93 resultados para interweaving


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This practice-led research investigated the negotiation processes informing effective models of transcultural collaboration. In a creative project interweaving the image-based physicality of the Japanese dance form of butoh with the traditional Korean vocal style of p'ansori, a series of creative development cycles were undertaken with a team of artists from Australia and Korea, culminating in Deluge, a work of physical theatre. The development of interventions at 'sites of transcultural potential' resulted in improvements to the negotiation of interpersonal relationships and assisted in the emergence of a productive working environment in transculturally collaborative artistic practice.

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A novel metal-organic framework with unprecedented interweaving of coaxial single-helical and equal double-helical chains of opposite chirality, which features a super-connective helix simultaneously tangling with eight helices, was reported.

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Dadas as limitações e inadequações presentes, tanto no arquétipo do tomador de decisão como um agente racional, adotado nas teorias econômicas e gerenciais, quanto no estereótipo de um ser transcendental, tão presente na vida prosaica, se faz necessário substituí-los por uma nova perspectiva: onde o tomador de decisão é um animal emocional, frágil diante do acaso, e fruto de um processo evolutivo.

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Nostromo. A Tale of the Seaboard (1904), una de las novelas más experimentales del período modernista temprano, ha sido considerada la obra maestra de Joseph Conrad y su más grande lienzo. Un rasgo particular de la novela es que en ella coexisten la experimentación técnica del modernismo, la altamente difusa ficción del narrador y la situación de narración de historias y el paradigma narrativo de los subgéneros "degradados" de la novela de aventuras, el romance y el melodrama. Este estudio indaga las relaciones que se establecen entre dichos elementos, a todas luces anacrónicos o pertenecientes a espacios culturales diferentes, y se propone mostrar que estas discontinuidades no deben ser consideradas una falla sino índices de una tensión constitutiva de la novela.

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Nostromo. A Tale of the Seaboard (1904), una de las novelas más experimentales del período modernista temprano, ha sido considerada la obra maestra de Joseph Conrad y su más grande lienzo. Un rasgo particular de la novela es que en ella coexisten la experimentación técnica del modernismo, la altamente difusa ficción del narrador y la situación de narración de historias y el paradigma narrativo de los subgéneros "degradados" de la novela de aventuras, el romance y el melodrama. Este estudio indaga las relaciones que se establecen entre dichos elementos, a todas luces anacrónicos o pertenecientes a espacios culturales diferentes, y se propone mostrar que estas discontinuidades no deben ser consideradas una falla sino índices de una tensión constitutiva de la novela.

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Nostromo. A Tale of the Seaboard (1904), una de las novelas más experimentales del período modernista temprano, ha sido considerada la obra maestra de Joseph Conrad y su más grande lienzo. Un rasgo particular de la novela es que en ella coexisten la experimentación técnica del modernismo, la altamente difusa ficción del narrador y la situación de narración de historias y el paradigma narrativo de los subgéneros "degradados" de la novela de aventuras, el romance y el melodrama. Este estudio indaga las relaciones que se establecen entre dichos elementos, a todas luces anacrónicos o pertenecientes a espacios culturales diferentes, y se propone mostrar que estas discontinuidades no deben ser consideradas una falla sino índices de una tensión constitutiva de la novela.

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Nostromo. A Tale of the Seaboard (1904), una de las novelas más experimentales del período modernista temprano, ha sido considerada la obra maestra de Joseph Conrad y su más grande lienzo. Un rasgo particular de la novela es que en ella coexisten la experimentación técnica del modernismo, la altamente difusa ficción del narrador y la situación de narración de historias y el paradigma narrativo de los subgéneros "degradados" de la novela de aventuras, el romance y el melodrama. Este estudio indaga las relaciones que se establecen entre dichos elementos, a todas luces anacrónicos o pertenecientes a espacios culturales diferentes, y se propone mostrar que estas discontinuidades no deben ser consideradas una falla sino índices de una tensión constitutiva de la novela.

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The strand of whakapapa - genealogy - weaves through Māori women educators '. Pedagogy This article is based on research carried out with three eminent Māori women educators from Aotearoa New Zealand, which answered the question' what is Māori women educators 'pedagogy?' The research used the Indigenous kaupapa Māori research methodology, which is based on Māori worldviews. From the research I developed a metaphor, which was based on a style of Māori weaving called whatu to articulate Māori women educators pedagogy. A crucial element of the metaphor was the whenu - the warp The whenu represented tikanga -.. whānau and hapū values, traditions and belief systems The data in my research, suggests that identity and in particular whakapapa, a strand of the whenu, were a fundamental aspect of Māori women educators' pedagogy. This article discusses whakapapa and its integral relationship with each of three themes of Māori women educators' pedagogy and how they interact.

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This paper describes a series of design games, specifically aimed at exploring shifts in human agency, how they are managed, and the impact this will have on the design of future context-aware applications. The games focussed on understanding information handling issues in dental practice with participants from the University of Queensland Dental School playing an active role in the activities. Participatory design activities reveal how technology solution impact on dental practices. By finding methods of representing technological possibilities in ways which can easily be understood we enhance the contribution that dentists can make to the design process.

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This paper demonstrates that in order to design successful ubiquitous computing, designers must consider concurrently both the end user interactions in the context of use and the sustainability of the technology and its underlying infrastructure. We describe methods used to create more useful collaboration and communication between users, designers and engineers in designing ubiquitous computing systems. We tested these methods in a real domain in an attempt to create a system that is affordable, minimally disrupts the end-user's workplace and improves human-computer interaction.

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This paper describes a design game that we called 'Meaning in Movement'. The purpose was to explore notions of professional dental practice with dental practioners in terms of gestures, actions and movements. The game represents a first step towards involving gestures, actions and movements in a design dialog with practioners for the purpose of designing future interactive systems which are more appropriate to the type of skilful actions and richly structured environments of dentists and dental assistants.

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This paper presents aspects of a longitudinal study in the design and practice of Internet meetings between farmer their advisors and researchers in rural Australia. It reports on the use of Microsoft NetMeeting (NM) by a group of agricultural researchers from Australia's CSIRO (Commonwealth Scientific and Industrial Research Organisation) for regular meetings, over nine years, with farmers and the commercial advisers. It describes lessons drawn from this experience about the conditions under which telecollaborative tools, such as NM and video conferencing, are likely to be both useful and used.

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This paper documents the empowering process of a group of public housing residents through different design probing exercises. These exercises worked along with existing social processes without any involvement of designers. This paper shows how a design researcher devised a series of probing tools called "empowerment games" with a group of active users. These games are self-learning tools for making the abstract language of design legible to users. The main purpose of this intitiative was to change the preconception of govenmental bodies and professional designers of the passivity of the users with regard to their designed environment. This was the first case of the application of a participatory design process in Hong Kong subsidized housing. Design empathy is a central skill when working with users throughout the whole design research project.

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This paper explores how young children are constructed in educational policy for citizenship in Australia, investigating tensions between early childhood educational discourses that construct young children as active citizens and the broader discourses of citizenship in Australian educational policy. There is a widespread discourse within early childhood education that regards young children as citizens and democratic participants in their own lives. This view is a reflection of the oft cited Article 12 in the UN Convention on the Rights of the Child (UNCRC 1989). However, educational policy and curriculum for citizenship in Australia, by and large, adheres to age and stage understandings of children, implicitly deeming young children unable to conceptualise abstract ideas of what it means to ‘be a good citizen’. This paper is located in the borders and intersections between discourses of early childhood education, young children as active participants in their own lives and what it means to be an active citizen in Australia. We are concerned with the interweaving of these ideas and how they are played out in educational policy making. This is an important perspective to take for governing and policy making are exercises in harnessing existing ideas and discourses, thereby rendering strategies and tactics for managing populations thinkable and sayable (Rose 1999). The ‘views from the margins’ (Burman 2008, p. 7) can provide alternative perspectives on policymaking, illuminating discursive tactics and strategies.