Open Access. Powered by Scholars. Published by Universities.®
- Discipline
-
- Education (35)
- Interdisciplinary Arts and Media (27)
- Interactive Arts (26)
- Art Practice (21)
- Game Design (19)
-
- Art Education (18)
- Fine Arts (17)
- Curriculum and Social Inquiry (16)
- Engineering (16)
- Religion (16)
- History of Art, Architecture, and Archaeology (15)
- Jewish Studies (15)
- Philosophy (15)
- Social and Behavioral Sciences (15)
- Aesthetics (14)
- Instructional Media Design (14)
- Educational Methods (13)
- History (13)
- Architecture (12)
- Digital Humanities (11)
- Religious Education (10)
- Architectural History and Criticism (9)
- Film and Media Studies (9)
- History of Religion (9)
- Legal (9)
- Medieval History (9)
- Medieval Studies (9)
- Religious Thought, Theology and Philosophy of Religion (9)
- Institution
- Keyword
-
- Design (14)
- Art (8)
- Religion (8)
- Game design (7)
- Printing (7)
-
- History (6)
- Education (5)
- Judaism (5)
- Medieval (5)
- Jewish (4)
- Maimonides (4)
- Mobile games (4)
- Code (3)
- Games and learning (3)
- Gamevironments (3)
- Law (3)
- Learning (3)
- Psychogeography (3)
- Religious law (3)
- ARG (2)
- Animation (2)
- Augmented reality games (2)
- Buttons (2)
- Constructivism (2)
- Contemporary art (2)
- Data (2)
- Design education (2)
- Director (2)
- Diversity (2)
- File (2)
Articles 31 - 60 of 93
Full-Text Articles in Art and Design
Delivering Design Fundamentals Using Relevant Learning Theories In The Delivery Of An Interior Design Project At Third Level, Tracey Dalton
Delivering Design Fundamentals Using Relevant Learning Theories In The Delivery Of An Interior Design Project At Third Level, Tracey Dalton
Articles
This is a reflection on teaching practice, focussing on design process in a BA Honours in Design – Interior and Furniture, in Dublin Institute of Technology (DIT). An intrinsic case study approach (Stake 1995) was taken for this research, which focussed on the use of the learning theories in the delivery of an undergraduate interior design project brief. A third year commercial office design project has been used to assess teaching and learning styles. This article will show that, in terms of delivery, in a typical third level interior design project in DIT, the process incorporates all of the learning …
Time Travel, Labour History, And The Null Curriculum: New Design Knowledge For Mobile Augmented Reality History Games, Owen Gottlieb
Time Travel, Labour History, And The Null Curriculum: New Design Knowledge For Mobile Augmented Reality History Games, Owen Gottlieb
Articles
This paper presents a case study drawn from design-based research (DBR) on a mobile, place-based augmented reality history game. Using DBR methods, the game was developed by the author as a history learning intervention for fifth to seventh graders. The game is built upon historical narratives of disenfranchised populations that are seldom taught, those typically relegated to the 'null curriculum'. These narratives include the stories of women immigrant labour leaders in the early twentieth century, more than a decade before suffrage. The project understands the purpose of history education as the preparation of informed citizens. In paying particular attention to …
An Introduction To Positive Sum Design, Ian Gonsher
Positive Sum Design: Designing Affordances For Bias, Choice, And Coordination, Ian Gonsher
Positive Sum Design: Designing Affordances For Bias, Choice, And Coordination, Ian Gonsher
Articles
No abstract provided.
Design-Based Research Mobile Gaming For Learning Jewish History, Tikkun Olam, And Civics, Owen Gottlieb
Design-Based Research Mobile Gaming For Learning Jewish History, Tikkun Olam, And Civics, Owen Gottlieb
Articles
How can Design-Based Research (DBR) be used in the study of video games, religious literacy, and learning? DBR uses a variety of pragmatically selected mixed methods approaches to design learning interventions. Researchers, working with educators and learners, design and co-design learning artifacts and environments. They analyze those artifacts and environments as they are used by educators and learners, and then iterate based on mixed methods data analysis. DBR is suited for any "rich contextualized setting in which people have agency." (Hoadley 2013) such as formal or informal learning environments.
The case covered in this chapter is a mobile Augmented Reality …
Walking Code, Conor Mcgarrigle
Walking Code, Conor Mcgarrigle
Articles
This paper describes an early stage research project that seeks to apply Situationist concepts of psychogeography to urban walking as artistic and activist practice. The project seeks to ultimately create a syntax that can be used to describe and codify the subjective spatial practice of walking in the city. This process is a conceptual and discursive exercise to generate new knowledge about urban space as embodied data space that seeks to create a practical open framework that can be deployed to algorithmically generate walking experiences tailored toward specific desires and activities.
This will be achieved through the development of algorithmic …
Pivot Dublin: A Discussion On The Bid For Dublin To Become World Design Capital, Barry Sheehan, Ali Grehan
Pivot Dublin: A Discussion On The Bid For Dublin To Become World Design Capital, Barry Sheehan, Ali Grehan
Articles
In this article, Barry Sheehan interviews Dublin City Architect, Ali Grehan, about PIVOT Dublin, the bid for World Design Council, how and why it came about, what happened to the bid and where PIVOT Dublin is now.
Positive Sum Design And The Economics Of Sharing, Ian Gonsher
Positive Sum Design And The Economics Of Sharing, Ian Gonsher
Articles
No abstract provided.
Double Or Nothing: Reflections On Bridge Design, Hillary Brown
Double Or Nothing: Reflections On Bridge Design, Hillary Brown
Articles
No abstract provided.
Post Critical Again, Charlie Cannon
Introduction To Making Futures, Pelle Ehn
Beyond Design Thinking, Ian Gonsher
Ingress Well-Played: City As Mmo, Elizabeth L. Lawley
Ingress Well-Played: City As Mmo, Elizabeth L. Lawley
Articles
This paper describes player experience for Ingress, a geo-local, mobile augmented reality game created by Google’s Niantic Labs. Ingress incorporates aspects of both pervasive, alternate reality (ARG) and massively multiplayer online (MMO) games. However, unlike many ARGs, Ingress is not focused on a specific time-limited period, or linked to a single real-world event or location. And unlike a typical MMO, play in Ingress is geo-spatially limited; players must be physically proximate to game elements in order to interact with them. Using game mechanics similar to those of many MMOs, Ingress provides for a range of gameplay, based both on …
Knowledge Management: Collaboration Versus Concentration In Open Plan Workspaces, John Walsh
Knowledge Management: Collaboration Versus Concentration In Open Plan Workspaces, John Walsh
Articles
This paper looks at the design of open-plan offices, particularly in relation to the impact ofspatial design on different work-modes. It briefly examines the history of the open plan office, lookingat how today’s typical open-plan workplace has evolved. It considers how workplaces can besuccessfully designed to facilitate the seemingly conflicting requirements of supporting both collaboration and concentration
Preserving Born Digital Art : Lessons From Artists' Practice, Conor Mcgarrigle
Preserving Born Digital Art : Lessons From Artists' Practice, Conor Mcgarrigle
Articles
This paper looks at the complex nature of developing effective and appropriate strategies for the preservation of born digital art, in particular networked art. These issues are approached from the perspective of artist practitioners, focusing on a case study of the preservation of a net art project by the author. It is suggested that any preservation strategy begins with artists and the conservation practices that are inculcated into the very act of creation. The paper proposes that for institutional digital art conservation initiatives to be successful they must originate from a pre-existing culture of preservation within digital art communities
And Or Not – The System, The Body And Time, Brian Fay
And Or Not – The System, The Body And Time, Brian Fay
Articles
This catalogue text discusses artists and artworks featured in the exhibition BOOLEAN EXPRESSIONS: Contemporary Art and Mathematical Data, presented at The Lewis Glucksman Gallery, University College Cork, Ireland, 23 July – 8 November 2015. For an overview of the exhibition see the link https://vimeo.com/137620854
Criticality In Graphic Design, Clare Bell
What Makes A Technology Appropriate?, Barrett Hazeltine
What Makes A Technology Appropriate?, Barrett Hazeltine
Articles
No abstract provided.
A Company Town, Daniel Peltz, Sheridan Coleman
Matafunctional/Metafictional Objects, Paolo Cardini
Urban Eden, Anne Tate
Design For Transitions - From And To What?, Cameron Tonkinwise
Design For Transitions - From And To What?, Cameron Tonkinwise
Articles
No abstract provided.
The Challenges Of Beginning A Scholarly Debate In The 21st Century, Jo Guldi
The Challenges Of Beginning A Scholarly Debate In The 21st Century, Jo Guldi
Articles
No abstract provided.
Critical Design And The Critical Social Sciences, Damian White
Critical Design And The Critical Social Sciences, Damian White
Articles
No abstract provided.
On Creative Dialectics, Ian Gonsher
The Literature Of Political Things And Places: Reading And Writing Design, Susan Yelavich
The Literature Of Political Things And Places: Reading And Writing Design, Susan Yelavich
Articles
No abstract provided.
Locative Histories: Exploring The Continued Influence Of Early Locative Media Art, Conor Mcgarrigle
Locative Histories: Exploring The Continued Influence Of Early Locative Media Art, Conor Mcgarrigle
Articles
This paper, which draws on aspects of my doctoral research, traces the influence of early Locative Media Art on the current form and application of location-aware technologies. The mechanisms and impulse for this influence are introduced and analyzed and it is proposed that they point to new approaches in the consideration of the agency of Locative Media art.
I return to the origins of Locative Media at the Karosta workshop and the ambitions of early practitioners to argue that the practice was based on a prescient analysis of the potential for ubiquitous networked location-awareness. From this analysis was developed an …
Benefits Of Video Presentations In Product Design, Alex Lobos
Benefits Of Video Presentations In Product Design, Alex Lobos
Articles
Product Design uses a human-centered process to develop solutions that solve unmet user needs. Because of the sequential nature of this activity, final designs are often presented in printed process books or digital slideshows, which visually communicate the development of the solution from start to finish rather than focusing just on the final result. Storytelling is a key element to consider when creating these process books in order to communicate the design solution as well as where it came from. An alternative to these presentations is the use of short videos, which offer the advantage of communicating the design process …
Knowing Knowledge, Noel Fitzpatrick
Knowing Knowledge, Noel Fitzpatrick
Articles
The position of the Art Academy in relation to third level education seems to be on the agenda in a number of ways at the moment. Recently at IMMA there was a panel discussion on the topic of “Art Academy+Knowing” in the context of the I Know You exhibition which is takign place there at the moment, but also within the wider sector there seems to be a sequence of alliances between the tradition Art College and third level education. The movement towards more integration of the stand alone Art Colleges and third level education is high on the agenda …
Integrating Emotional Attachment And Sustainability In Electronic Product Design, Alex Lobos, Callie W. Babbitt
Integrating Emotional Attachment And Sustainability In Electronic Product Design, Alex Lobos, Callie W. Babbitt
Articles
Current models for Information and Communication Technology (ICT) products encourage frequent product replacement with newer versions that offer only minor incremental improvements. This pattern, named planned obsolescence, diminishes user experience and shortens product lifespan. This paper presents the conceptual basis for a two-part integrated approach to combating planned obsolescence in ICT devices. First, design for emotional attachment, which creates products that users enjoy, value, and use for longer. Second, technological adaptability, which anticipates product upgrades and repairs as new technologies emerge. A model interdisciplinary design course in industrial design and sustainability, also described herein, trains students to apply this approach …