• Refine Query
  • Source
  • Publication year
  • to
  • Language
  • 15
  • 12
  • 3
  • Tagged with
  • 34
  • 34
  • 5
  • 5
  • 4
  • 4
  • 4
  • 4
  • 3
  • 3
  • 3
  • 3
  • 3
  • 3
  • 3
  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
1

An exploration of hybrid art and design practice using computer-based design and fabrication tools

Marshall, John James January 2008 (has links)
The researcher’s previous experience suggested the use of computer-based design and fabrication tools might enable new models of practice that yield a greater integration between the 3D art and design disciplines. A critical, contextual review was conducted to assess what kinds of objects are being produced by art and design practitioners; what the significant characteristics of these objects might be; and what technological, theoretical and contextual frameworks support their making. A survey of international practitioners was undertaken to establish how practitioners use these tools and engage with other art and design disciplines. From these a formalised system of analysis was developed to derive evaluative criteria for these objects. The researcher developed a curatorial framework for a public exhibition and symposium that explored the direction that art and design practitioners are taking in relation to computer-based tools. These events allowed the researcher to survey existing works, explore future trends, gather audience and peer response and engage the broader community of interest around the field of enquiry. Interviews were conducted with practitioners whose work was included in this exhibition and project stakeholders to reveal patterns and themes relevant to the theoretical framework of this study. A model of the phases that practitioners go through when they integrate computer-based tools into their practice was derived from an existing technology adoption model. Also, a contemporary version of R. Krauss’s ‘Klein Group’ was developed that considers developments in the field from the use of digital technologies. This was used to model the context within which the researcher’s practice is located. The research identifies a form of ‘technologyled- practice’ and an increased capacity for a ‘transdisciplinary discourse’ at the intersection of disciplinary domains. This study will be of interest to practitioners from across the 3D art and design disciplines that use computerbased tools.
2

Smart materials and metaphors to enhance technology adoption among older adults

Micocci, Massimo January 2017 (has links)
Technological innovation is increasingly contributing to the development of smart objects, meant as semi-autonomous devices augmented by sensing, processing and network capabilities that facilitate older adults being independent and in control of a healthy lifestyle. Given the lessened familiarity that the ageing population has with internet-based technologies, a 'digital divide' among generations is often observed. This research is premised on the basis that design interventions can develop intuitive and understandable smart objects minimising age-related differences and promote a greater technology adoption. The aim of this thesis is to investigate how the understandability of smart objects for the ageing population could be supported through the application, at the product design level, of Smart Materials (SMs), a category of engineered materials whose properties can be designed to both stimulate human sensorial abilities and to develop engaging experiences. In line with such research enquiry, SMs are adopted in this thesis for their ability to embody 'analogies' and 'metaphors' into product designs and systematically stimulate the prior knowledge and memories of older adults to facilitate their understanding of new concepts, following the principle of 'familiarity'. Analogies and metaphors, powerful learning tools for written, verbal and visual communication, have been recently investigated as 'non-linguistic' tools, when physically embedded into product designs, to facilitate the users' understanding how technology works. How non-linguistic metaphors help to cope with age-related differences is still incomplete. In order to demonstrate that embodied SMs can minimise differences in the understandability of technologies across generations, a qualitative and exploratory study was conducted; empirical evidence was collected through four techniques to accomplish the following objectives: 1. identify critical areas that affect older adults' everyday life and that smart objects should cope with; 2. define a set of embodied Smart Materials to be included into the prototype of a Smart Radio, a novel communicative device specifically design for the ageing population; 3. evaluate the prototype of the Smart Radio, where age-related similarities and differences in the interpretation are made explicit. 62 participants (n=31 under-60-year-old and n=31 over-60-year-old participants) evaluated the developed Smart Radio, the main evaluation study conducted in this thesis, using four different families of SMs. Findings reveal that embodied SMs considerably help mitigate age-related differences in the understanding of smart objects; this in return may increase the chance of technology adoption among ageing users. The embodiment of Smart Materials that enable metaphorical processing shows promising improvements on the older adult's ability to reaffirm their own subjective awareness, hence control, of the world around them along with opportunities for a human-centred technology development.
3

O remix das imagens gráficas digitais: no design gráfico contemporâneo

OLIMPIO, Ricardo José Barbosa 16 August 2017 (has links)
Submitted by Patricia Figuti Venturini (pfiguti@anhembi.br) on 2018-08-20T18:55:32Z No. of bitstreams: 1 451192.pdf: 3046588 bytes, checksum: 970a7e20c794f211b6c0fa6b9540da88 (MD5) / Approved for entry into archive by Patricia Figuti Venturini (pfiguti@anhembi.br) on 2018-08-20T20:28:29Z (GMT) No. of bitstreams: 1 451192.pdf: 3046588 bytes, checksum: 970a7e20c794f211b6c0fa6b9540da88 (MD5) / Approved for entry into archive by Patricia Figuti Venturini (pfiguti@anhembi.br) on 2018-08-21T14:13:11Z (GMT) No. of bitstreams: 1 451192.pdf: 3046588 bytes, checksum: 970a7e20c794f211b6c0fa6b9540da88 (MD5) / Made available in DSpace on 2018-08-21T14:13:24Z (GMT). No. of bitstreams: 1 451192.pdf: 3046588 bytes, checksum: 970a7e20c794f211b6c0fa6b9540da88 (MD5) Previous issue date: 2017-08-16 / Coordenação de Aperfeiçoamento de Pessoal de Nível Superior - CAPES / This research seeks to deepen the knowledge related to the remix actions applied to digital graphic images in contemporary graphic design projects. Remix is the use and accumulation of layers from different origins, analog and digital, through actions resulting from collages, borrowings, appropriations or quotations, used in favor of a new imagetic design simulation levels challenges your agent’s imagination. The objective of this work is to investigate some cre- ation processes and their relevance to the results promoted by the hybridization and remixes of graphic fragments in the construction of new digital images, and for these analyzes were chosen some posters with singular languages in their visual configurations. The concept of remix in the field of graphic design and its languages was elaborated from the contribution of authors such as Bruno Munari, Donis A. Dondis and Rudolf Arnhein who bring us approaches on the elements of language and visual perception; Eduardo Navas, Lawrence Lessig and Kirby Ferguson collaborate with remix con- cepts; Levi Manovich with researches related to the aesthetics of remixability; Lucia Santaella and Jacques Aumont with studies on the cognitive image; Philip Meggs and Rafael Cardoso who contrib- ute with surveys on the history of graphic design; and Rick Poynor who brings us concepts of postmodern graphic design, among oth- ers that reinforce the theoretical scope during the investigation. Concepts and references are also brought from the universe of music, analog collage, language through technological aesthetics, and addressed in some graphic design productions, especially in the third and last part, composed by a case study on the design of the Brazilian designer Rico Lins in the visual configuration of the piece of publicity of the exhibition Brasil em Cartaz, event that took place in France in 2005. In short, it is concluded that remix is an important compositional action that intensifies the creative process and the imagination. / Esta pesquisa busca aprofundar os conhecimentos relacionados às ações de remix aplicadas às imagens gráficas digitais em projetos de design gráfico contemporâneo. Entende-se por remix o uso e os acúmulos de camadas de diferentes procedências, analógicas e digitais, via ações resultantes de colagens, de empréstimos, de apropriações ou citações, utilizadas a favor de uma nova concepção imagética em níveis de simulações que desafiam a imaginação do seu agente. Objetiva-se aqui investigar alguns processos de criação e sua relevância quanto aos resultados promovidos pela hibridação e remisturas de fragmentos gráficos em construção de novas imagens digitais, e para essas análises foram escolhidos alguns cartazes com linguagens peculiares em suas configurações visuais. O conceito de remix no campo do design gráfico e suas linguagens foi elaborado a partir da contribuição de autores como Bruno Munari, Donis A. Dondis e Rudolf Arnhein que nos trazem abordagens sobre os elementos da linguagem e percepção visual; Eduardo Navas, Lawrence Lessig e Kirby Ferguson colaboram com conceitos de remix; Levi Manovich com pesquisas relacionadas às estéticas da remixabilidade; Lucia Santaella e Jacques Aumont com estudos sobre a imagem cognitiva; Philip Meggs e Rafael Cardoso que contribuem com levantamentos sobre a história do design gráfico; e Rick Poynor que nos traz conceitos do design gráfico pós-moderno, dentre outros que reforçam o escopo teórico no decorrer da investigação. Conceitos e referências também são trazidos do universo da música, da colagem analógica, da linguagem por meio das estéticas tecnológicas, e abordados em algumas produções do design gráfico, em especial na terceira e última parte, composta por um estudo de caso sobre o projeto do designer brasileiro Rico Lins na configuração visual da peça de divulgação da exposição "Brasil em Cartaz", evento ocorrido na França em 2005...
4

Análise comparativa das aplicações do design gráfico, computacional e de gestão entre o Brasil e EUA

Ono, Eduardo Eiji 07 March 2017 (has links)
Submitted by Filipe dos Santos (fsantos@pucsp.br) on 2017-03-17T11:56:13Z No. of bitstreams: 1 Eduardo Eiji Ono.pdf: 2983486 bytes, checksum: 555fd173b51e9b918419662dff14295d (MD5) / Made available in DSpace on 2017-03-17T11:56:13Z (GMT). No. of bitstreams: 1 Eduardo Eiji Ono.pdf: 2983486 bytes, checksum: 555fd173b51e9b918419662dff14295d (MD5) Previous issue date: 2017-03-07 / Coordenação de Aperfeiçoamento de Pessoal de Nível Superior - CAPES / This study aims to elaborate a comparison between the applications of graphical, management and computational design in Brazil and the US. Because the digital revolution, technology companies primarily in Silicon Valley, USA began to implement new design applications not only in the graphics area, but also in technology and business management and changed the concept of building physical products. However in Brazil, the situation is more precarious because the design application is still limited to the use of graphic software due to several factors such as the lack of design students, deficient academic education and the low usage of the design in business. This research wants to collaborate with an updated view of design in Brazil using international methods and concepts / Este estudo pretende elaborar um comparativo entre as aplicações do design gráfico, de gestão e computacional no Brasil e nos EUA. Com a Revolução Digital, empresas de tecnologia principalmente no Vale do Silício, EUA, começaram a implantar novos métodos de aplicação do design não somente na área gráfica, mas também em tecnologia e na gestão de negócios e ajudaram a mudar o conceito até então vinculado com o projeto de produtos físicos. Porém no Brasil, a situação é precária, pois a aplicação do design ainda encontra-se limitada ao uso de softwares gráficos devido a diversos fatores como a pouca quantidade de formandos, a formação acadêmica deficiente e ao baixo aproveitamento do designer no mercado. Esta pesquisa quer colaborar com uma visão mais atualizada do design no Brasil utilizando métodos e conceitos consolidados em empresas internacionais de tecnologia
5

Felicidade, emoção e hábito: novas abordagens do design digital com foco no bem-estar subjetivo do usuário

Pires, Luciano Lauri 19 September 2017 (has links)
Submitted by Filipe dos Santos (fsantos@pucsp.br) on 2017-10-03T12:31:31Z No. of bitstreams: 1 Luciano Lauri Pires.pdf: 9988944 bytes, checksum: 357fae6660f0b797c8ae2a1cb3643a09 (MD5) / Made available in DSpace on 2017-10-03T12:31:31Z (GMT). No. of bitstreams: 1 Luciano Lauri Pires.pdf: 9988944 bytes, checksum: 357fae6660f0b797c8ae2a1cb3643a09 (MD5) Previous issue date: 2017-09-12 / Fundação São Paulo - FUNDASP / This work aims to discuss and investigate the role of the designer in the construction of digital experiences that promote user subjective well-being. It deals with the hypothesis that there is growing concern in the design community over its role in its field of work. That is due to the current level of maturity of user-centered design processes and due to new research covering infocognition, positive psychology and behavioral economy. It considers parallel approaches, such as emotional design and habit-building models through design. It is relevant due to the need to make evolve current design methods at a time when users are surrounded by ultra-designed digital environments that prioritize experience factors dedicated to usability and performance instead of factors that contribute to the construction of happiness. It draws the conclusion that Positive Design, a design approach for subjective well-being grounded on concepts of Positive Psychology and Aristotle’s eudaemonia, may present a major evolution in the digital design practice. By demonstrating that the quest for subjective well-being is connected to three main components (pleasure, personal meaning and virtue), this approach introduces a consistent framework and several design opportunities for happiness while leveraging discussions beyond the design community / Esta dissertação de mestrado pretende debater, de forma exploratória, o papel do designer na construção de experiências digitais que promovem o bem-estar subjetivo do usuário. Lida com a hipótese de que existe uma preocupação crescente na comunidade de design sobre o seu papel como área de atuação, causada pela atual maturidade dos processos de design centrado no usuário e pelo surgimento de novas pesquisas científicas nas áreas da infocognição, Psicologia Positiva e Economia Comportamental. Considera abordagens paralelas como o design emocional e os modelos de construção de hábito através do design. Justifica-se pela necessidade de evolução dos métodos vigentes de design, num momento em que o usuário encontra-se cercado por ambientes digitais ultra desenhados e que priorizam fatores da experiência voltados à usabilidade e ao desempenho, ao invés de fatores que contribuem para a construção da felicidade. Conclui que o exercício do Design Positivo, uma abordagem de design para o bem-estar subjetivo fundamentada nos conceitos da Psicologia Positiva e da eudaimonia de Aristóteles, pode trazer uma importante evolução na prática do design digital. Ao demonstrar que a busca do bem-estar subjetivo está vinculada a três componentes principais (prazer, significado pessoal e virtude), esta abordagem apresenta um framework consistente e diversas oportunidades de design para a felicidade, provocando discussões além da comunidade de design
6

E-books infantis : projeto visual, interatividade e recursos gráfico-digitais

Fensterseifer, Thais Arnold January 2016 (has links)
Este trabalho propõe-se a estudar de que modo o projeto de e-books voltados a crianças em fase de alfabetização pode ser aprimorado, de modo a tirar melhor proveito dos recursos tecnológicos e, assim, melhorar a experiência de leitura infantil nesse contexto de ensino-aprendizagem. Para isso, expõe-se, inicialmente, um panorama geral sobre a popularização dos e-books e sobre a leitura em suporte digital. Realiza-se, então, uma pesquisa bibliográfica dividida em três partes principais: a primeira busca identificar características do público-alvo, suas capacidades e limitações no que diz respeito à leitura; a segunda trata do objeto e-book de maneira geral, envolvendo aspectos técnicos e de uso desse objeto digital; a terceira aborda o livro digital infantil, sob o enfoque do projeto gráfico-visual. Posteriormente, é realizada uma análise de similares, em que dez publicações digitais voltadas ao público infantil são observadas e analisadas. A partir dos dados obtidos até então, propõem-se algumas diretrizes preliminares de projeto, que são avaliadas por especialistas. A pesquisa define, por fim, diretrizes de projeto de e-books infantis, que permitam ao designer explorar de forma adequada os recursos tecnológicos, aprimorando a qualidade técnica dos livros digitais em contexto de alfabetização infantil. / This work studies how the project of ebooks aimed at children learning to read can be improved in order to take better advantage of technological resources and thus improve children's reading experience in this educational context. In order to do that, it begins with an overview of the ebook revolution. Afterward, a literature research, divided in three areas, is presented: the first aims to understand the target audience, their abilities and limitations with regard to reading; the second approaches the ebook, involving technical aspects and regarding the use of this digital object; the third addresses children’s ebooks under the focus of graphic design. Subsequently, an analysis on children’s books available in the market is performed on ten digital publications focused at children, which are observed and analyzed. From the data obtained so far, this work proposes some preliminary guidelines, which are evaluated by experts. The research proposes, finally, design guidelines for children's ebooks, enabling the designer to explore adequately the technological resources, and improving the technical quality of digital books in an educational context.
7

Facilitating data sharing : a design approach to incorporate context into the research data repository

Garza Gutierrez, Kristian January 2017 (has links)
We asked whether the design of a Science Data Repository (SDR) can influence data sharing behaviour in small scientific collaborations. We hypothesised that an SDR can influence data-sharing behaviour when its design considers the context of data-sharing. We proposed an alternative approach to those documented in the literature, employing a combination of socio-technical empirical and analytical methods for context capturing, and choice architecture for context incorporation. To evaluate the approach we applied it to design features in a Scientific Data Repository for a population of small scientific collaborations within the Life Sciences. The application of this thesis' approach consisted of an exploratory case study, a review of factors associated with data sharing, the definition of design claims, and implementation of a set of design features. We collected data using interviews with members of the collaborations and designers of the SDR; as well as obtaining the data-logs from the collaborations' SDR. We evaluated the resulting design features using an asynchronous web experiment. We found that using the empirical approach to context capturing we are able to effectively identify factors associated with data sharing in the small scientific collaborations. Moreover, we identified a number of limitations on the application of the analytical approach to context capturing. Furthermore, we found that the Choice Architecture based procedure for context incorporation can define effective design features in Science Data Repositories. In this work, we show that we can facilitate data-sharing by incorporating context into the design of a Science Data Repository, and identified a set of restrictions to use our approach. The approach proposed in this thesis can be used by practitioners wishing to improve data sharing in an SDR. Contributions, such as the survey of factors associated with data sharing behaviour, can be used by researchers to understand the problems associated with data sharing in small scientific collaborations.
8

Proposta de requisitos para elaboração de aplicativo de modelagem, a partir de dobraduras, com interface gestual

Cardoso, Vanessa da Silva January 2014 (has links)
Esse trabalho partiu da reflexão sobre interfaces gráficas sofisticadas e pouco intuitivas e o impacto das mesmas na modelagem tridimensional. A partir dessa reflexão, a pesquisa foi direcionada para o estudo de interfaces gestuais. Adotou-se, como foco do estudo, a técnica de geração de modelos tridimensionais, chamada origami por seu caráter exploratório, sistemático e sua aproximação com a área da matemática, engenharia, arquitetura e design. O problema de pesquisa consistia em identificar padrões de gestos da mão e diretrizes para uma interface gestual voltada à construção de modelos tridimensionais, a partir das técnicas de origami. A pesquisa buscou fundamentação na bibliografia e na análise sistemática de vídeos de modelagem física referentes aos movimentos da mão e ao comportamento dos modelos. Com os dados levantados foram gerados esquema e gráficos para análise. Os dados gerados auxiliaram na seleção de um vocabulário de gestos e de diretrizes para interface e comportamento dos modelos no ambiente digital que passaram por testes de aplicabilidade no ambiente físico. Os resultados gerados visaram direcionar para desenvolvedores de softwares sobre as principais características da modelagem de origami no meio digital com utilização de interface gestual. / This work was based on the consideration of sophisticated and somewhat intuitive graphical interfaces and their impact on three-dimensional modeling. Based on this discussion, the research is directed towards the gestural interfaces studies. It was adopted, as the focus of study, the threedimensional models generating technique, called origami. Because of his approach to the mathematics, engineering, architecture and design field and his exploratory and systematic characteristic. The research problem was to identify gestures hand patterns and guidelines for a gestural interface focused on building three-dimensional models, from the origami techniques. The work sought, justification in the literature and systematic analysis of physical modeling video related to hand movements and models behavior. With the collected data, graphics and analysis scheme were generated. The generated data helped in the selection of a gestures vocabulary and guidelines for interface and behavior of the models in the digital environment. Those were submitted on applicability tests in the physical environment. The results generated, aims give some directions for developers of software about the main features of the origami modeling in digital media using gestural interface.
9

Ageing futures : towards cognitively inclusive digital media products

Vines, John Charles January 2011 (has links)
This thesis is situated in a moment when the theory and practice of inclusive design appears to be significantly implicated in the social and economic response to demographic changes in Western Europe by addressing the need to reconnect older people with technology. In light of claims that cognitive ageing results in an increasing disconnection from novel digital media in old age, inclusive design is apparently trapped in a discourse in which digital media products and interfaces are designed as a response to a deterministic decline in abilities. The thesis proceeds from this context to ask what intellectual moves are required within the discourses of inclusive design so that its community of theorists and practitioners can both comprehend and afford the enaction of cognitive experience in old age? Whilst influential design scholarship actively disregards reductionist cognitive explanations of human and technological relationships, it appears that inclusive design still requires an explanation of temporal changes to human cognition in later life. Whilst there is a burgeoning area of design related research dealing with this issue—an area this thesis defines as ‘cognitively inclusive design’—the underlying assumptions and claims supporting this body of research suggests its theorists and practitioners are struggling to move beyond conceptualising older people as passive consumers suffering a deterioration in key cognitive abilities. The thesis argues that, by revisiting the cognitive sciences for alternative explanations for the basis of human cognition, it is possible to relieve this problem by opening up new spaces for designers to critically reflect upon the manner in which older people interact with digital media. In taking a position that design is required to support human cognitive enactment, the thesis develops a new approach to conceptualising temporal changes in human cognition, defined as ‘senescent cognition’. From this new critical lens, the thesis provides an alternative ‘senescentechnic’ explanation of cognitive disconnections between older people and digital media that eschews reductionism and moves beyond a deterministic process of deterioration. In reassessing what ageing cognition means, new strategies for the future of inclusive design are proposed that emphasise the role of creating space for older people to actively explore, reflect upon and enact their own cognitive couplings with technology.
10

Transient simulation of thermal networks using multi-dimensional model reduction /

Brajtman, Michal, January 1900 (has links)
Thesis (M. App. Sc.)--Carleton University, 2004. / Includes bibliographical references (p. 146-155). Also available in electronic format on the Internet.

Page generated in 0.0866 seconds