• Refine Query
  • Source
  • Publication year
  • to
  • Language
  • 25
  • 2
  • 1
  • 1
  • 1
  • 1
  • 1
  • Tagged with
  • 47
  • 47
  • 26
  • 12
  • 9
  • 8
  • 7
  • 7
  • 6
  • 6
  • 6
  • 6
  • 6
  • 6
  • 5
  • 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

Processpatching : defining new methods in aRt&D

Nigten, Anne January 2006 (has links)
In the context of a rapidly changing domain of contemporary electronic art practice- where the speed of technological innovation and the topicality of art 'process as research' methods are both under constant revision- the process of collaboration between art, computer science and engineering is an important addition to existing 'R&D'. Scholarly as well as practical exploration of artistic methods, viewed in relation to the field of new technology, can be seen to enable and foster innovation in both the conceptualisation and practice of the electronic arts. At the same time, citing new media art in the context of technological innovation brings a mix of scientific and engineering issues to the fore and thereby demands an extended functionality that may lead to R&D, as technology attempts to take account of aesthetic and social considerations in its re-development. This new field of new media or electronic art R&D is different from research and development aimed at practical applications of new technologies as we see them in everyday life. A next step for Research and Development in Art (aRt&D) is a formalisation of the associated work methods, as an essential ingredient for interdisciplinary collaboration. This study investigates how electronic art patches together processes and methods from the arts, engineering and computer science environments. It provides a framework describing the electronic art methods to improve collaboration by informing others about one's artistic research and development approach. This investigation is positioned in the electronic art laboratory where new alliances with other disciplines are established. It provides information about the practical and theoretical aspects of the research and development processes of artists. The investigation addresses fundamental questions about the 'research and development methods' (discussed and defined at length in these pages), of artists who are involved in interdisciplinary collaborations amongst and between the fields of Art, Computer Science, and Engineering. The breadth of the fields studied necessarily forced a tight focus on specific issues in the literature, addressed herein through a series of focused case studies which demonstrate the points of synergy and divergence between the fields of artistic research and development, in a wider art&D' context. The artistic methods proposed in this research include references from a broad set of fields (e. g. Technology, Media Arts, Theatre and Performance, Systems Theories, the Humanities, and Design Practice) relevant to and intrinsically intertwined with this project and its placement in an interdisciplinary knowledge domain. The aRt&D Matrix provides a complete overview of the observed research and development methods in electronic arts, including references to related disciplines and methods from other fields. The new Matrix developed and offered in this thesis also provides an instrument for analysing the interdisciplinary collaboration process that exclusively reflects the information we need for the overview of the team constellation. The tool is used to inform the collaborators about the backgrounds of the other participants and thus about the expected methods and approaches. It provides a map of the bodies of knowledge and expertise represented in any given cross-disciplinary team, and thus aims to lay the groundwork for a future aRt&D framework of use to future scholars and practitioners alike.
2

Representing experiences of digital systems : the design and use of externalising models

Fass, John January 2018 (has links)
This is a PhD by practice that explores how people’s experiences of digital systems can be made physically and visually apparent using models and activities I have designed. The theoretical context for this PhD centres on internal and external models of people’s experiences with digital systems. This is an AHRC funded PhD written as part of the Creative Exchange, which supports collaborative research projects conducted with industry and academic partners. The way people experience digital systems can be dif cult to observe, and is experienced via complex, fragmented interfaces with hidden effects. We often nd that digital systems have a attening effect, and are frustrating and confusing to use, while our actions and behaviours are invisibly tracked and analysed. There is thus a need for people to gain awareness of the ways they experience digital systems. My primary research question focuses on the design characteristics of visual and physical models that externalise individual and group experiences of digital systems. Secondary questions include: What effects do the material properties of externalising models have on how digital systems are represented? and What types of activities externalise representations of digital systems? These questions are explored through case studies that focus on a set of digital systems identi ed through the research including web browsing, digital social networks, and image metadata. The first two case studies are exploratory, the third is applied. I completed these case studies in three collaborative settings, employing qualitative data collection methods including drawing, physical modelling and semi-structured interviews. I draw on theories of representation and cognition, and Dix and Gongora’s theory of externalisation in design, and apply them to new contexts and situations. My units of analysis are the externalising models and participants’ spoken accounts of making them. The ndings include: externalising experiences of digital systems using diverse materials is a way of countering attening effects; deploying new non-linguistic metaphors to represent experiences of digital systems is an important way of understanding and communicating them; and designing situations where people can create self-constructed representations of their experiences of digital systems enables narrative sequences, tangible expressions, and shared descriptions. My research is useful for the insight it provides participants into their own experiences with everyday digital systems, giving them better ways of understanding how digital systems shape their lives. It is also useful for designers working with people to nd out about their experiences of digital systems, and design researchers who are developing novel elicitation methods. My original contributions to knowledge include new contexts for externalising models, applying externalisation to experiences of digital systems, and recommendations for how designers can create objects and activities to externalise the experiences of digital systems of non- designers.
3

The spatiality of projection mapping : a practice-based research on projected moving-image installation

Kang, Yiyun January 2018 (has links)
This practice-based research investigates how projection mapping develops a distinctive relationship between screen, moving image, and space in projected moving-image art. Despite projection mapping’s growing popularity, little in-depth research has been conducted on this medium. This lack of research and the superficial nature of many projects have led artists and researchers to regard the medium as a mere technique that serves only to decorate three-dimensional surfaces. Rather than view projection mapping simply as a digital technique, my research situates it in the continuum of projected moving-image installation artwork. To do this, I examine projection mapping’s screen, narrative, and surrounding space—the constituents of all projected moving-image installation art—through the lenses of surface and depth. In addition to considering cinematic frames, I analyse these traits through artistic lenses such as painting, site-specific art, and architecture to investigate how projection mapping reconfigures the constituents that comprise all screen-based projected moving-image works. In so doing, I define the ways which projection mapping develops its distinctive relationship among these constituents. I conducted three projects in a cyclical developmental process using a reflective methodology derived from case study research: defining the question, recording the process, analysing, and reflecting. My practices as case studies are integral parts of this thesis investigation of how projection mapping generates a distinctive relationship. This study aims to contribute to the body of knowledge about an under-researched area, projection mapping, by providing an in-depth conceptual and practical analysis of this medium. The knowledge resulting from the research is embodied in findings from contextual reviews and original artworks produced as case studies.
4

Employing Petri nets in digital design : an area and power minimization perspective

Wrzyszcz, Artur January 1998 (has links)
No description available.
5

Ludic dysnarrativa : how can fictional inconsistency in games be reduced?

Summerley, Rory Keir January 2017 (has links)
The experience of fictional inconsistencies in games is surprisingly common. The goal was to determine if solutions exist for this problem and if there are inherent limitations to games as a medium that make storytelling uncommonly difficult. Termed ‘ludic dysnarrativa’, this phenomenon can cause a loss of immersion in the fictional world of a game and lead to greater difficulty in intuitively understanding a game’s rules. Through close textual analysis of The Stanley Parable and other games, common trends are identified that lead a player to experience dysnarrativa. Contemporary cognitive theory is examined alongside how other media deal with fictional inconsistency to develop a model of how information (fictional and otherwise) is structured in media generally. After determining that gaps in information are largely the cause of a player feeling dysnarrativa, it is proposed that a game must encourage imaginative acts from the player to prevent these gaps being perceived. Thus a property of games, termed ‘imaginability’, was determined desirable for fictionally consistent game worlds. Many specific case studies are cited to refine a list of principles that serve as guidelines for achieving imaginability. To further refine these models and principles, multiplayer games such as Dungeons and Dragons were analysed specifically for how multiple players navigate fictional inconsistencies within them. While they operate very differently to most single-player games in terms of their fiction, multiplayer games still provide useful clarifications and principles for reducing fictional inconsistencies in all games. Negotiation between agents (designers, players, game rules) in a game is of huge value to maintaining coherent fictional worlds and social information in some multiplayer games takes on a role close to that of fictional information in single player games. Dysnarrativa can also be used to positive effect in certain cases such as comedy games, horror games or for satirical purposes.
6

World Wide Web based layout synthesis for analogue modules

Nalbantis, Dimitris January 2001 (has links)
No description available.
7

A framework for automatically generating optimized digital designs from C-language loops

Holland, Wesley James 03 May 2008 (has links)
Reconfigurable computing has the potential for providing significant performance increases to a number of computing applications. However, realizing these benefits requires digital design experience and knowledge of hardware description languages (HDLs). While a number of tools have focused on translation of high-level languages (HLLs) to HDLs, the tools do not always create optimized digital designs that are competitive with hand-coded solutions. This work describes an automatic optimization in the C-to-HDL transformation that reorganizes operations between pipeline stages in order to reduce critical path lengths. The effects of this optimization are examined on the MD5, SHA-1, and Smith-Waterman algorithms. Results show that the optimization results in performance gains of 13%-37% and that the automatically-generated implementations perform comparably to hand-coded implementations.
8

A designer's approach : exploring how autistic adults with additional learning disabilities experience their home environment

Gaudion, Katie January 2015 (has links)
Autistic adults with limited speech and additional learning disabilities are people whose perceptions and interactions with their environment are unique, but whose experiences are under-explored in design research. This PhD by Practice investigates how people with autism experience their home environment through a collaboration with the autism charity Kingwood Trust, which gave the designer extensive access to a community of autistic adults that it supports. The PhD reflects upon a neurotypical designer’s approach to working with autistic adults to investigate their relationship with the environment. It identifies and develops collaborative design tools for autistic adults, their support staff and family members to be involved. The PhD presents three design studies that explore a person’s interaction with three environmental contexts of the home i.e. garden, everyday objects and interiors. A strengths-based rather than a deficit-based approach is adopted which draws upon an autistic person’s sensory preferences, special interests and action capabilities, to unravel what discomfort and delight might mean for an autistic person; this approach is translated into three design solutions to enhance their experience at home. By working beyond the boundaries of a neurotypical culture, the PhD bridges the autistic and neurotypical worlds of experience and draws upon what the mainstream design field can learn from designing with autistic people with additional learning disabilities. It also provides insights into the subjective experiences of people who have very different ways of seeing, doing and being in the environment.
9

Design of a Compact Flash Module

Jafari Harandi, Arash January 2004 (has links)
<p>The combination of the existing mobile system and the IEEE standard for WLAN makes way for development of the 4th generation mobile systems. Access for laptop-users to WLAN is today a reality giving a taste of that new generation. Designing a product that introduces WLAN networking for handheld computers would be a major step in the development spoken of. Accommodating existing WLAN PC Card for laptops to handheld PDAs gives a short time to market. Therefore a product prototype for a compact flash module was designed and manufactured to make way for the 4th generation indoor networking facilities on the market.</p>
10

Design of a Compact Flash Module

Jafari Harandi, Arash January 2004 (has links)
The combination of the existing mobile system and the IEEE standard for WLAN makes way for development of the 4th generation mobile systems. Access for laptop-users to WLAN is today a reality giving a taste of that new generation. Designing a product that introduces WLAN networking for handheld computers would be a major step in the development spoken of. Accommodating existing WLAN PC Card for laptops to handheld PDAs gives a short time to market. Therefore a product prototype for a compact flash module was designed and manufactured to make way for the 4th generation indoor networking facilities on the market.

Page generated in 0.1176 seconds