciplinary invention and expansion. It demonstrates that rhetoric can help designers and planners include a fuller spectrum of urbanism within their analysis. This design research project doesn\u27t try to solve the problem of big-box. It seeks to tease out, by way of trans-disciplinary invention, what we do not yet fully understand about it in order to bear witness to new architectural idioms

    Research on container liner company marketing strategy

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    Design of a Controlled Language for Critical Infrastructures Protection

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    We describe a project for the construction of controlled language for critical infrastructures protection (CIP). This project originates from the need to coordinate and categorize the communications on CIP at the European level. These communications can be physically represented by official documents, reports on incidents, informal communications and plain e-mail. We explore the application of traditional library science tools for the construction of controlled languages in order to achieve our goal. Our starting point is an analogous work done during the sixties in the field of nuclear science known as the Euratom Thesaurus.JRC.G.6-Security technology assessmen

    EG-ICE 2021 Workshop on Intelligent Computing in Engineering

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    The 28th EG-ICE International Workshop 2021 brings together international experts working at the interface between advanced computing and modern engineering challenges. Many engineering tasks require open-world resolutions to support multi-actor collaboration, coping with approximate models, providing effective engineer-computer interaction, search in multi-dimensional solution spaces, accommodating uncertainty, including specialist domain knowledge, performing sensor-data interpretation and dealing with incomplete knowledge. While results from computer science provide much initial support for resolution, adaptation is unavoidable and most importantly, feedback from addressing engineering challenges drives fundamental computer-science research. Competence and knowledge transfer goes both ways

    Material Synthesis: Negotiating experience with digital media

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    A DVD of six digital film works accompanying the thesis is available with the print copy of this thesis, held at the University of Waikato Library.Given the accessibility of media devices available to us today and utilising van Leeuwen's concept of inscription and synthesis as a guide, this thesis explores the practice of re-presenting a domestic material object, the Croxley Recipe Book, into digital media. Driven by a creative practice research method, but also utilising materiality, digital storytelling practices and modality as important conceptual frames, this project was fundamentally experimental in nature. A materiality-framed content analysis, interpreted through cultural analysis, initially unraveled some of the cookbook's significance and contextualised it within a particular time of New Zealand's cultural history. Through the expressive and anecdotal practice of digital storytelling the cookbook's significance was further negotiated, especially as the material book was engaged with through the affective and experiential digital medium of moving-image. A total of six digital film works were created on an accompanying DVD, each of which represents some of the cookbook's significance but approached through different representational strategies. The Croxley Recipe Book Archive Film and Pav. Bakin' with Mark are archival documentaries, while Pav is more expressive and aligned with the digital storytelling form. Spinning Yarns and Tall Tales, a film essay, engages and reflects with the multiple processes and trajectories of the project, while Extras and The Creative Process Journal demonstrate the emergent nature of the research. The written thesis discusses the emergent nature of the research process and justifies the conceptual underpinning of the research

    Digital Literacies And “glee”: The Role Of Fan Fiction Virtual Writing And Social Commentary In Response To Bullying Themes With Adolescent Writers

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    ABSTRACT DIGITAL LITERACIES AND “GLEE”: THE ROLE OF FAN FICTION VIRTUAL WRITING AND SOCIAL COMMENTARY IN RESPONSE TO BULLYING THEMES WITH ADOLESCENT WRITERS by MANDY STEWART May 2017 Advisor: Dr. Gina DeBlase Major: Curriculum and Instruction Degree: Doctor of Philosophy As the education system turns its attention to climate, bullying, and Lesbian, Gay, Bisexual, Transgender (LGBT) issues in the classroom, there is a focus on developing our student population abilities to be more accepting and tolerant of diversity. This study explored how ten students, aged 16-17, interacted with virtual literacy events on www.fanfiction.net, and how that contributed to their refinements in understandings, perspectives, actions and tolerance of diversity, particularly as it related to LGBT teens and bullying, as demonstrated in original writing as well as in commentaries and responses to other writers. As these teenagers wrote about LGBT topics in their published writing, interacted with other participants through their reviews/online messaging, and read other fan fiction stories focused on LGBT bullying storylines, it allowed participants’ to have ongoing and emerging understandings of LGBT issues in an anonymous, virtual space. This study explored how the participants navigated the www.fanfiction.net site, within a virtual fan fiction community devoted to the television program Glee, which features LGBT bullying plots. The study participants wrote original stories and published them on the site, followed other fan fiction authors, and actively read/reviewed stories on these topics. The norms of this virtual community discourages negative commentary, while favoring interactions that encourage writers, creating an affinity space that participants described as welcoming and supportive as they explored LGBT topics that might be perceived as offensive in the real world. With case studies on the three most prolific writers, this research demonstrates the diverse backgrounds, interests, and writing styles of fan fiction participants, even with writing focused on the same television show, and allows the reader to delve into what the experience of interacting on the site is like from the writer’s perspective. In analyzing all participant data, I found that literacy transactions on the fan fiction website allowed for participants’ ongoing and emerging understandings of LGBT issues, the anonymity of the website created a safe space which allowed for exploration of LGBT topics, and the positive acceptance of LGBT storylines during interactions on www.fanfiction.net gave opportunities to further explore LGBT issues/themes

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

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    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
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