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Search results for: design in All Content

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LEARNING BY PLAYING – TEAM BASED ROLE PLAY FOR ENHANCED UNDERSTANDING

LEARNING BY PLAYING – TEAM BASED ROLE PLAY FOR ENHANCED UNDERSTANDING

LEARNING BY PLAYING – TEAM BASED ROLE PLAY FOR ENHANCED UNDERSTANDING

Author(s): Aharon Yadin / Language(s): English / Issue: 02/2011

Keywords: Team Based Role Play; Software Engineering

This research for using team based role play for enhancing understanding was performed within a Software Engineering workshop and is based on a previous study. The main research objective of demonstrating the importance of documentation in the Software Development Life Cycle (SDLC) was achieved by splitting the project developed during the workshop between three different teams. The workshop consists of three assignments, in which each team had to continue the work performed by the previous team. This course structure created inter-dependency between the teams in which their performance and grades depend on each other and especially on the previous assignment's proper documentation. The research, which was performed during two years, revealed that employing this type of team based role play during SDLC enhanced the students’ understanding regarding the importance of documentation, mainly by exposing them to difficulties and consequences caused by its absence.

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Intermedialities in Policy Making & Funding

Intermedialities in Policy Making & Funding

Author(s): Maaike Lauwaert / Language(s): English / Issue: 02/2010

Keywords: Mondriaan Foundation; intermediality; Interregeling

This article considers the intermedial way of working (working across media) from the point of view of a funding agency. The Mondriaan Foundation is an important funding body in the Netherlands for visual arts, design and heritage. The project applications received by the foundation are increasingly intermedial; they mirror a changing cultural field in which collaborations between neighbouring disciplines, fields of knowledge and experts from these fields increase. The article considers the role of new media within this transformation and outlines the ways in which the foundation deals with intermediality when it comes to the assessment of applications.

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THE IMPACT OF LAYERED TECHNOLOGIES ON ARCHITECTURAL MODEL PRODUCTION AND USE

THE IMPACT OF LAYERED TECHNOLOGIES ON ARCHITECTURAL MODEL PRODUCTION AND USE

VPLIV SLOJEVITIH TEHNOLOGIJ NA IZDELAVO IN RABO MAKET V ARHITEKTURI

Author(s): Luka Jančič / Language(s): English / Issue: 1/2013

Keywords: architecture; layered technologies; physical models; digital fabrication

The following paper is an in-progress report on the research conducted as part of PhD studies focusing on the use of layered technologies for the production of physical models in architecture. In the age of CAD/CAM (Computer-Aided-Manufacture), physical models remain widespread and are often the first materialization of abstract concepts, used not only as a way of presentation but also for the generation, evaluation and development of new design ideas. While latest modes of model production are often discussed in terms of costs and technical issues, the paper at hand focuses on a stage of our research where we aim to identify the basic mechanisms of traditional model use in order to determine the performance, use and implementation of physical models in the field of architecture. The characteristics of CAM tools and systems based on additive technologies, which have removed the model-making process from the hands of architects and model-makers, are examined through the scope of traditional physical model tasks in architecture. We find that the practicality of additive technologies is dependent on the type of physical models produced and varies according to their function.

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The Effects of Pair Programming on Learning Efficiency in Short Programming Assignments

The Effects of Pair Programming on Learning Efficiency in Short Programming Assignments

Author(s): Kalimuthu Vivekanandan,Subbaraya Kuppuswami / Language(s): English / Issue: 2/2004

Keywords: extreme programming (XP); pair programming; computer science education; teaching methodology for laboratory courses;

Pair programming is one of the important practices of a lightweight development methodology namely eXtreme Programming (XP). It emphasizes the practice of two persons working together at a single computer terminal, to design, code and test computer programs. The effects of pair programming on software development in industrial organizations were studied and it was found that pair programming increases the productivity by 15%. This evidence created an interest in amongst community of computer science educators to apply pair programming in educational settings. We have conducted an experiment with the students of computer science courses to compare the learning efficiency of students when they adopt pair programming with that of students using traditional method to do laboratory exercises of short duration. The learning efficiency was measured by evaluating design documents, completion time, and marks obtained in a written test that was conducted after every exercise. Our research confirms that the adoption of pair programming improves the design ability, reduces time taken to do a laboratory exercise and increases the knowledge and programming skill.

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LEARNING IN LAMS: LESSON FROM A STUDENT TEACHER EXPLORING GENE ETHICS

LEARNING IN LAMS: LESSON FROM A STUDENT TEACHER EXPLORING GENE ETHICS

LEARNING IN LAMS: LESSON FROM A STUDENT TEACHER EXPLORING GENE ETHICS

Author(s): Carina Dennis / Language(s): English / Issue: 2/2012

Keywords: LAMS; contextualised learning design; genetics; ethics

Due to its complex and microscopic nature, genetics is a difficult subject for many learners to conceptually grasp. Graphics, animation and video material can be extremely helpful to their understanding. A wealth of educational online content about genetics has been created over the past decade in the wake of the human genome being sequenced. However, these digital resources are distributed across disparate sites and it requires a high level of content and pedagogical knowledge to orchestrate the progression and choice of material available to the learner, as well as technical expertise to bundle the resources in a meaningful and accessible format. A contextualised learning sequence, called ‘Gene Medicine’, has been designed in LAMS by the author, a student teacher who has a doctorate in human genetics, and who has undertaken a career change to teach science to secondary students. This paper reflects an ongoing professional learning experience as the author integrates her high-content expertise and developing pedagogical knowledge within the LAMS digital environment.

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INTERACTIVE LESSON FOR STUDYING KNITTED FABRICS WITH TUCK PATTERNS

INTERACTIVE LESSON FOR STUDYING KNITTED FABRICS WITH TUCK PATTERNS

INTERACTIVE LESSON FOR STUDYING KNITTED FABRICS WITH TUCK PATTERNS

Author(s): Daniela Farima,Mirela Blaga,Dorin DAN,Ana Ramona Ciobanu / Language(s): / Issue: 03/2015

Keywords: computer aided design; tuck patterns; electronic flat knitting machines; interactive course

The paper highlights an interactive lesson, developed for studying the weft knitted fabrics with tuck patterns, produced on electronic flat knitting machines. Weft knitting represents a method of making a fabric by forming rows of stitches across its width, from the same yarn. In terms of work for fashion or technical applications, the tucks patterns demonstrate a good potential for design and functionality given to a product. Tucks are usually patterned to increase fabric weight and thickness, to insert yarns difficult to knit, to knit-in intarsia yarns or to shorten long jacquard floats. The content of the laboratory class is accompanied by text information, drawings, flash animations of the loop formation, simulation of the knitted structure and demonstrative videos. This particular application deals with the: classification of weft knit patterns, principle of producing tuck stitches, design potential of tucks and applications of these fabrics. A self-assessment stage of the knowledge acquired during the course is completing the e-learning content, reflecting thus the knowledge level, as an individual study result. The application is available for the students in html format, on the Moodle platform: http://www.moodle.tex.tuiasi.ro.

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Managing Industrial Software Projects in Master Education

Managing Industrial Software Projects in Master Education

Managing Industrial Software Projects in Master Education

Author(s): Kalinka Kaloyanova / Language(s): English / Issue: 1/2014

Keywords: Analysis and Design Methods; Requirements Elicitation; Studiobased teaching; Real-world projects;

Many educational programs faced with a challenge to ensure practical skills in student education in addition to the theoretical knowledge. Working in projects is an extensively used concept. But in the most universities these projects are entirely academic and lack real world elements. As a result students are not quite motivated and often give standard decisions to the problems that project have to resolve. In this paper we present our approach for working on industrial projects in Master Program IT Services and Projects at Faculty of Mathematics and Informatics – University of Sofia. The approach includes work on projects as an integral part of education and in more than one course. The paper discussed specific issues concerning educational and practical side of the projects work.

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Information system for parametric architecture, dedicated to spaces allocation

Information system for parametric architecture, dedicated to spaces allocation

Information system for parametric architecture, dedicated to spaces allocation

Author(s): Farid Rahal,Zahra Hadjou / Language(s): English / Issue: 4/2018

Keywords: information system; parametric architecture; grid; computer assisted drawing; space planning;

The parametric approach to architectural design is intended to help architects in the generation of complex types of shapes and of volumes, taking into account data on different areas affecting the architectural project. The tools of BIM technology (Building Information Modeling) are finding success in this digital approach. However, some projects require the mastery of a very large number of parameters but above all, the opportunity to change the values quickly and easily, according to the needs and to the arising of constraints. The spaces allocation in a project is a significant example as it requires massive data management and their combination. The solution would be an information system dedicated to the management of all project data, and which would be automatically linked to a computer assisted drawing tool. The aid system thus designed, gives flexibility and adaptability to the projects involving a large volume of information.

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Company Competitiveness through Intellectual Property

Company Competitiveness through Intellectual Property

Company Competitiveness through Intellectual Property

Author(s): Maria Markova / Language(s): English / Issue: 5/2018

Keywords: intellectual property; IP portfolio; company competitiveness

The aim of this article is to present the author’s thesis for company competitiveness based on intellectual property /IP/. The author presents definitions for the following terms: company competitiveness, IP, IP portfolio1. Company competitiveness – a general review.2. Intellectual property as a content and as a business factor.3. IP portfolio for the company competitiveness – theoretical base and methods.4. Good practices in Bulgaria.First of all the author presents hers point of view for company competitiveness and the matrix for its evaluation including economic and noneconomic indicators such as purchases, turnover and profit, revenues from IP and profitability. Special attention is paid to IP as a factor of company competitiveness and IP portfolio of the company - list and structure, expert assessment of their value.Then the author presents the relations between IP and company competitiveness through revelation of the aspects: IP as innovations and IP as business indicators and then IP as a market factor and as a factor of consumer behavior.The final part of this article is focused on the IP portfolio of the company as a content and as a factor of company competitiveness following the points:1. Identification of IP portfolio as elements and characteristics.2. Analysis of current status of the IP portfolio of the company.3. Presenting of IP portfolio as a factor for obtaining and sustain the company competitiveness The practical issue of this thesis is presented as examples from the Bulgarian successful companies.

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Curriculum theory – conceptual and methodological elements

Curriculum theory – conceptual and methodological elements

Curriculum theory – conceptual and methodological elements

Author(s): Adina Elena Glava / Language(s): English / Issue: 6/2008

Keywords: book review; Muşata Bocoş; education; curriculum theory;

Review of: Muşata Bocoş, “Curriculum theory – conceptual and methodological elements”, Publishing House: Casa Cărţii de Ştiinţă Cluj-Napoca, 2008.; by: Adina Glava

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How Advertising in Social Institutions Responds to the Needs of People by Using Implicit Messages

How Advertising in Social Institutions Responds to the Needs of People by Using Implicit Messages

How Advertising in Social Institutions Responds to the Needs of People by Using Implicit Messages

Author(s): Raif Kizil,Erdogan Ergun / Language(s): English / Issue: 70/2020

Keywords: subliminal messages; psychological effects; advertisement style; consumer behaviour;

The main purpose in creating advertising in social intuitions is to affect consumers psychologically and identify their needs that they had not realized, also to ensure that they see themselves incomplete and lacking in what is advertised. These explicit messages are to show them the person or the image they want to be. However, each of these explicit messages have implicit ones which is sent via different channels. This study was conducted by using quantitative method in order to find how advertising in social institutions responds to the needs of people by using implicit messages. As a result of the study, explicit messages which have a huge psychological guidance, and affect the consumer behaviour subconsciously, can be clearly determined while analysing these messages. This study shows the intensity of the effect of subliminal messages in advertisement done by social institutions.

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Rich Pictures: Non Visual use of Visual Tools

Rich Pictures: Non Visual use of Visual Tools

Rich Pictures: Non Visual use of Visual Tools

Author(s): Ronald Macintyre / Language(s): English / Issue: 3/2020

Keywords: Participatory Design; Online Learning; Rich Pictures;

This reflective article explores the use of Soft Systems Methodology (SSM) Rich Pictures within the learning design. It introduces SSM as part of a broader interest in systems within education and positions SSM as part of a broader family of participatory approaches within a range of fields. Based on learning design practice with organisations looking to (re)connect with learners, the paper sets out a scenario where participants are asked to draw of a Rich Picture of the “ideal learner”, where questions of future selves and ideal forms highlight are used to highlight the non-representative nature of representative forms. It reflects on questions of power on deliberative decision-making tools like Rich Pictures and suggests ways of addressing this in practice. It argues that care needs to be taken lest the value of Rich Pictures is the visual representations made rather than the process, and suggests that practitioners should remember that the image is not the outcome.

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AGILE TRANSFORMATION IN CLINICAL RESEARCH

AGILE TRANSFORMATION IN CLINICAL RESEARCH

AGILE TRANSFORMATION IN CLINICAL RESEARCH

Author(s): Katarina Pavlović,Ivana Berić,Ljiljana F. Berezljev / Language(s): English / Issue: 1/2018

Keywords: adaptive clinical trials; agile transformation

We need well designed clinical trials in order to manage different health issues and deliver quality vaccines and drugs to patients. The whole process starts with the phase I of the trial, followed by phases II and III, after which the documentation is presented to the regulatory body, which reviews the data presented, going into the phase IV if required. The process ends with a license to market being issued. Trials are expensive, time consuming and with uncertain outcomes. The old ways of managing clinical trials do not give satisfactory results any more. It seems that the change is needed more than ever before. Clinical research organizations that manage clinical trials, being a part of a highly innovative industry, need innovation themselves. They need to adapt in order to stay competitive. In this paper, it is presented, according to the literature review, that a possible way to undergo adaptation is through agile transformation.

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The crowdsourcing data for innovation Does it Matter?

The crowdsourcing data for innovation Does it Matter?

The crowdsourcing data for innovation Does it Matter?

Author(s): Zainal Ilmi,Adi Wijaya,Jati Kasuma,Dio Caisar Darma / Language(s): English / Issue: 1-2/2020

Keywords: creativity; project management; data-driven design; innovation; social media; IT-management;

Purpose – to explore a crowdsourcing data-driven approach to construct crowdknowledge databases for innovation through supporting creative idea generation. In the approach, social media will be used as platforms to crowdsource knowledge for producing the databases. Findings. Creativity is an essential element of innovation, but producing creative ideas is often challenging in design. Many computational tools have become available recently to support designers in producing creative ideas that are new to individuals. As a standard feature, most of the tools rely on the databases employed, such as ConceptNet and the US Patent Database. This study highlighted that the limitations of these databases have constrained the capabilities of the tools and, thereby, new computational databases supporting the generation of new ideas to a crowd or even history are needed. Crowdsourcing outsources tasks conventionally performed in-house to a crowd and uses external knowledge to solve problems and democratize innovation. Social media is often employed in crowdsourcing for a crowd to create and share knowledge. Originality/value/scientific novelty of the research. This paper proposes a novel approach employing social media to crowdsource knowledge from a crowd for constructing crowd knowledge databases. Practical importance of the research. The crowd knowledge database is expected to be used by the current computational tools to support designers producing highly creative ideas that are new to the crowd, in new product design, and ultimately to innovation. Research limitations/Future research. In this study to provide insights and potential directions for future research are discussed that challenges of employing described approach. Paper type – theoretical.

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Fundamental Knowledge behind Creation of Concept Art

Fundamental Knowledge behind Creation of Concept Art

Fundamental Knowledge behind Creation of Concept Art

Author(s): Martin Engler,Andrej Trnka / Language(s): English / Issue: 2/2021

Keywords: Building Worlds; Concept Art; Creation; Design; Digital Games; Imagination; Movies

This study is focused on the transformation of scientific knowledge into pieces of art and design for further usage in science fiction and fantasy-based games and movies. There are several problems related to concept art and one of them is relevant sources. In order to create a new world on the base of a story and concept, it is essential to fully understand the idea of designed objects from within and to recreate them into new design through fundamental artistic skills. The understanding of fundamental art skills is a must for the creation of a believablepicture using one’s own imagination. Therefore, we discuss their role, how to use them and how to choose the right form for our cause. We try to merge knowledge, experience, tips and tricks from different artists and renowned artistic books in order to create a better picture for young creatives and scientists to understand the basic thinking and processes behind the creation of concept art and building new worlds to be used in movies and digital games. In Slovakia, the current state of knowledge related to this type of art is very weak, although there are currently small signs of progress in the connection of traditional art schools and universities focusing digital art for video games. The main purpose of this text therefore lies in reflecting on the fundamental theory behind the creation of concept art.

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FINITE ELEMENT ANALYSIS IN FOOTWEAR ENGINEERING

FINITE ELEMENT ANALYSIS IN FOOTWEAR ENGINEERING

FINITE ELEMENT ANALYSIS IN FOOTWEAR ENGINEERING

Author(s): Arina Seul,Aura Mihai,Antonela Curteza,Mariana Costea / Language(s): English / Issue: 03/2021

Keywords: Finite element analysis; Footwear simulation; Engineering education;

Finite Element Analysis (FEA) is a numerical method widely used in industry, research, and education fields. FEA exploits the properties and dimensions of the model discretised in a series of small regions called finite elements linked together at specific points which are called nodes. This paper demonstrates how the FEA could be used in footwear engineering education as a sustainable tool to predict the designed product's behaviour before its manufacturing. FEA-based simulations have substantial potential in footwear engineering training and education as it allows the students/designer performing static and dynamic analyses to represent the interaction between ground-sole-footwear-foot by analysing the shoe's design parameters' effects on the foot's load transfer. Based on the Finite Element Method (FEM) principles, a methodology for investigating footwear behaviour during normal walking is proposed, including preparatory, pre-processing, analysis, and post-processing stages needed to perform an FEA simulation. This part of the study explains the preparing and pre-processing steps: choosing equipment and software and performing the simulation by modelling and editing the geometry, explaining the role of materials and defining their properties. The pre-processing stages presented in this paper are essential for preparing the simulation process. The 3D geometry and materials influence the accuracy of the FE model and improve the analysis efficiency in engineering applications. Three models of the same constructive type, namely Derby shoe, show the herby described procedure. For these three models, the bar stitch's position varies in a vertical direction, and the material's properties are specified: foot, sole, uppers and bar stitch.

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SUSTAINABLE PRACTICES IN THE TOURISM INDUSTRY. EXPLORING THE BENEFITS OF THE CRADLE TO CRADLE CONCEPT

SUSTAINABLE PRACTICES IN THE TOURISM INDUSTRY. EXPLORING THE BENEFITS OF THE CRADLE TO CRADLE CONCEPT

Author(s): Ștefania Lucia Bodoșcă / Language(s): English / Issue: 3/2020

Keywords: tourism innovation; sustainable tourism; cradle to cradle; eco-innovation;

With all the new developments in the technology field, entrepreneurs around the world have proven than there are innovations which can be transferred and implemented into the tourism industry. This new types of business focus on social, economic and environmental sustainability that enter in the circular economy sphere, where a different mind-set is in the centre of things. This paper explores the cradle to cradle concept and its applicability in the tourism industry.

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Construction of a Web Game for the Teaching-Learning Process of Electronics during the COVID-19 Pandemic

Construction of a Web Game for the Teaching-Learning Process of Electronics during the COVID-19 Pandemic

Author(s): Ricardo-Adán Salas-Rueda,Clara Alvarado-Zamorano,Jesús Ramírez-Ortega / Language(s): English / Issue: 2/2022

Keywords: web game; higher education; data science; engineering; learning; ICT;

Background/purpose – During the COVID-19 pandemic, teachers were required to update school activities using various technological tools. The aim of this mixed research was the construction and usage analysis of the Digital Game for the teaching-learning process on Electronics (DGE) version 3.0 in the Combinational Circuits unit through data science. Materials/methods – DGE version 3.0 facilitates the construction of new educational spaces in the distance modality. This web game consists of a simulator that presents the contents of the output function for two variables and their representation through logic gates. The participants of the study were 15 electronic and electrical engineering students who took a digital design course at the National Autonomous University of Mexico during the 2021 academic year. Results – The machine learning (linear regression) results indicate that the interface, design, and color of the DGE version 3.0 web game positively influenced the students’ assimilation of knowledge and skills development in the field of electronics. On the other hand, the decision tree technique identified six predictive models with regards to the use of the DGE version 3.0. Conclusion – Technological advances such as web gaming can facilitate the teaching-learning process from virtually any location.

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Etnodizajn and Folkstar Souvenirs: Polish Experiences in Uses of “Folk Art” in the 21st Century

Etnodizajn and Folkstar Souvenirs: Polish Experiences in Uses of “Folk Art” in the 21st Century

Etnodizajn and Folkstar Souvenirs: Polish Experiences in Uses of “Folk Art” in the 21st Century

Author(s): Ewa Klekot / Language(s): English / Issue: 2/2021

Keywords: folk style; design; souvenirs; folk art; cultural appropriation

The present paper offers a critical reflection on folk inspirations in Polish design in the early 21st century. It discusses the question of folk as an artistic form, pointing to conceptualizations of folk style and its formal qualities within the field of modern artistic production to which design and craft practices belong. It also touches on the role of the rural actors involved in the processes of the construction of folklore and their attitude towards folk conceived as esthetics, artistic form, and style. For rural producers, folk style was a question of conscious choice, sometimes motivated by conformism and sometimes by a deliberate effort to contribute to local/class/national self-presentation, very often in contradiction to the individual's own taste and that of their peers. The paper then examines the involvement of Polish folk-inspired design (etnodizajn) in the early 21st century with national self-presentation, as well as the various folk (lore)-inspired design strategies followed by contemporary Polish designers. It concludes with the observation that 21st-century design practices drawing on folkloric inspiration are part of a long sequence of cultural appropriations, where appropriation can mean both the alienating inequality experienced by the rural manufacturers of folk, as well as a necessary condition for the understanding of alterity by both sides in the cultural exchange.

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General context of future fashion

General context of future fashion

Contextul general al modei viitorului

Author(s): Cristina Lazăr / Language(s): English,Romanian / Issue: 10/2022

Keywords: innovation; sustainability in fashion; consumer behavior; life cycle;

Updating the general context of contemporary fashion by analyzing the evolution and stages of making the clothing product. The general concern is given by the awareness of the global effects of excessive industrialization, fashion and trends being generative and consuming resources. Identifying the solutions given by the designers of the time in symbiosis with the latest technological innovations, but especially with nature, aiming to fit into the sustainable fashion trend.

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