The Role of Space in Aesthetic and Practical Design of Automobiles: A Look at Five Examples

Author(s):  
James Wilson
Keyword(s):  
1970 ◽  
pp. 29
Author(s):  
Tandi Agrell

Most visitors to a museum exhibition expect the presence of authentic artefacts. With their materiality and history, these artefacts are considered to be specific to the exhibition medium. The author goes beyond this to assert that the use of authentic artefacts makes it more difficult to bring about the communication that the exhibition is trying to achieve. Despite the attempt to use it as a means of communication, the authentic artifacts in the exhibition are actually a hindrance in the communicative process. By relating artefact-focused museum exhibitions to contemporary neo-realistic art installations, the author illustrates the role of the artefacts in the museum exhibition. The article points out how problematic the authentic artefacts are from a practical design perspective, and how the demand for authentic artefacts in the exhibition is actually a convention that limits what the exhibition can achieve as a means of communication. 


2011 ◽  
Vol 1 (3) ◽  
pp. 74-79
Author(s):  
A. A LYuBIMOVA

The author has investigated the usage of information terminology and has made the review of the practical design with the use of interactive information technology in modern and future urban planning. Such concepts as interactivity or grid-technologies aren't perceived separately from the art of architecture, so far as it concerns the creation of the urbanized space answering a technogenic level of community development. The existing examples of digital elements usage in urban planning raise the living standards of urban population. It supports the basic principles of sustainable development. Thus, the interactive urban space conception is current for the architecture of information society.


2019 ◽  
Vol 69 ◽  
pp. 00088
Author(s):  
V.P. Potamskaya ◽  
E.A. Evstifeeva ◽  
S.I. Filippchenkova

The article studies personal components of a modern engineer who is a key figure in the Russian and global space.The vector of thinking, ethical priorities, reflective positions and identities determine the way to find a techno-humanitarian balance as a condition for the survival and prospects of mankind.A significant influence on the formation of engineer’s identities is exerted by historical and cultural traditions.Engineering culture has a connective structure that forms a single space of experience and activity.Memory and continuity are interrelated; identities can belong to any scientific school existing in the educational institution, field of knowledge, or to the Russian engineering school as a whole.The authors indicate that key concepts of identities of a modern engineer are responsibility, ethical reflection and social assessment of technology.Modern engineering ethics is reflected in ethical codes which reveal the ethical space and responsibilities of the engineer and impose responsibility for all processes taking place in a technogenic society.The practical-design approach is based on the tools of the post-non-classical methodology:key components of the engineer’s personal potential are correlated with the university self-developing environment, reflective activities at the undergraduate and graduate levels, and further engineering practice.The study on the personal potential and identities can be used to justify the need to expand the sociohumanitarian paradigm in engineering education, develop the concept “personal potential”, and identify features of engineer’s identity formation.The development of a model for training engineers using sociohumanitarian reflective methods converging personal and professional competencies and ethical priorities meets the role of engineering education, tasks of ensuring the competitiveness of Russian industry.


2008 ◽  
Vol 2008 ◽  
pp. 1-8 ◽  
Author(s):  
J. R. Parker ◽  
John Heerema

The use of sound in an interactive media environment has not been advanced, as a technology, as far as graphics or artificial intelligence. This discussion will explore the use of sound as a way to influence the player of a computer game, will show ways that a game can use sound as input, and will describe ways that the player can influence sound in a game. The role of sound in computer games will be explored some practical design ideas that can be used to improve the current state of the art will be given.


2021 ◽  
Author(s):  
◽  
Timothy Jones

<p>Objects have been categorised into classes that declare and implement their behaviour ever since the paradigm of object-orientation in programming languages was first conceived. Classes have an integral role in the design and theory of object-oriented languages, and often appear alongside objects as a foundational concept of the paradigm in many theoretical models.  A number of object-oriented languages have attempted to remove classes as a core component of the language design and rebuild their functionality purely in terms of objects, to varying success. Much of the formal theory of objects that eschews classes as a fundamental construct has difficulty encoding the variety of behaviours possible in programs from class-based languages.  This dissertation investigates the foundational nature of the class in the object-oriented paradigm from the perspective of an ‘objects-first’, classless language. Using the design of theoretical models and practical implementations of these designs as extensions of the Grace programming language, we demonstrate how objects can be used to emulate the functionality of classes, and the necessary trade-offs of this approach.  We present Graceless, our theory of objects without classes, and use this language to explore what class functionality is difficult to encode using only objects. We consider the role of classes in the types and static analysis of object-oriented languages, and present both a practical design of brand objects and a corresponding extension of our theory that simulates the discipline of nominal typing. We also modify our theory to investigate the semantics of many different kinds of implementation reuse in the form of inheritance between both objects and classes, and compare the consequences of these different approaches.</p>


2021 ◽  
Author(s):  
◽  
Timothy Jones

<p>Objects have been categorised into classes that declare and implement their behaviour ever since the paradigm of object-orientation in programming languages was first conceived. Classes have an integral role in the design and theory of object-oriented languages, and often appear alongside objects as a foundational concept of the paradigm in many theoretical models.  A number of object-oriented languages have attempted to remove classes as a core component of the language design and rebuild their functionality purely in terms of objects, to varying success. Much of the formal theory of objects that eschews classes as a fundamental construct has difficulty encoding the variety of behaviours possible in programs from class-based languages.  This dissertation investigates the foundational nature of the class in the object-oriented paradigm from the perspective of an ‘objects-first’, classless language. Using the design of theoretical models and practical implementations of these designs as extensions of the Grace programming language, we demonstrate how objects can be used to emulate the functionality of classes, and the necessary trade-offs of this approach.  We present Graceless, our theory of objects without classes, and use this language to explore what class functionality is difficult to encode using only objects. We consider the role of classes in the types and static analysis of object-oriented languages, and present both a practical design of brand objects and a corresponding extension of our theory that simulates the discipline of nominal typing. We also modify our theory to investigate the semantics of many different kinds of implementation reuse in the form of inheritance between both objects and classes, and compare the consequences of these different approaches.</p>


JAMA ◽  
1966 ◽  
Vol 195 (12) ◽  
pp. 1005-1009 ◽  
Author(s):  
D. J. Fernbach
Keyword(s):  

JAMA ◽  
1966 ◽  
Vol 195 (3) ◽  
pp. 167-172 ◽  
Author(s):  
T. E. Van Metre

2018 ◽  
Vol 41 ◽  
Author(s):  
Winnifred R. Louis ◽  
Craig McGarty ◽  
Emma F. Thomas ◽  
Catherine E. Amiot ◽  
Fathali M. Moghaddam

AbstractWhitehouse adapts insights from evolutionary anthropology to interpret extreme self-sacrifice through the concept of identity fusion. The model neglects the role of normative systems in shaping behaviors, especially in relation to violent extremism. In peaceful groups, increasing fusion will actually decrease extremism. Groups collectively appraise threats and opportunities, actively debate action options, and rarely choose violence toward self or others.


2018 ◽  
Vol 41 ◽  
Author(s):  
Kevin Arceneaux

AbstractIntuitions guide decision-making, and looking to the evolutionary history of humans illuminates why some behavioral responses are more intuitive than others. Yet a place remains for cognitive processes to second-guess intuitive responses – that is, to be reflective – and individual differences abound in automatic, intuitive processing as well.


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