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  • 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.
31

Proposta de metodologia de avaliação para salas de coordenação de projetos em BIM. / Proposal evaluation methodology for BIM design coordination rooms.

Addor, Míriam Roux Azevedo 30 September 2015 (has links)
A Modelagem da Informação da Construção (Building Information Modeling - BIM) é um novo processo para produzir uma edificação e que pode englobar todo o seu ciclo de vida. Pressupõe a construção de um modelo tridimensional contemplando-se as informações dos objetos a serem construídos. Pela grande amplitude em que este processo pode atuar, ele pode causar muitos impactos em toda a cadeia produtiva e, consequentemente, muitas formas atuais de trabalho deverão ser revistas ou alteradas. Entre estas, a atividade de coordenação de projetos. Este trabalho tem como objetivo o desenvolvimento de uma metodologia de avaliação de salas de coordenação de projetos em BIM e está contextualizado nos usuários do setor imobiliário que utilizam este processo em seus projetos. Ao se coordenar projetos em BIM, são requeridas mídias diferentes daquelas utilizadas quando a análise é baseada em papel. Surgem novas necessidades aos participantes da reunião de coordenação como visualizar, navegar ou verificar um modelo 3D, fazer croquis digitais, e outras atividades que devem tornar a reunião presencial produtiva, com o objetivo de resolver os problemas dos projetos. Neste trabalho são propostos critérios e métricas para avaliação da qualidade de leiautes de salas de coordenação a serem utilizadas no processo BIM (BIM Rooms). Para validação dos resultados, foram analisados e avaliados 14 leiautes diferentes para uma mesma sala em relação às métricas e critérios propostos. Com a finalidade de estabelecer qual a relação de importância entre todos os 10 critérios propostos para atendimento às necessidades dos participantes de reuniões BIM, foi aplicado o método AHP de decisão multicritério baseado na análise de comparações em pares. Os resultados permitiram determinar os melhores leiautes para uma sala equipada com 2 projetores de curta distância. Os critérios e métricas apresentados, bem como a metodologia para medi-los, são úteis para a avaliação de outras salas e leiautes para atender aos usuários de salas de reuniões de projetos baseados em BIM. / Building Information Modeling (BIM) is a new process to produce a building that may include its entire lifecycle. It requires the construction of a three-dimensional model contemplating the information of the objects to be built. Due to the great extent to which this process can serve, it can cause many impacts throughout the production chain and, therefore, many current forms of work should be reviewed or changed. Among these, is the design coordination task. This work aims to develop a methodology for evaluating BIM coordination rooms contextualized in real state users using this process in their projects. When coordinating projects using BIM, different media are required from those used when the analysis is paper-based. New meeting participants\' needs surface like visualizing, browsing or checking a 3D model, making digital sketches, and other activities that make face-to-face meetings productive, in order to solve project problems. In this work, criteria and metrics for evaluating the quality of layouts of BIM coordination rooms are proposed. To validate the results, fourteen different layouts for the same room were analyzed and evaluated regarding proposed metrics and criteria. In order to establish the relative importance among all the ten proposed criteria, the AHP method of multi-criteria decision based on pair comparisons analysis was applied. The results determined the best layouts for a room equipped with two interactive projectors. The criteria and metrics presented, as well as the methodology to measure them, are useful for the evaluation of other rooms and layouts to serve meeting room users based on BIM.
32

顧客價值創造: 以台灣互動媒體整合服務為例 / Customer value creation: case study of Taiwan's Interactive Design Company

劉家齊, Liu, Chia Chyi Unknown Date (has links)
台灣近年來逐漸可以看到互動媒體整合設計的應用,然而此類服務仍屬於發展中的產業,顧客使用互動媒體整合設計產品的需求亦尚未明確。本研究以價值創造的角度,探討在顧客價值尚未明確的情況之下,互動媒體整合設計公司(1)創造何種價值,(2)如何創造價值,以及(3)廠商活動與廠商資源的關係。本研究發現,(1) 互動媒體整合設計公司能同時創造資訊功能、互動功能、情境塑造功能之「整合」價值,(2) 互動媒體整合設計公司以建造模組、經營社群網絡、視顧客為開發團隊的方式創造價值,(3) 互動媒體整合設計公司會應用自身廠商資源進行價值創造,每一次專案所進行的廠商活動,也會影響廠商獲取之資源。 / In recent years, the application of interactive design in Taiwan has boarden. Still, the customer value remains implicit, while consumer needs stays unclear. In this situation, this rescearch explains: (1) What value do interactive design companies create? (2) How do interactive design companies create value? (3) When creating value, what is the relationship between firm’s activity and firm’s resourses? The findings of this research demonstrate: (1) Interactive design companies create the intergrated value of information function, interactive function, and sensorial fuction. (2) Interactive design companies use methods in the process of value creation such as module building, network managing, and incorporate customers into develop team to achieve the consensus of customer value. (3) Interactive design companies utilize its’ recourses in the process of value creation, while the process of value creation also influence its’ recourses.
33

具地理位置訊息之無所不在行動協作數位敘事平台 / Ubiquitous mobile collaborative digital narrative platform with location information

林思采, Lin, Si Cai Unknown Date (has links)
科技的演進可能改變了人們的生活行為。隨著智慧型手機的快速成長,數位敘事將會以一種嶄新的方式產出行動內容。我們透過互動設計的元素以及「行動敘事」的特性為依據,設計了一個無所不在的「行動協作數位敘事平台」,以促進這個改變能實現。利用這個平台,使用者根據他/她的所在地,不僅可以下載閱聽附近的行動內容,並且可以增修或記錄周遭的事物後上傳。我們並加進「協作」的功能到此平台,以提昇內容的多元與豐富,使得閱聽者,更能夠沉浸在敘述的內容當中。除此之外,本平台也增進網路技術,使其可以在離線時仍然可以持續記錄與協作內容,不受時空限制。 我們建置了這個平台以APP的型式在Android系統上呈現,並作田野實驗,以研究此新的行動協作敘事型態。我們針對平台進行兩個部分的評估與分析,其一為使用者介面的評估,我們以放聲思考法進行,並隨後對介面做出修正;其二為平台系統使用評估,此部分以訪談法進行,並同時與系統Log作比對驗證。平台實驗發現的設計元素以及使用行為,希望可以在未來對此領域欲進一步研究者,提供很好的建議。 / Technologies could change users’ behaviors. As the recent growth of mobile smartphones, digital narrative would have a new way to create mobile content. Through interactive design components and features of “mobile narrative”, we design a "Mobile Collaboration Digital Narrative Platform" to facilitate this change. A user can retrieve nearby mobile content, and also have the ability to add, edit or record what is happening at his/her present location. By adding the feature of “collaborative content creation” to the platform, the content can be made more diverse and rich and the reader can better immerse him or herself in it. Moreover, by the enhanced network technology, the platform can also work in offline mode to make it function ubiquitously. In order to study the new type of mobile collaborative narration, we develop the system (an Android App) and do field trial. We evaluate and analyze the system for two parts: one for the assessment of the user interface, and the other for system usage evaluation. We use the think aloud method for the former to amend interface design. For the latter, we interview with users, which are also compared with the system log for justification. The design components and the results for usage behaviors that we found from the new platform will provide a good recommendation for future further study in the field.
34

Cultural typologies and design meanings: a case study of Chinese media and entertainment websites from Singapore

Soh, Choi Yin, Art, College of Fine Arts, UNSW January 2007 (has links)
The Internet offers new ways of imaging and 'imagining' national belonging and cultural identities in contemporary Chinese societies such as Singapore. The Chinese society is also a key representative in Tu Wei-Ming's first symbolic universe - including China, Hong Kong and Taiwan - under a 'Cultural China' (Tu 1994). Various cultural discourses indicate that this nation-state is capable of managing culture to maintain national competitiveness within global capitalism (Wee 2000, Chua 1995). This 'local national cultural ism' is significantly manifested in Chinese media and entertainment websites from Singapore. Within the Asia Pacific region, the notion of an emerging 'pan-Chinese' cultural identity for commercial exchange and interaction with regional and global markers has been an appealing economic construct (Nyiri 1999). In Singapore the Chinese media and entertainment websites employ design strategies to attract foreign investors and cater for local 'heartlanders' with success. The Singapore media sire is carefully scrutinized, presented and aligned with its economic policies and agendas in presenting the country as a young and vibrant society. Although media and entertainment form a key aspect of popular culture in contemporary Singapore, the visual communication and content of the websites also provide an 'institutional memory' and design strategies which emphasize the distinctiveness of cultural identity. This is research interrogates the perception of 'Chinese' identity by Singaporean youth in a pilot study which analyses user responses to a prototype for interface design in web-based communication. In addition, a comparative analysis of three design components - colour, icon/symbol and visual metaphor ??? is examined with reference to the social construction of local, 'glocal' and cultural meanings in the media and entertainment websites-from Hong Kong, Shanghai and Singapore. The research concurs with current literature that cultural identity is mediated by design and communicative strategies to resonate with the target audience. Although the design strategies for representing a 'pan -Chinese' identity have yet to be explored, 'Cultural China' plays a major role in regional/global economic development.
35

Proposta de metodologia de avaliação para salas de coordenação de projetos em BIM. / Proposal evaluation methodology for BIM design coordination rooms.

Míriam Roux Azevedo Addor 30 September 2015 (has links)
A Modelagem da Informação da Construção (Building Information Modeling - BIM) é um novo processo para produzir uma edificação e que pode englobar todo o seu ciclo de vida. Pressupõe a construção de um modelo tridimensional contemplando-se as informações dos objetos a serem construídos. Pela grande amplitude em que este processo pode atuar, ele pode causar muitos impactos em toda a cadeia produtiva e, consequentemente, muitas formas atuais de trabalho deverão ser revistas ou alteradas. Entre estas, a atividade de coordenação de projetos. Este trabalho tem como objetivo o desenvolvimento de uma metodologia de avaliação de salas de coordenação de projetos em BIM e está contextualizado nos usuários do setor imobiliário que utilizam este processo em seus projetos. Ao se coordenar projetos em BIM, são requeridas mídias diferentes daquelas utilizadas quando a análise é baseada em papel. Surgem novas necessidades aos participantes da reunião de coordenação como visualizar, navegar ou verificar um modelo 3D, fazer croquis digitais, e outras atividades que devem tornar a reunião presencial produtiva, com o objetivo de resolver os problemas dos projetos. Neste trabalho são propostos critérios e métricas para avaliação da qualidade de leiautes de salas de coordenação a serem utilizadas no processo BIM (BIM Rooms). Para validação dos resultados, foram analisados e avaliados 14 leiautes diferentes para uma mesma sala em relação às métricas e critérios propostos. Com a finalidade de estabelecer qual a relação de importância entre todos os 10 critérios propostos para atendimento às necessidades dos participantes de reuniões BIM, foi aplicado o método AHP de decisão multicritério baseado na análise de comparações em pares. Os resultados permitiram determinar os melhores leiautes para uma sala equipada com 2 projetores de curta distância. Os critérios e métricas apresentados, bem como a metodologia para medi-los, são úteis para a avaliação de outras salas e leiautes para atender aos usuários de salas de reuniões de projetos baseados em BIM. / Building Information Modeling (BIM) is a new process to produce a building that may include its entire lifecycle. It requires the construction of a three-dimensional model contemplating the information of the objects to be built. Due to the great extent to which this process can serve, it can cause many impacts throughout the production chain and, therefore, many current forms of work should be reviewed or changed. Among these, is the design coordination task. This work aims to develop a methodology for evaluating BIM coordination rooms contextualized in real state users using this process in their projects. When coordinating projects using BIM, different media are required from those used when the analysis is paper-based. New meeting participants\' needs surface like visualizing, browsing or checking a 3D model, making digital sketches, and other activities that make face-to-face meetings productive, in order to solve project problems. In this work, criteria and metrics for evaluating the quality of layouts of BIM coordination rooms are proposed. To validate the results, fourteen different layouts for the same room were analyzed and evaluated regarding proposed metrics and criteria. In order to establish the relative importance among all the ten proposed criteria, the AHP method of multi-criteria decision based on pair comparisons analysis was applied. The results determined the best layouts for a room equipped with two interactive projectors. The criteria and metrics presented, as well as the methodology to measure them, are useful for the evaluation of other rooms and layouts to serve meeting room users based on BIM.
36

Gesture, sound, and the algorithm : performative approaches to the revealing of chance process in material modulation = Geste, son et algorithme : approches performatives exposant les processus aléatoires dans la modulation de matériaux physiques

van Haaften, Peter 11 1900 (has links)
Mémoire en recherche-création / Creative dissertation / Cette thèse de maîtrise traite du processus créatif et de la recherche qui y est associée afin de produire deux performances en direct dans le domaine de la musique électroacoustique. À l’aide de ces deux œuvres, mon intention était de concevoir une pratique artistique qui réunit plusieurs modes autour de la gestuelle et du son, influencée par des algorithmes. Une tentative approfondie d’extraire un processus de composition à partir des réactions de la matière en vibration englobe une grande partie de la recherche. Cette recherche découle de ma transition d’une pratique artistique basée sur la représentation (soucieuse des haut-parleurs, manettes et boutons) vers une pratique imprégnée par la performance (soucieuse de la transformation continuelle du son en relation avec les modulations de la matière). Tout au long de cette recherche, j’ai mené un examen approfondi des rythmes au-delà de la pure mesure de leurs expressions musicales, pour considérer les nombreuses notions du rythme qui se dévoilent dans les interactions quotidiennes de l’expérience vécue. Les micro-rythmes perçus par l’oreille comme des textures, les gestes répétitifs perçus par l’œil comme un mouvement linéaire et les rythmes observés lors de circonstances sociales communes, comme la cadence de la conversation sont, parmi les caractéristiques du rythme qui ont suscité mon intérêt. Le tout se situe dans un récit historique éclairé qui étudie l’influence de l’algorithme et de la matière tout au long de la musique et de l’art sonore du XXe siècle. La recherche conceptuelle est enrichie par des expériences exhaustives en composition algorithmique, analyse gestuelle et modélisation gestuelle. Dans chacun de ces domaines, bien que soutenue par des lectures fondamentales en philosophie et en art, une approche primaire de la création s’est faite dans un processus « réfléchir-en-faisant » qui ont généré de nombreuses ex- périences tant avec la matière physique qu’avec la conception d’instruments numériques. Au- delà de la création des performances qui constituent la base des résultats de cette recherche, un vaste ensemble d’outils interopérables d’analyse gestuelle en temps réel, de modélisation, de composition algorithmique et de traitement du son a été développé et publié pour l’environnement Max/MSP. / This master’s thesis concerns the creative process and related research for the production of two live performances in the domain of electroacoustic music. Across the creation of the two works, my intention has been to develop a unified multi-modal gesture, sound, and algorithm influenced performance practise. Encompassing the largest portion of the research is an earnest attempt to derive compositional process from the behavior of vibrating matter. This research is precipitated by my movement from an artistic practice based on representation (concerned with speakers, knobs, and buttons) towards a practice steeped in performance (concerned with the continuous transformation of sound correlated to material modulation). Across this research, an in-depth investigation was conducted into rhythms beyond their purely metric musical manifestations, and into the numerous alternative notions of rhythm which are revealed through daily interactions and lived experience. Rhythmic artifacts of interest have included micro-rhythms perceived by the ear as textures, repetitive gestures perceived by the eye as linear motion, and rhythms observed in ordinary social situations such as the cadence of conversation. This is all situated within an informed historical narrative which considers the influence of the algorithm and material primarily across 20th century music and sound art. The conceptual research is augmented by extensive experiments in algorithmic composition, gesture analysis, and gesture mapping. In each of these areas, though tied to fundamental readings in philosophy and art, a primary approach to creation has been thinking-through-making, which has led to extensive experimentation with both physical materials and digital instrument design. Beyond the performance creations which form the basis of this research output, a large set of interoperable tools for real-time gesture analysis, mapping, algorithmic composition, and sound processing was developed and published for the Max/MSP environment.
37

Bortom traditionellt berättande : En studie om upplevelsen av scrollytelling i jämförelse med traditionellt statiskt format / Beyond traditional storytelling : A study on the experience of scrollytelling versus traditional static format

Erixon, Max, Björklind, Tanja January 2024 (has links)
Denna studie utforskar användningen av scrollytelling, en metod inom digitalt berättande, i jämförelse med ett traditionellt statiskt webbformat. Studien syftar till att undersöka i vilken utsträckning interaktivt och multimedia-integrerat innehåll påverkar användarupplevelse, användarengagemang, kunskapsförståelse och retention. En prototyp för respektive format skapades för att genomföra den komparativa studien. Med en blandad metodansats som kombinerar ett kvantitativt frågeformulär och kvalitativa intervjuer, samlades data från en grupp unga vuxna inom en akademisk miljö. Utöver detta genomförde deltagarna även ett kunskapstest för att mäta kunskapsförståelsen och retentionen. Resultaten visar att scrollytelling ökar både engagemang och upplevd förståelse bland deltagarna, med en tydlig förbättring av användarupplevelsen jämfört med statiska formatet. Samtidigt som kunskapstestet indikerade på en aningen bättre retention av informationen som presenterades i det traditionella statiska format. Slutsatserna pekar på att scrollytelling erbjuder fördelar för digitalt berättande, där dess dynamiska och interaktiva format kan öka engagemanget och förståelsen i jämförelse med det traditionella statiska formatet. Men det går inte i denna studie att konstatera en direkt ökad retention av information. Studiens fynd understryker dock potential för scrollytelling i kontrast mot det traditionella statiska formatet, och därför rekommenderar ytterligare forskning att utforska dess optimala design och effektivitet över olika kontexter. / This study explores the use of scrollytelling, a method within digital storytelling, in comparison to traditional static web formats. The study aims to examine the extent to which interactive and multimedia-integrated content affects user experience, engagement, knowledge comprehension, and retention. A prototype for each format was created to conduct the comparative study. Using a mixed-method approach combining a quantitative survey and qualitative interviews, data were collected from a group of young adults in an academic setting. Additionally, the participants also took a knowledge test to measure their comprehension and retention. The results show that scrollytelling increases both engagement and perceived understanding among participants, with a clear improvement in user experience compared to the static format. While the knowledge test indicated slightly better retention of the information presented in the traditional static format. The conclusions suggest that scrollytelling offers advantages for digital storytelling, where its dynamic and interactive format can enhance engagement and understanding in comparison to the traditional static format. However, this study does not establish a direct increase in information retention. Nonetheless, the findings underline the potential for scrollytelling in contrast to the traditional static format, and therefore, further research is recommended to explore its optimal design and effectiveness across different contexts.
38

La cartografía como estrategia para rescatar las pérdidas de identidad en el paisaje

Gutiérrez González, María José 26 April 2022 (has links)
[ES] Esta tesis doctoral se ha centrado en la cartografía como dispositivo discursivo para interpretar el espacio habitado. Por tanto, en esta dirección se ha profundizado en el estado de la identidad del paisaje local de la zona periférica norte de la ciudad de Valencia, a través del trayecto de una de las ocho acequias históricas de la ciudad, en concreto, la denominada Rascanya. De tal forma, este estudio del paisaje ha contemplado una parte práctica constituida por ocho cartografías formalizadas en aplicaciones interactivas, donde la reflexión se ha incentivado a través de la contraposición de datos y material del pasado con elementos contemporáneos. En base a estas premisas, la exploración se ha quedado estructurado con un bloque de cartografía histórica, ya que se destacó la riqueza y diversidad de los componentes gráficos, pues representaban todo un verdadero relato interpretativo de la zona seleccionada para el trabajo, estos elementos gráficos desvelaban claramente la vinculación con el espacio en cada momento histórico. Por otro lado, se ha realizado una catalogación de cartografía artística, donde además, ha tomado especial protagonismo aquellas cartografías subjetivas, donde prevalecían las experiencias vividas por los individuos en un entorno determinado, por encima de la representación oficial del territorio. De igual modo, las cartografías colaborativas y compuestas con múltiples voces han cobrado interés en este bloque de la cartografía personal, con la finalidad de combatir las directrices dominantes, y además ofrecer otras alternativas de visión y creación de espacio. En otro bloque de contenidos se ha realizado un balance de las tendencias contemporáneas de representación, concretamente, en base a las visualizaciones de datos, la tendente datificación de la información representada en el espacio. Esta actual vertiente de comunicación ha dado como resultado el desarrollo de nuevas cartografías de significados. Asimismo, en esta parte también se ha analizado los cambios tecnológicos en los últimos tiempos, la incidencia del lenguaje gráfico y digital de los medios de comunicación en la sociedad vigente. En consecuencia, se elaboraron unos ensayos prácticos con estas influencias en los modos de lectura vigente y con material multimedia. Por otro lado, un bloque de investigación sobre la evolución del espacio urbano en las ciudades durante las últimas décadas, donde la expansión acelerada de la urbanización y los efectos de la globalización como modelo económico en una escala planetaria han influido paulatinamente, en la pérdida de los elementos locales en las urbes. En esta parte temática, se elaboró un ensayo práctico que cartografió la calidad de los elementos patrimoniales distribuidos por el trayecto de la acequia histórica. En última instancia, se cierra con un bloque temático sobre el binomio histórico entre la huerta y la ciudad, la evolución de su relación y su estado en la actualidad. De este modo, esta parte además contiene otros ensayos prácticos donde se intentó profundizar en la actividad productiva de la huerta, acompañado con una especulación de la cantidad de beneficios y oportunidades que podría proveer, sobre las necesidades y problemáticas de sostenibilidad existentes en el entramado urbano actual. En definitiva, con todas estas vertientes cartográficas se ha intentado ampliar y reivindicar la noción de nuestro paisaje local, de tan incuestionable valor cultural para la historia de la ciudad de Valencia, como es l'Horta Nord. / [CA] Esta tesi doctoral s'ha centrat en la cartografia com a dispositiu discursiu per a interpretar l'espai habitat. Per tant, en esta direcció s'ha aprofundit en l'estat de la identitat del paisatge local de la zona perifèrica nord de la ciutat de València, a través del trajecte d'una de les huit séquies històriques de la ciutat, en concret, la denominada Rascanya. De tal forma, este estudi del paisatge ha contemplat una part pràctica constituïda per huit cartografies formalitzades en aplicacions interactives, on la reflexió s'ha incentivat a través de la contraposició de dades i material del passat amb elements contemporanis. Basant-se en estes premisses, l'exploració s'ha quedat estructurat amb un bloc de cartografia històrica, ja que es va destacar la riquesa i diversitat dels components gràfics, perquè representaven tot un verdader relat interpretatiu de la zona seleccionada per al treball, estos elements gràfics desvelaven clarament la vinculació amb l'espai en cada moment històric. D'altra banda, s'ha realitzat una catalogació de cartografia artística, on a més, ha pres especial protagonisme aquelles cartografies subjectives, on prevalien les experiències viscudes pels individus en un entorn determinat, per damunt de la representació oficial del territori. De la mateixa manera, les cartografies col·laboratives i compostes amb múltiples veus han cobrat interés en este bloc de la cartografia personal, amb la finalitat de combatre les directrius dominants, i a més oferir altres alternatives de visió i creació d'espai. En un altre bloc de continguts s'ha realitzat un balanç de les tendències contemporànies de representació, concretament, basant-se en les visualitzacions de dades, la tendent datificación de la informació representada en l'espai. Este actual vessant de comunicació ha donat com resultat el desenrotllament de noves cartografies de significats. Així mateix, en esta part també s'ha analitzat els canvis tecnològics en els últims temps, la incidència del llenguatge gràfic i digital dels mitjans de comunicació en la societat vigent. En conseqüència, es van elaborar uns assajos pràctics amb estes influències en els modes de lectura vigent i amb material multimèdia. D'altra banda, un bloc d'investigació sobre l'evolució de l'espai urbà en les ciutats durant les últimes dècades, on l'expansió accelerada de la urbanització i els efectes de la globalització com a model econòmic en una escala planetària han influït gradualment, en la pèrdua dels elements locals en les urbs. En esta part temàtica, es va elaborar un assaig pràctic que va cartografiar la qualitat dels elements patrimonials distribuïts pel trajecte de la séquia histórica. En última instància, es tanca amb un bloc temàtic sobre el binomi històric entre l'horta i la ciutat, l'evolució de la seua relació i el seu estat en l'actualitat. D'esta manera, esta part a més conté altres assajos pràctics on es va intentar aprofundir en l'activitat productiva de l'horta, acompanyat amb una especulació de la quantitat de beneficis i oportunitats que podria proveir, sobre les necessitats i problemàtiques de sostenibilitat existents en l'entramat urbà actual. En definitiva, amb tots estos vessants cartogràfics s'ha intentat ampliar i reivindicar la noció del nostre paisatge local, de tan inqüestionable valor cultural per a la història de la ciutat de València, com és l'Horta Nord. / [EN] This doctoral thesis has focused on cartography as a discursive device to interpret inhabited space. Therefore, in this direction, the state of the identity of the local landscape of the northern peripheral area of the city of Valencia has been deepened, through the route of one of the eight historical ditches of the city, specifically, the so-called Rascanya. In this way, this study of the landscape has contemplated a practical part made up of eight formalized cartographies in interactive applications, where reflection has been encouraged through the contrast of data and material from the past with contemporary elements. Based on these premises, the exploration has been structured with a block of historical cartography, since the richness and diversity of the graphic components were highlighted, since they represented a true interpretive account of the area selected for the work, these graphic elements they clearly revealed the link with space in each historical moment. On the other hand, a cataloging of artistic cartography has been carried out, where in addition, subjective cartographies have taken a special role, where the experiences lived by individuals in a given environment prevailed, over the official representation of the territory. Similarly, collaborative and composite cartographies with multiple voices have gained interest in this block of personal cartography, in order to combat the dominant guidelines, and also offer other alternatives for vision and space creation. In another block of contents, a balance has been made of contemporary trends in representation, specifically, based on data visualizations, the tending dataification of the information represented in space. This current aspect of communication has resulted in the development of new cartographies of meanings. Likewise, this part has also analyzed technological changes in recent times, the incidence of graphic and digital language of the media in current society. Consequently, practical tests were developed with these influences in current reading modes and with multimedia material. On the other hand, a research block on the evolution of urban space in cities during the last decades, where the accelerated expansion of urbanization and the effects of globalization as an economic model on a planetary scale have gradually influenced the loss of local elements in cities. In this thematic part, a practical test was prepared that mapped the quality of the heritage elements distributed along the route of the historic canal. Ultimately, it closes with a thematic block on the historical binomial between the garden and the city, the evolution of their relationship and their current state. In this way, this part also contains other practical tests where an attempt was made to deepen the productive activity of the orchard, accompanied by a speculation of the amount of benefits and opportunities that it could provide, on the existing sustainability needs and problems in the urban fabric. current. In short, with all these cartographic aspects, an attempt has been made to expand and defend the notion of our local landscape, of such unquestionable cultural value for the history of the city of Valencia, as is l'Horta Nord. / Gutiérrez González, MJ. (2022). La cartografía como estrategia para rescatar las pérdidas de identidad en el paisaje [Tesis doctoral]. Universitat Politècnica de València. https://doi.org/10.4995/Thesis/10251/182250
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Energy in context : A Concept for increasing engagement in understanding complex energy related information

Annala, Sofia January 2024 (has links)
This study is about increasing engagement in understanding complex energy related information. The purpose of the study is to provide insights on how to create a  concept for increasing engagement in understanding complex energy related information, primarily for young adults, and to provide concept how storytelling  and other techniques be used to engage users in complex energy related information and how design principles be applied with the aim of conveying complex energy related information  in an understandable way. The goal is to increase the understanding on how to engage young adults and to enable a design concept with the collaboration partner Energy Evolution Center. The methods used in the thesis are AEIOU method, user workshop, questionnaire, user observation, storyboard, prototyping, focus groups, cognitive walkthrough and design principles. The design process builds upon a human centered design approach. The design concept was tested, iterated and produced with close collaboration with the target audience and experts within the field. The results show signs that the target group's engagement could be increased through interactive activities that are similar to games and contain experiments, if placed within an educational context and be able to participate during school hours. Thus, the target group raised the issue of engaging voluntarily in activities with subjects in which they have no existing interest in. However, the target group expressed a greater commitment by participating in the activities that the design concept suggested, and to creating engagement to topics such as energy by participating in educational contexts. The conclusion is that the design concept allows room for failure, playfulness, exploration and teamwork, that is conceptualized through interaction of multiple senses. This study would also benefit from larger research and create space for more research especially in the societal aspects of inclusion, such as gender for example. / Denna studie handlar om att öka engagemanget i att förstå komplex energirelaterad information. Syftet med studien är att ge insikter om hur man skapar ett koncept för att öka engagemanget i att förstå komplex energirelaterad information, främst för unga vuxna, och att ge ett koncept för hur berättande och andra tekniker används för att engagera användare i komplex energirelaterad information, samt hur designprinciper tillämpas i syfte att förmedla komplex energirelaterad information på ett begripligt sätt. Målet är att öka förståelsen för hur man engagerar unga vuxna i energi relaterade ämnen och att möjliggöra ett designkoncept med samarbetspartnern Energy Evolution Center för detta ändamål. Metoderna som används i uppsatsen är AEIOU-metod, workshops, frågeformulär, användarobservation, prototypande, fokusgrupper, cognitive walkthrough, storyboard och designprinciper. Designprocessen bygger på ett mänskligt centrerat designtänkande. Designkonceptet testades, itererades och producerades i nära samarbete med målgruppen och experter inom området. Resultatet visar tecken på att målgruppens engagemang skulle kunna ökas genom interaktiva aktiviteter som är likt spel och innehåller experiment om det är placerat inom skolsammanhang och att delta under skoltid. Målgruppen tog upp problem med att engagera sig frivilligt i aktiviteter med ämnen som de inte har något befintligt intresse för. Men målgruppen uttryckte ett större engagemang genom att delta och skapa engagemang för ämnen som energi genom att delta i utbildningssammanhang. Designkoncept som prototypes fram bygger på ett energi-äventyr som interagerar, utforskar och interagerar med samarbetspartnern Energy Evolution Centers energidata och goda exempel. Slutsatsen är att designkonceptet ger möjligheter och utrymme för misslyckande, lekfullhet, utforskande och samarbete, som konceptualiseras genom interaktion mellan flera av människans sinnen. Denna studie skulle behöva större forskning och skapa utrymme för mer forskning om särskilt de samhälleliga aspekterna av inkludering, som till exempel genus.
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Green Relationship

Imad, Fadel 01 May 2014 (has links)
Green Relationship is a design solution attempting to raise awareness toward the environment and reduce consumerism. Waste generation and pollution have become major concerns of many governments, municipalities, organizations and individuals around the world since they are affecting human wellbeing and the environment. As an MFA student with VCUQatar, I chose to use design to contribute in protecting the environment hoping to make a difference in life. The thesis includes a research and a design component. The research explores the recycling programs and facilities in Qatar, the governmental and private sector actions toward waste generation and collection, as well as precedent solutions applied around the world. Furthermore, it includes a survey on recycling to gather and analyze the community’s feed back in order to come up with a solution that aims to change people’s behavior toward waste generation and to promote green lifestyle. The design component defines the Green Relationship as the personal connection between the individual and the silent partner, “the environment.” It fulfills the basic survival needs, “food and water,” and the one and only independency need, “oxygen.” The elements of the Green Relationship are the projection of the generic relationships elements we know of through the theory of “Humimicing” that I introduce in my thesis. Humimicing is the design theory that mimics human innate attributes and behaviors to develop design concepts to be applied in different industries. Every element of the Green Relationship is visualized through a different design discipline similar to its nature. Therefore, interactive, product and critical designs are the mediums used to represent Green Communication, Care and Ethics respectively through public installation, experimentation and conceptual design definition. The thesis methodology, which is “Make it Personal,” concludes in creating the Green Relationship that aims to change the behavior of individuals and ultimately to reach out to the wider community. Under the maxim, “Green is not just a color; it is a Lifestyle,” the thesis promotes the use of design to inspire people, designers and manufacturers to consume less and generate less waste in order to save natural resources and the environment.

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