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Search results for: design in All Content

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Recognition as Welfare in Globalization

Recognition as Welfare in Globalization

Author(s): Branislav Pantović / Language(s): English / Issue: 1/2011

Keywords: culture; design; communication; reputation and image of a nation; globalization; brand

The subject matter of this study is an interdisciplinary envisaging of cultural problem in the process of globalization. The development and theoretical organization of the project that deals with cultural identity and strategy to represent Serbia on a global level could be a part of an overall strategy of the Serbian Government for development and advancement of the country. Globalization, as a gradual, progressive cycle of the world integrations is resulting in cultural exchange increase and represents a parameter for description of changes in the society. Culture constitutes a significant segment of international integration, where cultural authenticity and its promotion are of particular significance.

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THE SOUND IN BETWEEN

THE SOUND IN BETWEEN

THE SOUND IN BETWEEN

Author(s): Stephanie Brandt / Language(s): English / Issue: 1/2011

Keywords: sound; aural architecture; spatial perception.

Taking the interface between the common consumer behaviourism and the given representative conditions of our surroundings as a phenomenological, but, nevertheless, a key issue of both, architectural discourse and practice, this talk is trying to evaluate the position of sound within this realm. Sound is becoming increasingly recognised and explored within theory and practice as it is, increasingly, affecting our spatial perceptions and everyday lives. This paper is an investigation into the notion of sound within the built environment, questioning the spatial attributes and implications of sound: its potential as a design tool for the shaping of architectural and urban places, but also its meaning for our personal experience of our surroundings. I would like to introduce some issues and ideas related to soundscapes and aural architecture. Initially, discussing the very particular tactics and prospects that are related to them in order to then, question their potential use as a building material - one, which is merging social and material matters. Sound, so I believe, is offering completely new ways to reinforce the bridge between architecture and phenomenology, space and experience.

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CONSTRUCTION PROCEDURE OF SINGLE-FAMILY HOUSES IN SLOVENIA

CONSTRUCTION PROCEDURE OF SINGLE-FAMILY HOUSES IN SLOVENIA

ČLENITEV POSTOPKA GRADITVE PRI ENODRUŽINSKI GRADNJI V SLOVENIJI

Author(s): Andreja Benko / Language(s): English / Issue: 1/2013

Keywords: Designing procedure; investor; user; architect; collaboration; cooperation models; single-family houses

In the formation of projects, a combination of several disciplines is often used. Crucial in the process is appropriate cooperation among planners, clients and other actors in the process, since in this case the path to the common goal is faster. Although in terms of complexity, the construction of individual residential houses is less-demanding project, it can be a case study to display the display the timelines of construction and the design phases. Despite the fact that the projects differ, phases of the specified time schedule of the project, are in most cases followed in the same order. The optimality of the design process is shown in a carefully crafted model of phase sequences, which allows us the quickest route to the destination in the shortest time. This is an effort of the investor and/or user and the designer. The optimal design process is formed on the basis of expertise, appropriate structure, active cooperation of all involved subjects, and adequate coordination of the profession, adhering to prescribed laws, regulations, procedures and available finances of investor and culture.

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GBL AND CREATIVITY IN CLASSES

GBL AND CREATIVITY IN CLASSES

GBL AND CREATIVITY IN CLASSES

Author(s): Bogdan Logofătu,Anișoara Dumitrache,Beatrice Almăşan / Language(s): English / Issue: 02/2012

Keywords: Creativity; LLP sub-programmes; GBL; co-design

The aim of this paper is to present the results obtained during ProActive project, a European project having as main objective the creation of learning contexts in which educators (teachers, professors, trainers) of different LLP sub-programmes (Comenius, Leonardo da Vinci and Erasmus) can an apply their creativity in designing their own GBL scenarios using digital tools (two games editors: Eutopia and <e-Adventure>). In order to identify project’s potential in developing educational games, in the first phase of the project were organized several focus groups with teachers, trainers and professors according to an initial project plan. The results obtained helped the team to adapt the two game editors according to the users’ needs. In a second phase, University of Bucharest has selected three pilot sites representing centers, associations, institutions that offer courses in different fields: from computer skills and advanced computer networks to personal development and outdoor education were selected to be part of implementation phase. The selection process was made according with specific criteria related to their experience in the field and institutions’ interests to use Game Based Learning in their current practice. Through co-design sessions and workshops participants learned how to use the tools for creating games, and how to integrate these computer aided instruction sequences in a regular classroom. Through Game Based Learning, trainers will improve their teaching methods, transforming classes in spaces for collaborative work, participation, problem solving. Game Based Learning will encourage students to continue their work at home and to communicate with other colleagues and trainer even if the learning scenarios are applied in traditional learning, in blended learning, or in distance learning.

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Experts and Expertise in the Governance of Infrastructures: Flood-Risk Management as an Example

Experts and Expertise in the Governance of Infrastructures: Flood-Risk Management as an Example

Author(s): Tineke Ruigh-van der Ploeg,Bertien Broekhans / Language(s): English / Issue: 1/2012

Keywords: systems perspective; network perspective; expertise; experts; flood-risk management

The current focus on risk-based approaches to the governance of technology poses new challenges to the combined effort of policymakers and experts since the current worlds of technology and governance are very different. We make use of two hegemonic perspectives in these worlds, i.e. the systems and the network perspective, to analyse the expected contributions from expertise and experts to policy-making about infrastructures. The first question we address is how these two perspectives shape the expectations of the contribution of experts and expertise to problemsolving and policy-making. Second, we explore how practitioners may deal with inevitable conflicting expectations. Based on documents and previous research and illustrated with examples of flood-defence projects from the Netherlands, this paper concludes that perspectives may be coupled or uncoupled in practices of collaboration, and that practitioners should reconsider the contingent room to manoeuvre in policy-making, and the role they may take.

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Environment-behaviour studies: A synergetic bridge between designers and users of open space

Environment-behaviour studies: A synergetic bridge between designers and users of open space

Environment-behaviour studies: A synergetic bridge between designers and users of open space

Author(s): Barbara Goličnik Marušić / Language(s): English / Issue: 2/2005

Keywords: public space; user; behavioural map

This paper critically reflects on a kind and use of knowledge about the users of urban open public spaces in urban planning and design. It shows that designers’ perceptions about usage-spatial relationships are inadequate and many times very different form the actual situations. The findings are based on results from workshops with urban landscape designers and on the basis of observation and behavioural mapping in squares and parks of city centres of two European cities, Edinburgh and Ljubljana. As the behavioural maps graphically express structural relationships between physical qualities of places and their users, they represent a useful tool for improvement of designers’ knowledge and perception about potential and actual use of a place. In this respect they represent a basis for better cooperation and synergy between users and planners or designers, as the knowledge about any possible or expected behavioural patterns in places may lead into effective and responsive design.

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THE DE BONO LAMS SEQUENCE SERIES: TEMPLATE DESIGNS AS KNOWLEDGE-MOBILISING STRATEGY FOR 21ST CENTURY HIGHER EDUCATION

THE DE BONO LAMS SEQUENCE SERIES: TEMPLATE DESIGNS AS KNOWLEDGE-MOBILISING STRATEGY FOR 21ST CENTURY HIGHER EDUCATION

THE DE BONO LAMS SEQUENCE SERIES: TEMPLATE DESIGNS AS KNOWLEDGE-MOBILISING STRATEGY FOR 21ST CENTURY HIGHER EDUCATION

Author(s): Eva Dobozy / Language(s): English / Issue: 2/2012

Keywords: de Bono LAMS sequence series; student-producers; deep learning

In this paper, the five interlocking de Bono LAMS sequences are introduced as a new form of generic template designs. This transdisciplinary knowledge-mobilising strategy is based on Edward de Bono’s attention-directing ideas and thinking skills, commonly known as the CoRT tools. The development of the de Bono LAMS sequence series is an important milestone, signifying the current paradigmatic shift in higher education from a studentconsumer paradigm to a student-producer paradigm. Surpassing surface and shallow knowledge stages requires the use of multidisciplinary and generic knowledge in new and unfamiliar situations. The LAMS templates as ‘knowledge-in-practice’ models assist disciplinary specialists generate learning designs that make apparent to students that knowledge is always partial, incomplete and coloured by epistemological beliefs and cultural practices.

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COGNITIVE DIALOG GAMES AS COGNITIVE ASSISTANTS: TRACKING AND ADAPTING KNOWLEDGE AND INTERACTIONS IN STUDENT’S DIALOGS

COGNITIVE DIALOG GAMES AS COGNITIVE ASSISTANTS: TRACKING AND ADAPTING KNOWLEDGE AND INTERACTIONS IN STUDENT’S DIALOGS

COGNITIVE DIALOG GAMES AS COGNITIVE ASSISTANTS: TRACKING AND ADAPTING KNOWLEDGE AND INTERACTIONS IN STUDENT’S DIALOGS

Author(s): Adem Karahoca,Ilker Yengin,Dilek Karahoca / Language(s): English / Issue: 1/2018

Keywords: Student modeling; Cognitive Modeling; Cognitive Assistants; Cognitive dialog game; MOOCS;

This study introduces a system design in a form of cognitive dialog game (DiaCog) to support pedagogical factors and student learning model ideas. The purpose of the study is to describe how such a design achieves tracking and adapting students’ knowledge and mastery learning levels as a cognitive assistant. Also, this study shows alternative ways for supporting intelligent personal learning, tutoring systems, and MOOCS. This paper explains method called DiaCog that uses structure for students` thinking in an online dialog by tracking student`s level of learning/knowledge status. The methodology of computing is the semantic that match between students` interactions in a dialog. By this way it informs DiaCog’s learner model to inform the pedagogical model. Semantic fingerprint matching method of DiaCog allows making comparisons with expert knowledge to detect students` mastery levels in learning. The paper concludes with the DiaCog tool and methodologies that used for intelligent cognitive assistant design to implement pedagogical and learner model to track and adapt students’ learning. Finally, this paper discusses future improvements and planned experimental set up to advance the techniques introduced in DiaCog design.

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IA, UX, UID, IxD: An Analysis of Terms and Concepts

IA, UX, UID, IxD: An Analysis of Terms and Concepts

IA, UX, UID, IxD – analiza terminów i pojęć

Author(s): Jacek Tomaszczyk,Anna Matysek / Language(s): Polish / Issue: 1 (115)/2020

Keywords: Digital product design; Information architecture; Interaction design; Terminology; User experience; User interface design

Cel/Teza: Celem artykułu jest analiza i ustalenie zakresów znaczeniowych angielskich i polskich terminów reprezentujących pojęcia: architektura informacji (IA),wrażenia/doświadczenia użytkownika (UX), projektowanie interfejsów użytkownika (UID),projektowanie interakcji (IxD). Koncepcja/Metody badań: Porównywano definicje pojęć i konteksty użycia terminów w literaturze przedmiotu - książkach, czasopismach, normach, internetowych słownikach oraz branżowych serwisach WWW. Wyniki i wnioski: Polskie tłumaczenia omawianych angielskich terminów są poprawne z wyjątkiem user experience (UX). Zamiast tłumaczenia doświadczenia użytkownika rekomendujemy określenie wrażenia użytkownika. Wnioskiem z badań jest również stwierdzenie, że pojęcie user experience nie powinno być traktowane jako pojęcie nadrzędne obejmujące architekturę informacji, projektowanie interfejsów i interakcji. Proponujemy, aby takim pojęciem było projektowanie produktów cyfrowych (digital product design, DPD). Oryginalność/Wartość poznawcza: Zaproponowano własne definicje pojęć IA, UX, UID, IxD oraz przedstawiono graficzną reprezentację ich zakresów, wprowadzając projektowanie produktów cyfrowych (digital product design, DPD) jako pojęcie nadrzędne.

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The Art-historical Fundamentals of Advertising Graphics

The Art-historical Fundamentals of Advertising Graphics

The Art-historical Fundamentals of Advertising Graphics

Author(s): Svitlana Pryshchenko / Language(s): English / Issue: 1/2021

Keywords: Advertising graphics; Cultural context; Design; Poster; Visual means;

Contemporary visual advertising research is impossible without analysis of its art-historical fundamentals. The effectiveness of advertising graphics is defined as the process of communication and semantic perception of visual images. The subject of our study – graphics means in the advertisements of the XIX–XXI centuries. The article represents multimodal and trans-system approaches to the evolution of advertising graphics in Ukraine, and European countries. Generalization of advertising appeals allowed us to conclude that there is significant borrowing by the advertising of style attributes of fine and decorative arts. Advertising graphics is considered in the context of intercultural interaction and world cultural heritage. The research of advertising genesis is directed at the complex definition of her functional specifics in the communicating area. The visual language of advertising is represented by logical reflection of socio-cultural states during definite periods. Special attention is paid to the analysis of definite art styles features and Ukrainian national symbols. The author underlines that the use of expressive means in advertising is a complicated task, because of the necessity of directional psycho-emotional and associative influence on the customers considering their regional specifics. Besides, art-aesthetic problems of advertising in the context of mass culture are analyzed.

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Learning from Animation: Smooth Pursuits of Synaptic Transmission of an Impulse with Contextual Cues

Learning from Animation: Smooth Pursuits of Synaptic Transmission of an Impulse with Contextual Cues

Learning from Animation: Smooth Pursuits of Synaptic Transmission of an Impulse with Contextual Cues

Author(s): Pınar Köseoğlu,Sacide Güzin Mazman,Arif Altun,Akın Efendioğlu / Language(s): English / Issue: 2/2013

Keywords: Multimedia in biology; contextual cue design; prior experience; eye movements;

Multimedia animations can provide better learning experiences for learners by carrying microscopic science concepts or subjects to macroscopic level. The purpose of this study is to explore how learners with and without prior experience study a multimedia learning material in an only graphically-animated design and in a verbal contextual cue design through eye tracking methodology. A total of 39 undergraduates from the Biology Education Department participated in the study. A three minute animation, describing how the inter-neurons transfer of stimulus happens through synapses, containing two different cue based design (verbal contextual or graphical animated) was used to collect data. The animation was transformed to an experiment on an eye tracker to collect eye movements. A repeated measure ANOVA was executed for data analysis. Results showed a significant within subjects’ treatment effect for design types (verbalized cue vs. graphical animation) in terms of eye movements while between subjects effects for comparison of prior experience groups were not found being significant. Based on the findings from this study, it is suggested that further studies could be designed with a expert groups as well as expanding the content.

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The construction and analysis of repeated measurement designs (RMD) using the trial and error method

The construction and analysis of repeated measurement designs (RMD) using the trial and error method

The construction and analysis of repeated measurement designs (RMD) using the trial and error method

Author(s): Shakeel A. Mir,Immad A. Shah / Language(s): English / Issue: 1/2021

Keywords: residual effects; order effects; balanced minimal RMD;

Repeated measurement designs prove broadly applicable in almost all branches of biosciences, including agriculture, animal husbandry, botany, zoology. Unbiased estimators for elementary contrasts among direct and residual effects are obtainable in this class of designs, which is considered their important property. In this paper, an attempt was made to provide a new method of overcoming a drawback in the construction method developed by Afsarinejad (1983), where one or more treatments may occur more than once in certain sequences causing the constructed designs to no longer remain uniform in the examined periods. Nine designs were constructed and presented jointly with their corresponding mathematical analyses.

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A CASE STUDY ON MIGRATING THE LAB ACTIVITIES ONLINE - STUDENTS’ AND PROFESSORS’ PERSPECTIVES

A CASE STUDY ON MIGRATING THE LAB ACTIVITIES ONLINE - STUDENTS’ AND PROFESSORS’ PERSPECTIVES

A CASE STUDY ON MIGRATING THE LAB ACTIVITIES ONLINE - STUDENTS’ AND PROFESSORS’ PERSPECTIVES

Author(s): Maximilian Nicolae,Radu Nicolae Pietraru,Andrei-Cristian Barbu,Andrei Tivgă / Language(s): English / Issue: 02/2021

Keywords: engineering education; digital design; simulation; FPGA; hardware in the loop;

The laboratory activities for an undergraduate course on digital design are normally developed around a physical platform. After the COVID19 prevention measures were established the activities had to move online, thus, the professors had to find some rapid solutions to preserve the initial goals of the laboratory. This article discusses the goals of such laboratory (in relation to the broad engineering domain), how are these goals fulfilled by a physical platform and what was the online solution that was developed to overcome the challenges. Furthermore, the opinions of students that were attending the both types of activities (physical and online) are presented.

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Customer Value First: Improving the Customer Experience in Public Services

Customer Value First: Improving the Customer Experience in Public Services

Customer Value First: Improving the Customer Experience in Public Services

Author(s): Donata Jovarauskienė,Eglė Gaulė / Language(s): English / Issue: 1/2022

Keywords: customer value; customer experience; public services; value co-creation; co-production and co-design of public services; customer journey;

Governments worldwide are increasingly focusing on creating customer value in public services and customer experience management to improve public sector performance and increase citizens’ trust in government. Therefore, recently there has been an increase in scientific literature and case studies analysing different aspects of customer value creation and/or customer experience in public services. Still, the interaction between the two is not clearly disclosed and linked. The purpose of this research is to accentuate the insights arising from research in science and practice, to summarise and systematise the knowledge already created and to perform an empirical study. Applying the methods of researching the content of scientific literature and practical reports, the article reveals the interaction between the value of public services to the customer and the customer experience in services. The aim of this study is to reveal the concept of customer value creation by applying customer experience management in public services. After refining the general theoretical insights of service value creation for the customer, the basics of the need and benefits of their application in the provision of public services as well as the application of the method of value creation for the customer in the provision of public services are analysed. The findings of this research positions the customer value in public services as a subjective phenomenon, i. e., the value is created by customers as it is based on their experiences in the process of service provision. In contrast, service providers create a value creation system for customers, which turns them into the co-creators of that value. Value creation for the customer occurs through the co-production and co-design of public services, where the customer is an active participant in different stages of service provision. Customer needs and expectations are evolving, and public service providers need to be able to recognise and track them and respond to these changes by applying a customer journey approach in the value creation system.

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Nonvisual Legibility and the Coherence of Space: A New Theoretical Framework with Examples of Its Implementation in Empirical Research

Nonvisual Legibility and the Coherence of Space: A New Theoretical Framework with Examples of Its Implementation in Empirical Research

Nonvisual Legibility and the Coherence of Space: A New Theoretical Framework with Examples of Its Implementation in Empirical Research

Author(s): Zuzanna Bogucka / Language(s): English / Issue: 1/2021

Keywords: legibility; coherence; nonvisual perception; experiment;user-centred design;

The legibility and coherence of space are informative qualities as they facilitate the understanding and exploration of the environment. They also function as categories in architectural and urban design theory, as well as environmental psychology. The approaches of those disciplines, including their contemporary continuations, evolved from Lynch (1960) and are based solely on the visual qualities of the environment. In this article, I argue that relying only on the visual scope of human-environment relations is insufficient for inferring the user’s perception of the environment as legible and coherent and evaluating design solutions from the users’ perspectives. The proposed revised theoretical framework combines architecture and urban design perspectives with environmental psychology and broadens concepts of legibility and coherence. The revised framework combines the visual scope of the legibility and coherence with other aspects of human-environment relations by referring them to multisensory perspective, social and spatial functioning, levels and characters of stimulation, and affective appraisal of the environment. To show how we can address this broadened approach to legibility and coherence in empirical research, I present two examples of experimental research using bimodal research materials. They present how nonvisual qualities contribute to legibility and coherence and how they can be measured (tested) during the data-driven evidence-based design process. The first experiment investigates the relationship between the qualities of soundscapes and the social functioning of users. The second covers the tactile and haptic dimensions and their connections with blind and visually impaired users’ spatial functioning.

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BUILDING COMPETITIVE ADVANTAGE IN RATTAN PRODUCT INDUSTRIES: EXPLORING PROBLEM AND SOLUTION IN BUSINESS PERSPECTIVE

BUILDING COMPETITIVE ADVANTAGE IN RATTAN PRODUCT INDUSTRIES: EXPLORING PROBLEM AND SOLUTION IN BUSINESS PERSPECTIVE

Author(s): Sudirman Zaid / Language(s): English / Issue: 3/2020

Keywords: Rattan Product Industries; Competitive Advantage; Problem and Solution; Business Perspective;

This research aims to build the competitive advantage of the rattan product industry through exploration of the problems encountered and develop solutions that can be taken based on a business perspective in developing the rattan product industry. This research was conducted in the rattan product industrial area in the Southeast Sulawesi Province, Indonesia. Research data sourced from informants consisting of; raw material suppliers, industry players, government, consumers and potential consumers, as well as other related parties (banks, capital guarantee institutions, partner institutions). Data collection was carried out using participatory appraisal techniques, in-depth interviews, and focus group discussions (FGD), which were then analyzed qualitatively using Nvivo 12 Plus software. The results showed that there were twenty-four problems in the business perspective encountered in developing the rattan products industry. Therefore, the solutions that can be done in building the competitive advantage of the rattan product industry produced in this study are; efforts are needed to increase the production capacity of the rattan product industry; efforts are also needed to improve the quality of human resources; efforts are needed to improve market access capabilities; and efforts are needed in the development of institutional and industrial partnerships in rattan products.

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Advancing University-Business Cooperation in the Mediterranean Area

Advancing University-Business Cooperation in the Mediterranean Area

Advancing University-Business Cooperation in the Mediterranean Area

Author(s): Vera Amicarelli,Giuseppina Miuli,Christian Bux,Raluca Mariana Grosu / Language(s): English / Issue: 61/2022

Keywords: university-business cooperation; Design Thinking; Double Diamond; Mediterranean area;

The present paper aims at investigating potential strategies for advancing university-businesscooperation (UBC) in the Mediterranean area. The paper was developed from a real practicalproblem consisting of a poor UBC, as observed at the University of Bari Aldo Moro (Bari,Italy). In a more particular case, this was translated into a wall perceived by both universitiesand companies, a wall that was represented by the lack of transparency and the temporalmismatch between the skills of students and the needs of entrepreneurs. In an innovativemanner, in the light of the Design Thinking approach, the research addresses potentialsolutions to solve the identified practical problem, through the lenses of the Double Diamondmodel. Each step of the model revealed invaluable insights for better understanding theanalysed problem and for providing coherent measures to improve UBC. Particularly, it wasrevealed that collaborations between the businesses and the university must become anintegral part of research projects, as well as a key element of academic publications andteaching. Also, strong networks between representatives from the academic and businessenvironments should be enhanced. In a more specific perspective, three main directions(prototypes) were explored in the paper: (a) design of relax and convivial areas which allowstudents and entrepreneurs to meet; (b) organization of meetings between students andentrepreneurs in a human-centred perspective; and (c) implementation of real synergiesbetween companies and students, based on meetings, formal agreements, mutual knowledgeand win-win performances. The paper brings new knowledge on UBC, especially in theMediterranean area, of both practical and theoretical relevance.

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Integrating and Evaluating Helpful Features in Interactive Computer Assisted Learning Courseware for Low Achieving Children

Integrating and Evaluating Helpful Features in Interactive Computer Assisted Learning Courseware for Low Achieving Children

Integrating and Evaluating Helpful Features in Interactive Computer Assisted Learning Courseware for Low Achieving Children

Author(s): Siti Zulaiha Ahmad,Ariffin Abdul Mutalib / Language(s): English / Issue: 3/2022

Keywords: Helpful; Interactive; Multimedia; Computer Assisted Learning; User Experience

With the aim to provide a learning content that is digitally delivered to assist low achieving children, this paper proposes some helpful features in an interactive courseware. The low achieving children usually encounter reading problem. Therefore, common courseware with textual instructions are not suitable for them. Accordingly, this paper discusses an Interactive Computer Assisted Learning courseware for Low Achievers known as Bijak Matematik. The application consolidates the well-defined components and elements that induce positive interaction supported with helpful object behavior features in the learning courseware. This study went through a threestage research process, which are i) design, ii) development and iii) user experience testing. Having design and develop the application, user experience testing was conducted with 30 participants from five primary schools. Result justifies that the prototype (iCAL4LA-Bijak Matematik) is significantly very helpful to the targeted users.

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A SYSTEMATISED REVIEW OF THE RESEARCH DESIGNS AND METHODS FOR STUDYING CITIZENS’ PERCEPTIONS OF NATIONAL SECURITY ISSUES

A SYSTEMATISED REVIEW OF THE RESEARCH DESIGNS AND METHODS FOR STUDYING CITIZENS’ PERCEPTIONS OF NATIONAL SECURITY ISSUES

A SYSTEMATISED REVIEW OF THE RESEARCH DESIGNS AND METHODS FOR STUDYING CITIZENS’ PERCEPTIONS OF NATIONAL SECURITY ISSUES

Author(s): Luca Guido Valla / Language(s): English / Issue: 27/2022

Keywords: citizens; perceptions; national security; intelligence; methods;

This work aims at reviewing the research designs and methods used to date to investigate citizens’ perceptions of issues related to national security. The advantages and limitations of such designs and methods are highlighted and, where appropriate, indications for further research are suggested. This review considers research from different disciplines. It aims at providing a structured systematisation of the current knowledge and, most importantly, methodological approaches used to investigate the topic.

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The Visual Significance of Money: the Value of the Immaterial

The Visual Significance of Money: the Value of the Immaterial

Regimybinė pinigų reikšmė: nematerialumo vertė

Author(s): Kseniya Shtalenkova / Language(s): Lithuanian / Issue: 111/2022

Keywords: currency design; dematerialization; money; value; visual;

The aim of this paper is to investigate the visual significance of money in the context of dematerialization when money loses its material form and becomes invisible. In this vein, currency design helps to assess the meaning of the visual, important for exchange on the symbolic level. It is crucial to divide exactly the visual as representations implied in visual narratives of currency design, and the visible as physical features of money issued during certain historical periods. Paradoxically, while the visible embodies the abstract idea of money circulating in the material world, the visual promotes ideologized images of reality, substituting reality itself. And once money becomes immaterial, the economic value becomes a pure social convention, but the value of possessing money gains phantasmatic features grounded in digitized visual imagery like, for instance, NFT artworks, while material money transcends its economic functionality and gains the value of the cultural artifact.

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