24 research outputs found

    CELL PHONE IMPACT ON USER HEALTH AND CELL PHONE USAGE HABITS AMONG ADULTS

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    The aim of research is to find out mobile phone adult user habits and understanding of electromagnetic field effects on health. A comprehensive literature searches and analyzation was conducted in the electronic databases (Pubmed, Accessmedicine etc.), to find out later research outcomes about electromagnetic field impact on health, also electronic survey was conducted and results statisticaly  processed with SPSS 24. 192 respondents participated in study:  117– females, 75– males in age range from 18 to 55 years. Hypothesis: Understanding the electromagnetic field health effects reduce the use of mobile phones on a daily basis not confirmed, because the majority of respondents are not willing to change their cell phone use patterns, or believe that it is not possible

    Organization of Pedagogical Practice for Facilitation of Students’ Creative Professional Activity

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    Development of teacher’s creative individuality is a dynamic process of personality transformation and self-development. Aim of the article is to determine the possibilities to facilitate students’ self-dependent professional activities as a condition of creativity. Within the framework of the article, the results of the experts’ judgment method are analyzed using content analysis. Experts’ assessment confirms the correspondence of the model to the consummation of student's individual development and learning objectives. Students' creative professional activity is contributed by facilitation of student-oriented and social-oriented studies activity; provision of the action approach; ensuring the unity of theory and practice between the study courses and pedagogical practice as well as in the content of each one

    POSSIBILITY OF THE USAGE OF THE VISUAL RESEARCH METHODS WITHIN THE DESIGN EDUCATION

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    Young people are forming and will form the environment of today and tomorrow. This reinforces the necessity of the young generation’s active involvement in the promotion of positive change. This approach cannot be otherwise as systemic and impossible without research and data analysis. Visual research methods, which are self-evident in design and art, are widely used in a number of other disciplines. To achieve an objective and reliable results, they often are combined with quantitative, analytic, generative and other methods. The aim of the paper - to discuss the ways of visual research methods' use in combination with systemic design thinking approach in finding new solutions in promotion of strategies for environmental and social change. Research methods – analysis of literature and case study. The results of the research show that images can be used to document the reality and can help students in the intellectual formation of concepts and strategies

    GAME DESIGN FOR INTERACTIVE COMMUNICATION AT ADVERTISING EVENTS OF UNIVERSITY

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    The aim of the article - to study the essence of game design and the possibilities of usage games in the pedagogical-psychological context, to justify the choice of the game as tool of university advertising. Research methods - theoretical - research of literature and internet resources; empirical - interviews of experts. Since the aim of the projected game is to test and supplement the knowledge about Rezekne Academy of Technologies (RTA) and create interest in studying at RTA, the degree of research of the topic has been done by analyzing publications about the place of game in advertising, as a educational tool, as well as scientific articles about game design, its development process. The concept of advertising game includes the substantiation of the content, organizational, constructive and graphical solution

    Visual Identity of International Scientific Conference “Society. Integration. Education.”

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    Logo is one of the most important symbols in identity recognition of any organisation or institution. Logo and visual identity is a set of elements demonstrating the belonging of an enterprise, a product or a service to one particular complex, at the same time giving the possibility to be distinguished amongst competitors. The aim of the article is to define the concept of working out a logotype of the conference “Society. Identity. Education.” on analysis of theoretical logotype creation basis and historical research of the conference. The author used methods of theoretical research, quantitative analysis and content analysis of conference proceedings

    DESIGN TRENDS IN CHILDREN'S BOOK ILLUSTRATION - AN EXAMPLE OF LATGALIAN ABC DESIGN

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    Children's book illustrations have always been an area that allows artists to make the most of their creative potential. Modern design trends for children's books are changing both in the world and in Latvia. The most relevant of these are minimalism and color purity, simplicity and quality. Research also highlights the choice of illustration and font style in favor of retro style and handwriting. Picture books on the topics of kindness and love are popular in terms of content. Activity books are useful for interactive communication. The aim of the article is to develop the concept of graphic design of the ABC of Latgalian language by studying design trends in children's book illustration and the supply and demand of children's Latgalian literature in Latvia. Research methods: theoretical - research and analysis of literature and Internet resources, empirical - questionnaire, analysis of analogues

    ARTIFICIAL INTELLIGENCE VS DESIGNER: THE IMPACT OF ARTIFICIAL INTELLIGENCE ON DESIGN PRACTICE

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    Technological advances, including the use of possibilities offered by artificial intelligence (AI), have become an area of strategic importance and a key driver of economic development. AI today has been integrated into a variety of economies, the design industry is no exception: AI is being increasingly applied in the development of design products and services. However, as technological breakthroughs rapidly shift the borders between the work tasks performed by humans and those performed by machines and algorithms, global labor markets are undergoing major transformations. This raises the question: how are these changes affecting and will continue to affect designers’ work in the future? What skill sets will be needed for designers to begin or continue working in the industry? The article aims to perform a meta-analysis, summarizing the research on the impact of AI on the designer’s professional activity and test the capabilities and results of AI-based design solutions. Research methods – theoretical – research and analysis of literature and Internet resources; empirical – case study to analyze possibilities and results of AI-based design solutions.

    Searching of the Larvian Identity Within Contemporary Design and Design Education

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    Signs as symbols give the knowledge about universe. Latvian identity is an important theme of design in nowadays. The tendency which is related with Latvian is to return to the ancient wisdom and ancient crafts’ skills. The aim of the study: to explore the usage of ethnographic motif, conceptions of stylization and transformation within professional design and design studies. The methods of research: theoretical - analysis of the literature; empirical - qualitative research methods such as the analysis of the study tasks implemented by the RA study program "Interior Design", observation and analysis of students' creative activity. Research base: Rezekne Higher Education and Design Faculty of professional bachelor's study program "Interior Design"

    Logotype as a part of brand visual identity

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    Aim of the article – to analyse the nature of corporate style and the development of logo, to take a qualitative research (case studies), evaluating specificities of the universities’ logo design in Latvia. This article studies and explains interrelated concepts of logo and corporate style. The analysis of Latvian universities logo shows the original unity of logo and national emblem which moving away over time. Logos of Latvian universities are characterized by a combination of symbols and fonts, visible in both location and the specialization and symbols of knowledge and growth. The logo design indicates trend towards minimalism that is successful, recognizable brand feature

    INTERDISCIPLINARITY IN DESIGN AS A CHALLENGE FOR PROFESSIONALISM - AN EXAMPLE OF INTERFACE DESIGN

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    The need for diverse knowledge and skills in the work of a designer is a problem in vocational education, which mainly focuses on the artistic aspect of design. The aim of this article is to analyze the specifics of User Interface Design, its relation to User Experience Design, to determine the User Interface designer professional skills and how to acquire them. Research methods – theoretical: literature research; empirical – questionnaire. Exploring educational opportunities in Experience Design and User Interface Design demonstrates the need for Video game Interface study programs, particularly in the Latvian context. As the curriculum is traditionally designed for narrowly focused specialization, it would be appropriate to develop study modules for User Interface Design that include acquiring both graphics, game design and programming skills. The results of the video game developer survey demonstrate the role of practice in improving professional experience.
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