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1 – 10 of over 2000First concerns over the competitiveness of major economic sectors or whole nations date back to the early eighties. To recall this was the period in which the combined effects of…
Abstract
First concerns over the competitiveness of major economic sectors or whole nations date back to the early eighties. To recall this was the period in which the combined effects of rapid technological changes (through the advance of micro processors) massive trade liberalization through GATT and the formation of new free trading zones and deregulation rapidly altered the terms of trade and revealed new comparative advantages, industrial production and distribution.
Mihaela Kelemen and Lindsay Hamilton
The purpose of this paper is to provide new insights into the social impact of creative research methods.
Abstract
Purpose
The purpose of this paper is to provide new insights into the social impact of creative research methods.
Design/methodology/approach
Using the new methodology of cultural animation (CA), the authors highlight how knowledge can be co-produced between academics, community members and organisational practitioners. Drawing on the UK Connected Communities programme, the authors explore examples of immersive and performative techniques including arts and crafts, drama and poetry.
Findings
The authors showcase the practical and theoretical benefit of such exercises to generate impact and influence. Empirically, the authors demonstrate the potential of CA to bring together researchers and community members in useful partnerships that foster dialogical exchange. Theoretically, the authors extend and develop the value of American Pragmatism by highlighting how democratic, iterative and practical learning plays out through the materials, networks and processes of cultural animation.
Social implications
Exploration of the examples leads us to propose and explore impact as a form of legacy which captures the temporal, processual and performative nature of knowledge sharing and co-production.
Originality/value
The methodology of CA is innovative and has not been tested widely to date although, as the authors illustrate, it is particularly useful for encouraging interaction between academics and the wider world by developing and nurturing interactions and relationships. It carries potential to contribute new insights to the theorisation and lived experience of organisation.
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Aristofanis Soulikias, Carmela Cucuzzella, Firdous Nizar, Morteza Hazbei and Sherif Goubran
Highly sophisticated digital technologies have distanced architects and designers from intimate and immediate hand-drawing practices. Meanwhile the changes they rapidly bring come…
Abstract
Purpose
Highly sophisticated digital technologies have distanced architects and designers from intimate and immediate hand-drawing practices. Meanwhile the changes they rapidly bring come with undetected changes in cultural and social norms regarding the built environment. The growing dependence on computers calls for a more holistic, socially inclusive and place-responsive design practice. This paper aims to shed light on what we are losing in the design process as we rapidly transition to communicate architecture using digital media. The authors contemplate the paradigms in which the human body and physical objects still play an important role in today's design environment.
Design/methodology/approach
The paper looks at current trends in developing and establishing “computer imaging” within architectural education, and the architectural profession through parametric design and the area of sustainability. In order to reveal novel and hybrid ways of architectural image-making, it also looks into art forms that already experiment with bodily practices in design by taking an artisanal animation project as a case study.
Findings
The renewed longing for craft, haptic environments, tactile experiences and hand-crafted artifacts and artworks that engage the senses can be exemplified with the success of the documentary Last Dance on the Main, an animated film on the endangered layers of human presence in one of Montreal's downtown neighborhoods. The open possibilities for creative hybridizations between the handmade and the digital in architecture practice and education are exposed.
Originality/value
The influence of film on the perception and consequent design of cities is well documented. There is little literature, however, on how the materiality and process of artisanal film animation can provide alternative, if not additional, insights on how to communicate various aspects of the built environment, particularly those rooted in the human body. Furthermore, handmade film explores a broader understanding of sustainability, which includes considerations for social and cultural contexts.
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Haitang Wu and Hua Tu
The purpose of this paper is to develop the teaching strategies of alternating peer teaching and progressive project-oriented learning, and apply them to the curriculum design of…
Abstract
Purpose
The purpose of this paper is to develop the teaching strategies of alternating peer teaching and progressive project-oriented learning, and apply them to the curriculum design of digital animation game production, and conduct teaching experimental research.
Design/methodology/approach
This research method under the teaching strategies of alternating peer teaching and progressive project-oriented learning, to the design of digital animation game and use teaching experiment animation game production tool was Game Maker animation game production software to develop the study. The production of learning history data was used in-game projects, to verify the digital animation game design effectiveness was used SPSS statistics method, and was to compare the learning effectiveness of the different teaching modes.
Findings
Through experimental design, learners can acquire the knowledge and skills of digital animation game production under the guidance of progressive project-oriented teaching strategies. In terms of the cognition and skills of animation game production, learners have acquired the skills of taking them in animation game design to be able to independently produce and design digital animation games. The research results can be used as a reference for future research on digital animation game teaching and curriculum development.
Originality/value
This study proposed a new approach to develop the teaching strategies of alternating peer teaching and progressive project-oriented learning, to design digital animation games. The research results show that effective teaching strategies guide successful learning, it can be used as a reference for future research on digital animation game teaching and curriculum development.
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Yongcai Hu, Wei Sun, Xigang Liu, Quan Gan and Jie Shi
The purpose of this study is to enhance audience experience in museum by using three-dimensional (3D) virtual simulation technology.
Abstract
Purpose
The purpose of this study is to enhance audience experience in museum by using three-dimensional (3D) virtual simulation technology.
Design/methodology/approach
In this study, a large space museum building tourism demonstration system based on 3D virtual simulation technology was proposed. Starting from the concept of virtual reality (VR), the characteristics of VR and the classification of VR systems were introduced, and the research status of VR technology at home and abroad and the application of 3D virtual simulation were discussed. Then the key technologies of 3D modeling, 3D scene optimization and 3D simulation driving of 3D virtual simulation were expounded, and the characteristics and application scope of different technical methods were analyzed. Finally, an example of the Hongzhou Kiln 3D network museum was listed.
Findings
The research results showed that 3D virtual simulation has a wide range of applications in the field of VR. Different elements need to be considered for different types of applications, and different contents need to be integrated to achieve the corresponding interaction modes.
Originality/value
Virtual image; multimedia; large space museum; tourism demonstration system; 3D virtual simulation technology.
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Asmaa Bouaamri and Ágnes Hajdu Barat
This article discusses the public library system in Morocco, compiling the available information tackling the historical background of public libraries and their early work and…
Abstract
Purpose
This article discusses the public library system in Morocco, compiling the available information tackling the historical background of public libraries and their early work and the system that has been adopted during and after colonial periods. The main purpose of the study is to shed light on the present situation of the public library system in Morocco and also to further identify some of the recurrent issues in the public library system in Morocco.
Design/methodology/approach
The authors relied on a literature review as a theoretical reference in order to study and extract the available studies done previously on the Moroccan system for public libraries.
Findings
Public libraries in Morocco face various issues such as lack of available data and research, lack of appropriate funds, education in the field of library and information sciences, low rate of reading culture within the country and the high rate of illiteracy, all of which obstruct the development of Moroccan librarianship. There is a necessary reform need and action in order to help in the development of libraries in the country.
Originality/value
This paper is the first paper that discussed the state of public libraries in Morocco and that draws and highlights the importance of public libraries in relation with the country's development.
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International trade flows of cultural goods have grown noticeably in the past few decades and the development of cultural products trade has been an important issue in the…
Abstract
Purpose
International trade flows of cultural goods have grown noticeably in the past few decades and the development of cultural products trade has been an important issue in the international business field. Therefore, this study aims to explore how per capita gross domestic product, distance, culture, Internet penetration and other factors affect the trade of cultural products.
Design/methodology/approach
The paper focuses on the international trade in cultural goods of China, Japan and Korea with other countries. To analyze the essential reason, the study has applied the classical gravity model along with variables, which mainly represent global connectedness to investigate which variables have the most impact on trade in cultural products.
Findings
The result shows that in terms of China, cultural similarity boosts the volume of trade volume with other countries, however, for South Korea and Japan, cultural similarity does not have a significant impact. On top of cultural similarity, individual cultural value dimension differences between countries show mixed results for each country and their directions of trade. Global connectedness, on the other hand, is not congruent with the general expectations of previous studies.
Research limitations implications
Due to the limited time for data collection, the research was done with a relatively small country list with a limited number of cultural good items. Second, the Kogut and Singh index is one of the most popular measures based on cultural dimension deviation. It is based on the Euclidean calculation method used by most scholars but some scholars believe that the Euclidean method has some shortcomings. Third, the authors do not actively promote robust testing after regression analysis this work would be carried out in the future. Finally, using the four basic cultural dimensions proposed by Hofstede in 1980 may be another limitation.
Practical implications
First, the authors should further promote the establishment of the China-Japan-South Korea Free Trade Area. The three countries should formulate special policies to favor the trade of cultural products and support the development of the cultural industry. Additionally, the three sides should also set up a joint research center to explore the issue of improving the international competitiveness of cultural products trade and find common solutions. And the three countries should further open their doors within the reasonable range, relax the restrictions on tourism and trade visas.
Originality/value
The analysis provides some different results as the previous papers. Distance variables show positive effect on trade which defines that long distance between countries do no matter on trade in cultural goods. Moreover, the variables of tourism receipt shows that global connectedness positively effects on trade. The cultural variables of the KS composite index show opposite result with the conventional logic which advocates that cultural dissimilarity enhances trade in cultural goods.
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Socio‐economic decline in rural areas is a pervasive and debilitating phenomenon in terms of regional development, particularly when former models of economic growth which once…
Abstract
Purpose
Socio‐economic decline in rural areas is a pervasive and debilitating phenomenon in terms of regional development, particularly when former models of economic growth which once stimulated business generation and regeneration can no longer be counted on to do so. In these austere times, models of social and community enterprise are becoming more important. This corresponds to the emergence of theories of community‐based entrepreneurship and social enterprise as explanatory variables. Such theories are used to label enterprising behaviour enacted within our communities, even when the theoretical arguments underpinning these re‐conceptualisations require to be stretched to permit this. Often the resultant explanations are not entirely convincing. The purpose of this paper is to challenge existing conceptualisations of community‐based entrepreneurship and social enterprise.
Design/methodology/approach
Using a case study methodology, the paper reports on the activities of the Buchan Development Partnership (BDP) – a community‐based project situated in the Buchan area of Aberdeenshire, Scotland – demonstrating how individual and community enterprise can be utilized to develop enterprising individuals and communities by growing enterprises organically. The case articulates this process, as it occurred in a rural development partnership using a narrative‐based case study methodology to examine activities and growth strategies.
Findings
The case bridges issues of entrepreneurship, entrepreneurial process, community and regional development and tells a story of community regeneration through the process of “Community Animateurship”.
Research limitations/implications
Research, practical and social implications are discussed but in particular the need to adopt a more holistic “bottom up” approach.
Originality/value
This case challenges existing conceptualisations of community‐based entrepreneurship and social enterprise.
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