316 resultados para artefact


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In addition to functional and technological features, the role of augmented objects should also be seen in terms of how effectively they fit into the everyday practices of users and how they enhance users' experiences. In this article, the authors introduce a low-tech, internet-of-things technology called CAM (Cooperative Artefact Memory) that is used as a collaborative tool in design studio environments. CAM works as an object memory technology and allows industrial and product designers to collaboratively store relevant information onto their physical design objects, such as sketches, collages, storyboards, and physical mock-ups in the form of messages, annotations and external web links. In the context of this study, CAM serves as an important probing device to understand designers' interaction and experiences with augmented design objects, in their natural environment. The authors carried out a small-scale field trial of CAM in an academic design studio, over three student design projects. In this article, they discuss the findings of their field trial and show how CAM was used by the participants, how it was integrated into the design process and how it was appropriated for different purposes. The authors also found that CAM supported coordination and awareness within the design teams, yet its serendipitous and asynchronous nature facilitated creative and playful interactions between team members. In general, the results show how CAM transformed mundane design objects into “smart” objects that made the creative and playful side of cooperative design visible.

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"Each night the men look so surprised I change my sex before their eyes Tell me if you can What makes a man a man" - Charles Aznavour, ‘What makes a man a man (Comme ils disent)’. In (the few) Western jurisdictions in which marriage remains a forensic artefact constructed on the basis of a man|woman binary, the anatomical and heteronormative assumptions which underlie the construction of marriage remain as artificial constructs which do not map well (if indeed at all) to current social, or even medical, approaches to gender. In Re Kevin (Validity of Marriage of Transsexual) [2001] FamCA 1074, Justice Chisolm sought to recast the forensic ascription of sex against a broader set of criteria, expanding the range of sexually dimorphic anatomy used to determine sex for the purposes of marriage in Australia and incorporating observations of psycho-social gender-differentiation as factors relevant to the ultimate question for the Court — ‘What makes a man a man?’ Yet neither expansion is unproblematic. This article explores this fundamental forensic question against the background of Aznavour’s ‘Comme ils dissent’, in which the persona of un(e) stripteaseuse travesti struggles to answer precisely the same question. It concludes that Re Kevin might offer no more sophisticated an analysis of the lived reality of trans than Aznavour’s ecdysiast fag — not trans, but un travesti: "I shop and cook and sew a bit Though mum does too, I must admit I do it better."

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It has been said that we are living in a golden age of innovation. New products, systems and services aimed to enable a better future, have emerged from novel interconnections between design and design research with science, technology and the arts. These intersections are now, more than ever, catalysts that enrich daily activities for health and safety, education, personal computing, entertainment and sustainability, to name a few. Interactive functions made possible by new materials, technology, and emerging manufacturing solutions demonstrate an ongoing interplay between cross-disciplinary knowledge and research. Such interactive interplay bring up questions concerning: (i) how art and design provide a focus for developing design solutions and research in technology; (ii) how theories emerging from the interactions of cross-disciplinary knowledge inform both the practice and research of design and (iii) how research and design work together in a mutually beneficial way. The IASDR2015 INTERPLAY EXHIBITION provides some examples of these interconnections of design research with science, technology and the arts. This is done through the presentation of objects, artefacts and demonstrations that are contextualised into everyday activities across various areas including health, education, safety, furniture, fashion and wearable design. The exhibits provide a setting to explore the various ways in which design research interacts across discipline knowledge and approaches to stimulate innovation. In education, Designing South African Children’s Health Education as Generative Play (A Bennett, F Cassim, M van der Merwe, K van Zijil, and M Ribbens) presents a set of toolkits that resulted from design research entailing generative play. The toolkits are systems that engender pleasure and responsibility, and are aimed at cultivating South African’s youth awareness of nutrition, hygiene, disease awareness and prevention, and social health. In safety, AVAnav: Avalanche Rescue Helmet (Jason Germany) delivers an interactive system as a tool to contribute to reduce the time to locate buried avalanche victims. Helmet-mounted this system responds to the contextual needs of rescuers and has since led to further design research on the interface design of rescuing devices. In apparel design and manufacturing, Shrinking Violets: Fashion design for disassembly (Alice Payne) proposes a design for disassembly through the use of beautiful reversible mono-material garments that interactively responds to the challenges of garment construction in the fashion industry, capturing the metaphor for the interplay between technology and craft in the fashion manufacturing industry. Harvest: A biotextile future (Dean Brough and Alice Payne), explores the interplay of biotechnology, materiality and textile design in the creation of sustainable, biodegradable vegan textile through the process of a symbiotic culture of bacteria and yeast (SCOBY). SCOBY is a pellicle curd that can be harvested, machine washed, dried and cut into a variety of designs and texture combinations. The exploration of smart materials, wearable design and micro-electronics led to creative and aesthetically coherent stimulus-reactive jewellery; Symbiotic Microcosms: Crafting Digital Interaction (K Vones). This creation aims to bridge the gap between craft practitioner and scientific discovery, proposing a move towards the notion of a post-human body, where wearable design is seen as potential ground for new human-computer interactions, affording the development of visually engaging multifunctional enhancements. In furniture design, Smart Assistive chair for older adults (Chao Zhao) demonstrates how cross-disciplinary knowledge interacting with design strategies provide solution that employed new technological developments in older aged care, and the participation of multiple stakeholders: designers, health care system and community based health systems. In health, Molecular diagnosis system for newborns deafness genetic screening (Chao Zhao) presents an ambitious and complex project that includes a medical device aimed at resolving a number of challenges: technical feasibility for city and rural contexts, compatibility with standard laboratory and hospital systems, access to health system, and support the work of different hospital specialists. The interplay between cross-disciplines is evident in this work, demonstrating how design research moves forward through technology developments. These works exemplify the intersection between domains as a means to innovation. Novel design problems are identified as design intersects with the various areas. Research informs this process, and in different ways. We see the background investigation into the contextualising domain (e.g. on-snow studies, garment recycling, South African health concerns, the post human body) to identify gaps in the area and design criteria; the technologies and materials reviews (e.g. AR, biotextiles) to offer plausible technical means to solve these, as well as design criteria. Theoretical reviews can also inform the design (e.g. play, flow). These work together to equip the design practitioner with a robust set of ‘tools’ for design innovation – tools that are based in research. The process identifies innovative opportunity and criteria for design and this, in turn, provides a means for evaluating the success of the design outcomes. Such an approach has the potential to come full circle between research and design – where the design can function as an exemplar, evidencing how the research-articulated problems can be solved. Core to this, however, is the evaluation of the design outcome itself and identifying knowledge outcomes. In some cases, this is fairly straightforward that is, easily measurable. For example the efficacy of Jason Germany’s helmet can be determined by measuring the reduced response time in the rescuer. Similarly the improved ability to recycle Payne’s panel garments can be clearly determined by comparing it to those recycling processes (and her identified criteria of separating textile elements!); while the sustainability and durability of the Brough & Payne’s biotextile can be assessed by documenting the growth and decay processes, or comparative strength studies. There are however situations where knowledge outcomes and insights are not so easily determined. Many of the works here are open-ended in their nature, as they emphasise the holistic experience of one or more designs, in context: “the end result of the art activity that provides the health benefit or outcome but rather, the value lies in the delivery and experience of the activity” (Bennet et al.) Similarly, reconfiguring layers of laser cut silk in Payne’s Shrinking Violets constitutes a customisable, creative process of clothing oneself since it “could be layered to create multiple visual effects”. Symbiotic Microcosms also has room for facilitating experience, as the work is described to facilitate “serendipitous discovery”. These examples show the diverse emphasis of enquiry as on the experience versus the product. Open-ended experiences are ambiguous, multifaceted and differ from person to person and moment to moment (Eco 1962). Determining the success is not always clear or immediately discernible; it may also not be the most useful question to ask. Rather, research that seeks to understand the nature of the experience afforded by the artefact is most useful in these situations. It can inform the design practitioner by helping them with subsequent re-design as well as potentially being generalizable to other designers and design contexts. Bennett et. al exemplify how this may be approached from a theoretical perspective. This work is concerned with facilitating engaging experiences to educate and, ultimately impact on that community. The research is concerned with the nature of that experience as well, and in order to do so the authors have employed theoretical lenses – here these are of flow, pleasure, play. An alternative or complementary approach to using theory, is using qualitative studies such as interviews with users to ask them about what they experienced? Here the user insights become evidence for generalising across, potentially revealing insight into relevant concerns – such as the range of possible ‘playful’ or experiences that may be afforded, or the situation that preceded a ‘serendipitous discovery’. As shown, IASDR2015 INTERPLAY EXHIBITION provides a platform for exploration, discussion and interrogation around the interplay of design research across diverse domains. We look forward with excitement as IASDR continues to bring research and design together, and as our communities of practitioners continue to push the envelope of what is design and how this can be expanded and better understood with research to foster new work and ultimately, stimulate innovation.

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Building on previous discourse regarding the ability of media architecture to be more open and accessible for the purposes of community engagement (Caldwell & Foth, 2014), this chapter explores a particular case study that was designed, constructed and implemented with the intention of allowing city users to participate in the development and creation of media architecture, the InstaBooth. In this chapter, we first explore DIY (do it yourself) and DIWO (do it with others) phenomena to examine what motivates the DIY cultures, communities, and practices. Secondly, in this chapter, we define and discuss our implementation of a DIY / DIWO media architecture example, the InstaBooth. The InstaBooth project pro-vides an opportunity to question the effectiveness of a DIY driven media architec-ture artefact to see to what extent it impacts on the experience of its users and for what benefit.

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Isolongifolene, C15H24 an artefact from an acid-catalysed rearrangement of longifolene, is shown to be II.

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The DADAISM project brings together researchers from the diverse fields of archaeology, human computer interaction, image processing, image search and retrieval, and text mining to create a rich interactive system to address the problems of researchers finding images relevant to their research. In the age of digital photography, thousands of images are taken of archaeological artefacts. These images could help archaeologists enormously in their tasks of classification and identification if they could be related to one another effectively. They would yield many new insights on a range of archaeological problems. However, these images are currently greatly underutilized for two key reasons. Firstly, the current paradigm for interaction with image collections is basic keyword search or, at best, simple faceted search. Secondly, even if these interactions are possible, the metadata related to the majority of images of archaeological artefacts is scarce in information relating to the content of the image and the nature of the artefact, and is time intensive to enter manually. DADAISM will transform the way in which archaeologists interact with online image collections. It will deploy user-centred design methodologies to create an interactive system that goes well beyond current systems for working with images, and will support archaeologists’ tasks of finding, organising, relating and labelling images as well as other relevant sources of information such as grey literature documents.

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[ES] La investigaci??n hist??rica en yacimientos arqueol??gicos de grandes dimensiones, requiere de un soporte gr??fico con base geom??trica en el que puedan ser referenciados los hallazgos, reflejadas las ??pocas hist??ricas, planificadas las intervenciones, dise??adas las soluciones constructivas o restauradoras, definidas las zonas afectadas de protecci??n, etc. Al mismo tiempo, la medida supone una parte importante de la propia documentaci??n de los restos arqueol??gicos, que aporta informaci??n cuantitativa de la forma, dimensiones y disposici??n espacial del conjunto del yacimiento y de cada uno de sus elementos constitutivos. La investigaci??n se ve enriquecida por el enlace de las bases de datos gr??ficos y alfanum??ricos. La posterior difusi??n de resultados, tanto a nivel t??cnico como popular, se ven beneficiados por un soporte geom??trico consistente y sobre todo planificado.

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[ES]Hoy en día las muertes por parada cardiorrespiratoria superan en número a otras más mediáticas como aquellas que se producen por incendios o en accidentes de tráfico, y sin embargo su repercusión es mucho menor. Este hecho debe ser motivo de preocupación ya que, con una correcta formación de la población en materia de resucitación cardíaca, muchas de estas muertes podrían ser evitadas. Con el objetivo de reducir estas estadísticas han surgido multitud de estudios y proyectos de investigación consistentes en tratar de mejorar las herramientas disponibles tanto para personal sanitario como no sanitario. En este marco se encuadra el proyecto presentado en este documento, consistente en la sensorización de un maniquí de entrenamiento para episodios de parada cardiorrespiratoria, el cual ofrecerá la posibilidad de analizar con detalle el artifact o interferencia generada por el rescatador sobre el paciente en el momento de efectuar la maniobra de resucitación, así como la interferencia causada por el contacto electrodo-piel. Paralelamente podrá ser utilizado como mero instrumento de entrenamiento para posibles situaciones reales. El porqué de la utilización de este tipo de maniquíes reside principalmente en la imposibilidad de emplear personas debido a las posibles lesiones torácicas que pueden ocurrir por las compresiones realizadas. Finalmente debe citarse el hecho de que no es imprescindible tener conocimientos médicos para poder aplicar las técnicas básicas de resucitación cardíaca, acción que incrementa las posibilidades de supervivencia de un paciente de manera excepcional, ya que cada minuto que pasa desde la parada cardiorrespiratoria la probabilidad de supervivencia disminuye en un porcentaje significativamente elevado. Tomando como base lo descrito hasta ahora, en este documento se detalla la solución técnica de la sensorización de un maniquí genérico para la adquisición de las señales de fuerza de compresión, aceleración sufrida por el pecho en tres ejes ortogonales, profundidad de compresión, impedancia entre los dos electrodos colocados sobre el pecho del paciente y señal electrocardiográfica emitida por el corazón; además, se incluye la posibilidad de inyectar una señal electrocardiográfica previamente grabada. La base de registros obtenida de estos ensayos podrá ser utilizada posteriormente para su análisis, ya que su similitud con señales extraídas en un caso real es máxima.

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[Es]En este proyecto se analizan el diseño y la evaluación de dos métodos para la supresión de la interferencia generada por las compresiones torácicas proporcionadas por el dispositivo mecánico LUCAS, en el electrocardiograma (ECG) durante el masaje de resucitación cardiopulmonar. El objetivo es encontrar un método que elimine el artefacto generado en el ECG de una manera efectiva, que permita el diagnóstico fiable del ritmo cardiaco. Encontrar un método eficaz sería de gran ayuda para no tener que interrumpir el masaje de resucitación para el análisis correcto del ritmo cardiaco, lo que supondría un aumento en las probabilidades de resucitación. Para llevar a cabo el proyecto se ha generado una base de datos propia partiendo de registros de paradas cardiorrespiratorias extra-hospitalarias. Esta nueva base de datos contiene 410 cortes correspondientes a 86 pacientes, siendo todos los episodios de 30 segundos de duración y durante los cuales el paciente, recibe masaje cardiaco. Por otro lado, se ha desarrollado una interfaz gráfica para caracterizar los métodos de supresión del artefacto. Esta, muestra las señales del ECG, de impedancia torácica y del ECG tras eliminar el artefacto en tiempo. Mediante esta herramienta se han procesado los registros aplicando un filtro adaptativo y un filtro de coeficientes constantes. La evaluación de los métodos se ha realizado en base a la sensibilidad y especificidad del algoritmo de clasificación de ritmos con las señales ECG filtradas. La mayor aportación del proyecto, por tanto, es el desarrollo de una potente herramienta eficaz para evaluar métodos de supresión del artefacto causado en el ECG por las compresiones torácicas al realizar el masaje de resucitación cardiopulmonar, y su posterior diagnóstico. Un instrumento que puede ser implementado para analizar episodios de resucitación de cualquier tipo de procedencia y capaz de integrar nuevos métodos de supresión del artefacto.

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Is an interactive new media art installation that explores how the sharing of images, normally hidden on mobile phones, can reveal more about people's sense of place and this ultimately shared experience. Traditional views on sense of place, as exemplified by Wagner (1972) and Relph (1976), characterise the experience as a fusion of meaning, act and context. Indeed, Relph suggests that it is not just the identity of a place that is important, but also the identity that a person or group has with that place, in particular whether they are experiencing it as an ‘insider’ or ‘outsider’. This work stimulates debate concerning the impact of technology on sense of place. Technology offers a number of bridges between the real and virtual worlds, but in so doing places an increased tension on the sense of place and subsequently the identity of the individual. This, coupled with the increased use of camera phones, has enabled the documentation of all aspects of our lives, the things we do, the objects we encounter and the places we inhabit. The installation taps into these hidden electronic resources by letting people share their sense of place associated with a large scale event. The work explores the changing nature of the sense of place of performers, visitors and residents over the duration of the event. Interaction with the installation will transform the viewer into performer, echoing Relph’s insider-outsider dichotomy

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The appropriation of digital artefacts involves their use, which has changed, evolved or developed beyond their original design. Thus, to understand appropriation, we must understand use. We define use as the active, purposive exploitation of the affordances offered by the technology and from this perspective; appropriation emerges as a natural consequence of this enactive use. Enaction tells us that perception is an active process. It is something we do, and not something that happens to us. From this reading, use then becomes the active exploitation of the affordances offered us by the artefact, system or service. In turn, we define appropriation as the engagement with these actively disclosed affordances—disclosed as a consequence of, not just, seeing but of seeing as. We present a small case study that highlights instances of perception as an actively engaged skill. We conclude that appropriation is a simple consequence of enactive perception.

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SFC FOLLOW-ON VOUCHER The project was undertaken as a SFC Follow-on Voucher (£40K) alongside a student project with BDes (Hons) Design & Digital Arts (D&DA).James Blake (Centre for Media & Culture) brought together students and staff to develop digital content, including films, for a transmedia project and the induction video on the coaches to Ratho. Malcolm Innes, Ian Lambert, Andrew O’Dowd, and Euan Winton (Centre for Design Practice & Research) developed the Old Earth Museum (both physical and virtual), and transmedia designer and research student Beata Zemanek oversaw the transmedia strategy and making of the Gatekeeper film, supported by D&DA students and graduates.

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This paper explores the current conventions and intentions of the game jam - contemporary events that encourage the rapid, collaborative creation of game design prototypes. Game jams are often renowned for their capacity to encourage creativity and the development of alternative, innovative game designs. However, there is a growing necessity for game jams to continue to challenge traditional development practices through evolving new formats and perspectives to maintain the game jam as a disruptive, refreshing aspect of game development culture. As in other creative jam style events, a game jam is not only a process but also, an outcome. Through a discussion of the literature this paper establishes a theoretical basis with which to analyse game jams as disruptive, performative processes that result in original creative artefacts. In support of this, case study analysis of Development Cultures: a series of workshops that centred on innovation and new forms of practice through play, chance, and experimentation, is presented. The findings indicate that game jams can be considered as processes that inspire creativity within a community and that the resulting performances can be considered as a form of creative artefact, thus parallels can be drawn between game jams and performative and interactive art.