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Article
Publication date: 15 September 2022

Aysem Berrin Çakmakli, Ipek Gursel Dino, Esin Komez Daglioglu, Ekin Pinar and Pelin Yoncacı Arslan

This paper aims to discuss the potentials of interdisciplinary exercises that bring together art and design methodologies in expanding as well as redefining the given methods and…

Abstract

Purpose

This paper aims to discuss the potentials of interdisciplinary exercises that bring together art and design methodologies in expanding as well as redefining the given methods and principles of basic design in architecture education. The primary purpose is to improve the conventional, well-established principles and methodologies of basic design studios into fresh perspectives.

Design/methodology/approach

Focussing on the case study of a basic design studio assignment that translated Richard Serra's Verb List (1967-68) into space-generating operations, the authors analyse how a diagonal interdisciplinary approach to studio pedagogy opened up the basic design studio into the exploration of new concepts and approaches. The assignment encouraged architecture students to productively and creatively engage with a significant art historical work for the purposes of design thinking and exploration.

Findings

Findings reveal that the students explored the possible reciprocal influences between materials, actions, and issues of form and organisation, thereby operating in an interface between art, architecture and design surveying the possible interactions between these disciplines. Based on the outcome of this studio exercise, the authors argue that designing assignments that would bring together various and sometimes even conflicting approaches of different fields allow us to reassess and conceptualise anew the pedagogical aims and modi operandi.

Originality/value

The research is original in the ways in which it suggests many possibilities of dialogue, interaction and collaboration between art, design and architecture studios.

Details

Archnet-IJAR: International Journal of Architectural Research, vol. 17 no. 4
Type: Research Article
ISSN: 2631-6862

Keywords

Article
Publication date: 24 April 2024

Yuhong Li, Hang Gao and Xiaokun Yu

This study aims to increase the novelty of clothing design and fabric texture. The element library that can be used for design is systematically summarized. The element database…

Abstract

Purpose

This study aims to increase the novelty of clothing design and fabric texture. The element library that can be used for design is systematically summarized. The element database can also be continuously filled according to the existing logic to realize the diversity of design. Improve the theory of fashion design, expand the designer's design ideas and improve design efficiency. Clear design steps and logic can help students and machines learn the design process and promote the development of intelligent design. And verify the feasibility of the simulation software to assist pleated clothing design.

Design/methodology/approach

Firstly, according to the logical framework of origami theory, different innovative designs and combined designs are made for the basic units of hyperbolic paraboloid, and the element library that can be used for design is systematically summarized. This database can also be continuously filled according to the existing logic to realize the diversity of design. Secondly, it summarizes three methods of pleated element filling clothing – uniform filling method, the irregular filling method and geometric addition method – that improve the theory of fashion design, expand the designer's design ideas and improve design efficiency. Clear design steps and logic can help students and machines learn the design process and promote the development of intelligent design. Finally, the virtual software is used to simulate the effect of pleated clothing, and the three-dimensional simulation software 3dclo is used to make an empirical study on the application of hyperbolic paraboloid origami in clothing pleated design to verify the feasibility of the simulation software to assist pleated clothing design.

Findings

The theoretical results of hyperbolic paraboloid origami are collected and arranged to establish the element library of hyperbolic paraboloid origami. The results expand the designer's design ideas and auxiliary design technology and improve the design efficiency using a sample of hyperbolic paraboloid fabric to verify its practicability and three-dimensional clothing simulation software for exploring the design. The design rules of hyperbolic paraboloid clothing and the realization method of fabric are summarized, including the expansion and combing of elements, the application of size and shape and the method of combination.

Research limitations/implications

Owing to the hyperbolic paraboloid origami’s length shrinkage, the loose computation of clothing requires targeted computation. This paper solely applies a paper model for estimating the shrinkage, and then we tend to subsequently explore the way to precisely compute the porosity, to determine the existing differences in the two-dimensional shrinkage of hyperbolic paraboloid creases of varying materials and to know if the clothing after large-scale production is capable of reaching the anticipated value.

Practical implications

The exploration of this experiment brings a new 3D experiment process to the design process.

Social implications

This experiment brings new possibilities for the development of virtual fitting and virtual display in the industry.

Originality/value

This study combines hyperbolic paraboloid origami and clothing and combs and expands the unit with logical thinking to expand the designer's design ideas.

Details

International Journal of Clothing Science and Technology, vol. ahead-of-print no. ahead-of-print
Type: Research Article
ISSN: 0955-6222

Keywords

Article
Publication date: 18 September 2023

Xiao-Yu Xu, Syed Muhammad Usman Tayyab, Qingdan Jia and Albert H. Huang

Video game streaming (VGS) is emerging as an extremely popular, highly interactive, inordinately subscribed and very dynamic form of digital media. Incorporated environmental…

Abstract

Purpose

Video game streaming (VGS) is emerging as an extremely popular, highly interactive, inordinately subscribed and very dynamic form of digital media. Incorporated environmental elements, gratifications and user pre-existing attitudes in VGS, this paper presents the development of an extended model of uses and gratification theory (EUGT) for predicting users' behavior in novel technological context.

Design/methodology/approach

The proposed model was empirically tested in VGS context due to its popularity, interactivity and relevance. Data collected from 308 VGS users and structural equation modeling (SEM) was employed to assess the hypotheses. Multi-model comparison technique was used to assess the explanatory power of EUGT.

Findings

The findings confirmed three significant types elements in determining VGS viewers' engagement, including gratifications (e.g. involvement), environmental cues (e.g. medium appeal) and user predispositions (e.g. pre-existing attitudes). The results revealed that emerging technologies provide potential opportunities for new motives and gratifications, and highlighted the significant of pre-existing attitudes as a mediator in the gratification-uses link.

Originality/value

This study is one of its kind in tackling the criticism on UGT of considering media users too rational or active. The study achieved this objective by considering environmental impacts on user behavior which is largely ignored in recent UGT studies. Also, by incorporating users pre-existing attitudes into UGT framework, this study conceptualized and empirically verified the higher explanatory power of EUGT through a novel multi-modal approach in VGS. Compared to other rival models, EUGS provides a more robust explanation of users' behavior. The findings contribute to the literature of UGT, VGS and users' engagement.

Details

Information Technology & People, vol. ahead-of-print no. ahead-of-print
Type: Research Article
ISSN: 0959-3845

Keywords

Article
Publication date: 8 March 2022

Rafael Almeida de Oliveira, Renata Maria Abrantes Baracho and Lorenzo Cantoni

The research aims to identify the United Nations Educational, Scientific and Cultural Organization (UNESCO) World Heritage Site (WHS) managers' perception of cultural…

Abstract

Purpose

The research aims to identify the United Nations Educational, Scientific and Cultural Organization (UNESCO) World Heritage Site (WHS) managers' perception of cultural sustainability concepts and elements in tourism.

Design/methodology/approach

A literature review was carried out to identify the main speeches and characteristic elements of cultural sustainability present in the academic field, and then a quantitative survey was carried out with 60 managers of UNESCO WHSs to evaluate their perception of the theme.

Findings

The results show that managers believe that the concept of cultural sustainability is much more closely linked to the social dimension of sustainability than to the economic and environmental dimensions. Thus, elements such as the preservation of tangible and intangible assets, the participation of society in the management of heritage, the democratization of access, the guarantee of the appreciation of culture and its preservation for future generations are basic elements for cultural sustainability. Finally, although they believe that understanding the concept of cultural sustainability is fundamental to their activities, they still lack knowledge of how to measure cultural sustainability in their spaces.

Originality/value

Although the theme of sustainability has several published studies, most of the work focuses only on studies of its social, economic and environmental dimensions. The debates on the role of culture in sustainability are still incipient, and understanding the managers' perception of the topic enables the creation of more effective strategies that guarantee cultural sustainability in heritage by tourism.

Details

Journal of Cultural Heritage Management and Sustainable Development, vol. 14 no. 3
Type: Research Article
ISSN: 2044-1266

Keywords

Article
Publication date: 15 July 2022

José Luis Usó Doménech, Josué Antonio Nescolarde-Selva, Miguel Lloret-Climent, Hugh Gash and Lorena Segura-Abad

The purpose of this paper is to show that transmission of information and information storage or registration depends on structures. Structures emerge from coordinated sets of…

Abstract

Purpose

The purpose of this paper is to show that transmission of information and information storage or registration depends on structures. Structures emerge from coordinated sets of constraints. Complex systems depend on their structures to function. The temporal sequence of changes in the levels of the complex system determines its behavior. These three concepts are intimately linked with the environment. Environment, structure, function and behavior form a complex system–environment unit, which is the operational unit of existence for all open complex systems. Therefore, it becomes a point in the directional propagation of the cause, where stimulus environment becomes a Creaon, and then the Creaon becomes a Genon, becoming in turn the response to the experienced environment. The formation of structures is the main phenomenon of evolution. Evolution can also be accepted as free, in the sense that it does not cost additional deaths.

Design/methodology/approach

Mathematical and logical development of the structure and thermodynamics in complex systems.

Findings

Based on the above considerations, the authors are going to introduce two fundamental principles in Complex systems Theory: the Matthew Effect and the Principle of Sagan.

Originality/value

But as the authors’ purpose is to give a formal definition of a complex system from a totally theoretical point of view, they establish a relationship between concepts of General Systems Theory, Theory of the Environment, linguistics, Information Theory and thermodynamics.

Open Access
Article
Publication date: 25 May 2023

Qingzhu Ye

The purpose of this paper is to construct a digital collection and database of traditional clothing that is convenient for the digital dissemination and application of traditional…

1451

Abstract

Purpose

The purpose of this paper is to construct a digital collection and database of traditional clothing that is convenient for the digital dissemination and application of traditional clothing and provide resources for research on clothing fashion, traditional clothing techniques, clothing culture, history and clothing teaching.

Design/methodology/approach

A real object analysis method was used in this paper, based on 15 core elements of the internationally common DC metadata standard, and with consideration to the characteristics of clothing products and clothing industry application specifications, the core elements of DC are expanded to facilitate the detailed record of the characteristic information of clothing, especially the implicit clothing culture. A code symbol compilation method was developed to give each piece of clothing a unique number, facilitating identification, classification and recording. At last, a metadata construction scheme for traditional clothing was developed. A traditional embroidered children's hat and Mamianqunt serve as examples to demonstrate the metadata elements.

Findings

The clothing meta-database provides a main body of traditional clothing while also paying attention to the collection of cultural elements. It is composed of five layers of classified data, source data, characteristic data, connotation data and management data, as well as 28 data elements, providing ease of sharing and interoperation.

Originality/value

This paper expands the subset of fashion metadata by describing traditional clothing metadata, especially the excavation of clothing cultural elements, and developing code compilation methods so that each clothing product can obtain a unique identification number, thereby building a traditional clothing metadata construction scheme consisting of five data layers and containing 28 data elements. This scheme records the information about each layer of traditional clothing in detail and provides shared data for discipline research and industry applications.

Details

The Electronic Library , vol. 41 no. 4
Type: Research Article
ISSN: 0264-0473

Keywords

Article
Publication date: 1 June 2023

Ani Luo, Ziying Cao, Heping Liu and Yaming Feng

In this paper, the main factors influencing the structure stiffness will be analyzed by studying the tangent stiffness matrix based on different requirement in engineering…

Abstract

Purpose

In this paper, the main factors influencing the structure stiffness will be analyzed by studying the tangent stiffness matrix based on different requirement in engineering practice. The authors can obtain the deformation of three-bar tensegrity basic unit in different load, and gain the primary factor by comparing the deformation, which will provide reference to concrete structure design in the engineering.

Design/methodology/approach

The mathematical model of tensegrity structure was built by establishing generalized node coordinates and connective matrix. Three main factors that affect the structure deformation can be obtained by analyzing the stiffness matrix, which is preload, Young's modulus, and cross-sectional area, the thinking of deformation also be sorted out. The deformation analysis of the concrete structure is carried out, and it is concluded that increasing the cross-sectional area can quickly improve the stiffness of the structure, which provides a reference for the structural variable stiffness design in practical engineering.

Findings

(1) When the axial external force is applied to the structure, the torsion-angle deformation of the structure is the largest, and the radial deformation of the structure is the smallest. (2) The structure stiffness can be rapidly enhanced by increasing the cross-sectional area. But the cross-sectional area can't be increased indefinitely. Because the mass will be increased once increasing the cross-sectional area, which will destroy the structure of the advantages of light weight in engineering practice.

Originality/value

The deformation analysis of the concrete structure is carried out, and it is concluded that increasing the cross-sectional area can quickly improve the stiffness of the structure, which provides a reference for the structural variable stiffness design in practical engineering.

Details

Engineering Computations, vol. 40 no. 4
Type: Research Article
ISSN: 0264-4401

Keywords

Article
Publication date: 4 July 2023

Liga Jankova, Anita Auzina and Andra Zvirbule

The aim is to analyse a regional cultural tourism object in Latvia, focusing on the elements of smart tourism as an indication of opportunities provided by digital technologies…

Abstract

Purpose

The aim is to analyse a regional cultural tourism object in Latvia, focusing on the elements of smart tourism as an indication of opportunities provided by digital technologies and its practical application.

Design/methodology/approach

The research employed data from the Central Statistical Office of the Republic of Latvia (hereinafter CSB), publicly available reports by ministries of the Republic of Latvia (hereinafter RoL), the Organization for Economic Cooperation and Development (hereinafter OECD) etc., as well as summarized scientific findings on the research problem. Data on the use of smart technology elements at the Rundale Palace Museum were obtained in two ways: from public reports on the museum in 2016–2021 and additionally an expert interview was conducted with the deputy director of the museum. The expert interview questions were semi-structured.

Findings

The characteristics of cultural tourism indicate the use of ICT in destination management, marketing, planning, process organization and changes in organizational culture. The recognizable elements of smart cultural tourism are the smart travel destination, smart experiences and smart business. 4.0 G technologies are required to ensure the functioning of the elements: artificial intelligence, big data analytics, the Internet of things, blockchain, cloud computing, virtual and augmented reality. Smart cultural tourism is a unified system involving several levels of national and municipal institutions, organizations, entrepreneurs and NGOs. The implementation of smart cultural tourism requires centralized funding to implement and manage digital connectivity between the stakeholders. In the Latvian and Baltic context, the Rundale Palace Museum has been established as a cultural tourism object – a Renaissance palace museum, which is the second most visited museum in Latvia. The Rundale Palace Museum digitizes the services it provides within its financial possibilities, e.g. cloud data for remote purchase of visitor tickets, self-registration of visitors in the single visitor system, augmented reality and mobile applications. The Internet of things is not used, while artificial intelligence is partially used by the museum. At the Rundale Palace Museum as a smart tourist destination, the research did not identify the following features: a technological platform, a smart destination strategy and use of big data. Further, public-private consumer cooperation is not in place. The Rundale Palace Museum was not identified as an element of smart business, as a single smart business ecosystem for cultural tourism has not been created in the entirety of Latvia as yet nor in the Zemgale region in particular. Communication between cooperation partners occurred via telephone.

Originality/value

Few research studies on digital solutions for cultural tourism in Latvia and in the region of Zemgale, where the largest Renaissance pearl in Latvia and the Baltic States – the Rundale Palace Museum – is located, have been conducted; hence, this study contributes to addressing the research gap.

Details

Worldwide Hospitality and Tourism Themes, vol. 15 no. 5
Type: Research Article
ISSN: 1755-4217

Keywords

Article
Publication date: 13 January 2023

Natheer Abu-Obeid and Lama Bilal Abuhassan

The goal of the study is to underline “Cinematic Architecture” as another source of architectural thinking and research. This study is also a response to the shortage in empirical…

253

Abstract

Purpose

The goal of the study is to underline “Cinematic Architecture” as another source of architectural thinking and research. This study is also a response to the shortage in empirical research on architecture in the cinema. Moreover, the study introduces the architectural components that qualify the cinematic spaces to be influential cinematic experience. This is in addition to investigating the impact of these components on the viewers' cognitive and emotional experience of films.

Design/methodology/approach

In the reported study, an empirical experiment examined scenes from three different movies as experienced by a selected group of audience of movies fans (architects and laypersons). The audience was asked to report feelings the audience had about each scene using a questionnaire that was designed for this purpose, and the audience was asked to write down the aspects that affected the audience's emotions. The experiment evaluated selected emotional states and could specify the architectural features and/or objects that significantly contributed in inducing these emotions.

Findings

This study's findings concluded that emotions, which exist in the positive margin of the emotions “circumplex model,” were influenced by architectural components that were different from those that influenced emotions which lie in the negative margin of the model.

Research limitations/implications

As for filmmakers, the study contributes in developing filmmakers' knowledge about the role of architecture in scenic creation and thus how that knowledge enhances filmmakers' film narrative and the narrative's spatial imagery. As for academia, this study contributes in developing the knowledge about film cognition as related to architectural semiotics. In the context of behavioral approach to architectural design, a behavior setting which is the basic element in environmental design can be dramatized by applying a cinematic narrative to a human activity system within a milieu of architectural design elements.

Practical implications

This study is important for architects, as the study provides architects with an alternative tool for fictional experience and for testing architectural ideas through cinematic architecture. This study also helps in developing new venues for the practice of architecture into the world of fiction. This study also contributes in developing the trend that architectural design thinking can learn from cinematic thinking and practice.

Originality/value

This study introduces an empirical approach to evaluate architectural entities as part of cinematic experience. This study also comes as a response to the shortage in empirical research on architecture in the cinema.

Details

Archnet-IJAR: International Journal of Architectural Research, vol. 18 no. 1
Type: Research Article
ISSN: 2631-6862

Keywords

Abstract

Details

KAIZEN-21
Type: Book
ISBN: 978-1-80455-845-4

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