The Problem of Knowing: Digital Technology, Design, and Cyberspace

2003 ◽  
Vol 29 (1-2) ◽  
pp. v-vii
2021 ◽  
Vol 236 ◽  
pp. 05004
Author(s):  
Maoxin Sun

Teaching reform in colleges and universities needs to change the traditional main form of discipline-based structure, combine theoretical teaching with practical teaching, link school classroom teaching, practical base and local industry, and cultivate compound technical talents who can serve local economic development. For the major of digital technology design, after graduation, it is necessary to engage in relevant design industries, which has high technical requirements for talents. If students only have theoretical knowledge but no practical experience, it is difficult for them to have a competitive advantage. Based on the analysis of related concepts, this paper puts forward how to use the innovative teaching mode of combining production with learning to carry out digital technical design teaching, so as to cultivate innovative technical design talents and provide services for the development of local art design.


10.5334/bck.g ◽  
2021 ◽  
pp. 67-79
Author(s):  
Luigina Ciolfi

The importance of physical and tangible qualities in museum visits has been established by extensive literature exploring the importance of materiality (Dudley, 2013) and multisensory experiences (Levent and Pascual-Leone, 2014) of heritage. A challenge for digital technology design is to ensure that these dimensions are not lost to visually heavy virtual experiences. This chapter examines hybrid interactions in museums, outlining exemplars of successful physical- digital installations and defining the key aspects to consider for their design and evaluation. The goal is to complement chapters on virtual approaches to heritage with insights on how and why to successfully bridge physical and digital in hybrid designs.


2021 ◽  
Vol 236 ◽  
pp. 05075
Author(s):  
Wang Meina ◽  
Wu Fan ◽  
Meng Kaining ◽  
Luo Yang

Having risen to the height of the future development of the country, the cultivation of innovative digital technology design talents has become the general trend of the development of the education industry of the world. How to cultivate students’ innovative ability is a huge challenge for the current education circle. Design thinking is a creative problem-solving thinking model and methodology separated from design. The Paper started with the essence of design thinking. The application and practice of all institutions on the innovation process of design thinking were analyzed, and its modes and ideas in the fields of industry, commerce, and design were combined. The innovative curriculum design was carried out based on the five foundations of the design thinking model of Stanford University, and the operability of teaching links, the iterative cycle of the process, and the effectiveness of students’ hands-on actions were emphasized. In the Paper, effective operation guidance for the cultivation of students’ innovation ability was provided. Besides, a cyclic and iterative co-creation ecosystem in colleges and universities can be built to link the integration of industry and education with digital technology design innovation. In the Paper, the “three innovations” (creativity, innovation, entrepreneurship) were focused to explore a new path to cultivate students’ ability in innovative digital technology design, which is of great significance to the cultivation of innovative talents in digital technology design, the reform of teaching forms, and teaching contents.


2021 ◽  
Vol 236 ◽  
pp. 05076
Author(s):  
Yang Feng

Digital technology promotes the innovation and development of design. With the development of science and technology, design has changed the traditional design mode. We must stimulate the innovative potential of design and let digital technology play a greater driving force.The current era of "internet of all things" is also a new challenge to the development of human civilization. Game design as an important part of modern design, its design innovation is worth thinking about: How to use the rapidly changing Science and Technology; how to organically connect the real world with the virtual world; how to skillfully integrate human care into the game design; how to use the game to pay attention to special groups; how to make the function of the game get multi-dimensional presentation and other aspects are worth discussing.


2010 ◽  
Vol 20 (1) ◽  
pp. 9-13 ◽  
Author(s):  
Glenn Tellis ◽  
Lori Cimino ◽  
Jennifer Alberti

Abstract The purpose of this article is to provide clinical supervisors with information pertaining to state-of-the-art clinic observation technology. We use a novel video-capture technology, the Landro Play Analyzer, to supervise clinical sessions as well as to train students to improve their clinical skills. We can observe four clinical sessions simultaneously from a central observation center. In addition, speech samples can be analyzed in real-time; saved on a CD, DVD, or flash/jump drive; viewed in slow motion; paused; and analyzed with Microsoft Excel. Procedures for applying the technology for clinical training and supervision will be discussed.


2020 ◽  
Author(s):  
Holly E. Oemke ◽  
Leslie Schlachter ◽  
Joshua Bederson
Keyword(s):  

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