19 resultados para Media Architecture

em Deakin Research Online - Australia


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This paper outlines a case study of media use within a second year design studio at Deakin University in Victoria. Australia. The case study involves an active cohort of students working on four design projects, each staged to address specific aspects of tectonics and conceptual design. The research is based on three questionnaires, a focus group discussion and analysis of assessment and digital folios to explore the way students use digital, analogue and hybrid media within their design projects. Relationships arc drawn between media use within projects and student perceptions of the benefits of using particular media within projects of a conceptual or tectonic nature.

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This paper argues that the influence of multimedia on exhibition practices can be felt not only by the presence of multimedia interactives in the exhibition itself but more generally by the presence of similar structural principles. The argument is conducted by borrowing from Stephen Johnson’s (2005) thesis that contemporary forms of popular culture, particularly those found in video games, television and film, are based on an ‘architecture of rewards’. In taking this term across to exhibition practices, I use it to analyse an approach to the interpretation of a heritage site, which attempts neither to reconstruct its former uses nor to insert traditional forms of ‘contextual’ displays. Instead, I argue that the curatorial attempt to find ways in which the site could become the principal object of display resulted in the conscious production of narrative gaps which become the structural armature for the encouragement of game playing in a similar process to that discussed by Johnson in relation to video games.

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Devices, standards and software develop rapidly, but still often independently of each other. This creates problems in terms of content suitability on various devices. Also, in mobile environment, user and system-level applications must execute subject to a variety of resource constraints. In order to deal with these constraints, content adaptation is required. In this chapter, we justify the need of distributed cross media content adaptation and the potential of utilizing Web Services as the adaptation providers. We introduce request-driven context to complement constraint-driven and utility-driven approaches. We describe the request context mapping and propose a novel path’s determination scheme for determining the optimal service proxies to facilitate the adaptation tasks. To better illustrate the disjoint portions in content passing between service proxies, two communication models were associated. Then, within Web Services, we explain the related protocols and socket connection between adaptation’s services. We conclude with discussion regarding the strengths of the proposed architecture.

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London-based Iraqi-born architect, Zaha Hadid, is often portrayed as extravagant and exotic; an image reinforced by her sense of fashion and her passion for the clothes of Japanese designer, Issey Miyake. By examining some of the ways that Zaha Hadid has staged herself as an architect, this article links notions of performance with processes of becoming an architect. It argues that Hadid is marked by traces of otherness–gender, culture, race–which give rise to questions about the story of the master architect dominating a westernized history of architecture and art.

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This paper describes an architecture and construction management unit which implements Mediawiki in teaching and learning. The main objective of using the Mediawiki is to engage students to work collaboratively online in a group assignment. It also aims to further develop student information technology skills and thus enhance their learning experience. One of the learning objectives of the unit is to develop the ability to communicate the results of student research in construction technology using appropriate digital media from which Mediawiki was chosen. This paper outlines the challenges and issues faced in the implementation of Mediawiki as a collaborative tool in a group assignment of an architecture and construction management unit. It also discusses how academic staff and students were supported through the process of learning to use the Mediawiki. Finally, potential future directions of using Mediawiki in teaching and learning are explored based on students’ comments and feedback.

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This paper provides a proposal for personal e-learning system (PELS) architecture in the context of social network environment. The main objective of PELS is to develop individual skills on a specific subject and share resources with peers. Our system architecture defines organization and management of personal learning environment that aids in creating, verifying and sharing learning artifacts and making money at the same time. We also focus on in our research one of the most interesting arenas in digital content or document management called Digital Right Management (DRAM) and its application to eLearning.

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This paper presents a cooperative caching architecture suitable for continuous media (CM) proxy caching in MANET environments. The proposed scheme introduces an application manager component, which is interposed between traditional Internet CM applications and the network layer. The application manager transparently performs data location and service migration of active CM streaming sessions so as to exploit nearby data sources based on the dynamic topology of a MANET. We propose two data location schemes - Cache-State - a link-state based scheme and Reactive - an on-demand scheme. Since service migration can occur frequently, the application manager uses soft-state signaling techniques to communicate between remote application managers by translating hard-state application signaling, such as Real Time Streaming Protocol (RTSP) into soft-state messages. The proposed schemes are evaluated through simulation studies using the NS simulator. Simulation studies show that both Cache-State and Reactive schemes demonstrate significant QoS improvements and reduced bandwidth consumption.

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We discuss the design and implementation of an integrated media creation environment, and demonstrate its efficacy in the generation of two simple home movies. The significance for the average user seeking to create home movies lies in the flexible and automatic application of film principles to the task, removal of tedious low-level editing by means of wellformed media transformations in terms of high-level film constructs (e.g. tempo), and content repurposing powered by those same transformations added to the rich semantic information maintained at each phase of the process.

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Takashi Murakami’s notion of ‘superflat’ art has specific roots in the western-influenced woodblock prints of nineteenth-century Edo and contemporary applications in the popular culture media of manga and anime. As applied to architecture, ‘superflatness’ is suggestive of a sensibility that derives its aesthetic qualities from a mixture of Japanese traditions and western architectural lineages. More intriguingly, the idea of superflat architecture implies a way of perceiving space and dimensionality that is distinctive to contemporary Japanese architects.

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Interior Architecture brought together eight very different artists who employed a range of processes and materials in their exploration of the body in space. What was refreshing about this exhibition was the fact that architecture was examined in relation to the lived body of the artist. Since contemporary discussions about architecture tend to either explore its relationship to media or (more concretely) the built versus the natural environment, it was significant that each artist instead examined architecture in the context of their personal experience of space

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