Novel Concepts in Digital Design

Author(s):  
Rivka Oxman

New media and methodologies are being employed in changing the conceptual understanding of what digital design is and may become. New experience is beginning to emerge in relation to novel key design concepts, computational methods, and digital technologies in the use of, and interaction with, digital media in design. The chapter describes an experimental program, the objective of which was to identify and map novel design concepts and relevant methodologies of digital design. In making the survey, analysis, and the categorization of relevant concepts and emerging precedents in this field, the authors made an attempt to formulize a theoretical basis for the conceptual mapping of this field. The conceptual mapping of this field is termed DDNET: Digital Design Network. The DDNET is a semantic system divided into the following conceptual levels: Key-concepts, sub-concepts, computational models and techniques, and precedent level. As a first step in this research, the authors made a survey of emerging knowledge from both praxis and theoretical resources, and then formulated and presented proposed set of design models, concepts, relevant methodologies, and precedents. Next, the authors mapped a network representation around leading key-concepts. The final step was to accommodate and apply this representation as a new basis for a pedagogical experiment in teaching digital design. The research has been conducted in Experimental Digital Design Studio in the Faculty of Architecture and Town Planning at the Technion, Israel.

Author(s):  
Rebekah Willett

There are numerous discourses that seek to define the relationships between young people and digital media. These discourses have different and sometimes contradictory ways of constructing learners and the learning environment (Facer et al. 2001). On the one hand there are panics around new media which position children and young people as being at risk from the dangers of digital technology. In this view children are in need of careful teaching and controlling, as they are unable to learn the correct and safe way to use digital technology on their own. In complete contrast, there are discourses around new technologies which position children as ready learners and technology as offering endless easy-to-use resources for worthwhile learning. This latter view of children as „natural cyberkids’ overlooks many aspects of learning and digital technology, not least the socio-cultural aspects of learning or the possibility that there might be a developmental progression of skills related to learning new technologies.


2021 ◽  
Author(s):  
◽  
Serdar Aydin

<p>Digital tools have become critical instruments in preserving and communicating the value of heritage as important cultural expressions of the past. A consequence of digitalisation is the democratisation of heritage institutions, such as museums, which are found to value increasingly new types of content and new profiles of audiences. Digitisation plays a vital role in the alteration of the convictions of the heritage field to ‘materiality’ and ‘actuality.’ Although researchers acknowledge the significance of digital heritage in leading us into new ways of expressing ‘authenticity’ and ‘virtuality,’ studies have been confined to heritage activities comprised of digital documentation, representation and dissemination. Previous studies have reported on the role of public engagement in digital heritage which is criticised as consumptive, passive, guided and descriptive. Instead, the motivation of this research is to explore a new role that is ‘generative,’ ‘active’ and ‘creative’ for the production of heritage knowledge.  This dissertation demonstrates an innovative digital design approach to creative and participatory content-making in digital heritage. The research investigated the use of creative content generated collaboratively for knowledge production and acquisition in architectural heritage and tested in Kashgar, the westernmost city in China. The research conceives an interdisciplinary methodology, integrating design with the standard activities involved in digital heritage.   This dissertation is undertaken using different digital media equipment for collaboratively expressing authenticity and virtuality of heritage information. The research examines the role of creative engagement for constructing digital heritage. Creative engagement in a hybrid immersive virtual reality environment is experimented with and findings are analysed qualitatively. Then, to measure the outcome of creative engagement quantitatively, a well-known technique in data mining is used to expose undisclosed patterns. It is the first time in digital heritage that a study employs association rule mining to interpret user-generated content. The qualitative findings of two initial experiments are synthesised with quantitative results of the third experiment to investigate how the creative contribution of people in content-making is generalizable.   The investigations foster the advancement of research and practice in digital heritage beyond the frontiers of current knowledge. There is a number of fields that can apply the results of this research, including cultural heritage, computer-aided architectural design, museology, new media, TV, education, MOOC, streaming, as well as culture and game studies.</p>


2021 ◽  
Author(s):  
◽  
Serdar Aydin

<p>Digital tools have become critical instruments in preserving and communicating the value of heritage as important cultural expressions of the past. A consequence of digitalisation is the democratisation of heritage institutions, such as museums, which are found to value increasingly new types of content and new profiles of audiences. Digitisation plays a vital role in the alteration of the convictions of the heritage field to ‘materiality’ and ‘actuality.’ Although researchers acknowledge the significance of digital heritage in leading us into new ways of expressing ‘authenticity’ and ‘virtuality,’ studies have been confined to heritage activities comprised of digital documentation, representation and dissemination. Previous studies have reported on the role of public engagement in digital heritage which is criticised as consumptive, passive, guided and descriptive. Instead, the motivation of this research is to explore a new role that is ‘generative,’ ‘active’ and ‘creative’ for the production of heritage knowledge.  This dissertation demonstrates an innovative digital design approach to creative and participatory content-making in digital heritage. The research investigated the use of creative content generated collaboratively for knowledge production and acquisition in architectural heritage and tested in Kashgar, the westernmost city in China. The research conceives an interdisciplinary methodology, integrating design with the standard activities involved in digital heritage.   This dissertation is undertaken using different digital media equipment for collaboratively expressing authenticity and virtuality of heritage information. The research examines the role of creative engagement for constructing digital heritage. Creative engagement in a hybrid immersive virtual reality environment is experimented with and findings are analysed qualitatively. Then, to measure the outcome of creative engagement quantitatively, a well-known technique in data mining is used to expose undisclosed patterns. It is the first time in digital heritage that a study employs association rule mining to interpret user-generated content. The qualitative findings of two initial experiments are synthesised with quantitative results of the third experiment to investigate how the creative contribution of people in content-making is generalizable.   The investigations foster the advancement of research and practice in digital heritage beyond the frontiers of current knowledge. There is a number of fields that can apply the results of this research, including cultural heritage, computer-aided architectural design, museology, new media, TV, education, MOOC, streaming, as well as culture and game studies.</p>


2020 ◽  
Vol 237 (10) ◽  
pp. 1172-1176
Author(s):  
Charlotte Schramm ◽  
Yaroslava Wenner

AbstractThe digital media becomes more and more common in our everyday lives. So it is not surprising that technical progress is also leaving its mark on amblyopia therapy. New media and technologies can be used both in the actual amblyopia therapy or therapy monitoring. In particular in this review shutter glasses, therapy monitoring and analysis using microsensors and newer video programs for amblyopia therapy are presented and critically discussed. Currently, these cannot yet replace classic amblyopia therapy. They represent interesting options that will occupy us even more in the future.


Author(s):  
Jesse Schotter

Hieroglyphs have persisted for so long in the Western imagination because of the malleability of their metaphorical meanings. Emblems of readability and unreadability, universality and difference, writing and film, writing and digital media, hieroglyphs serve to encompass many of the central tensions in understandings of race, nation, language and media in the twentieth century. For Pound and Lindsay, they served as inspirations for a more direct and universal form of writing; for Woolf, as a way of treating the new medium of film and our perceptions of the world as a kind of language. For Conrad and Welles, they embodied the hybridity of writing or the images of film; for al-Hakim and Mahfouz, the persistence of links between ancient Pharaonic civilisation and a newly independent Egypt. For Joyce, hieroglyphs symbolised the origin point for the world’s cultures and nations; for Pynchon, the connection between digital code and the novel. In their modernist interpretations and applications, hieroglyphs bring together writing and new media technologies, language and the material world, and all the nations and languages of the globe....


Author(s):  
Dan J. Bodoh

Abstract The growth of the Internet over the past four years provides the failure analyst with a new media for communicating his results. The new digital media offers significant advantages over analog publication of results. Digital production, distribution and storage of failure analysis results reduces copying costs and paper storage, and enhances the ability to search through old analyses. When published digitally, results reach the customer within minutes of finishing the report. Furthermore, images on the computer screen can be of significantly higher quality than images reproduced on paper. The advantages of the digital medium come at a price, however. Research has shown that employees can become less productive when replacing their analog methodologies with digital methodologies. Today's feature-filled software encourages "futzing," one cause of the productivity reduction. In addition, the quality of the images and ability to search the text can be compromised if the software or the analyst does not understand this digital medium. This paper describes a system that offers complete digital production, distribution and storage of failure analysis reports on the Internet. By design, this system reduces the futzing factor, enhances the ability to search the reports, and optimizes images for display on computer monitors. Because photographic images are so important to failure analysis, some digital image optimization theory is reviewed.


2008 ◽  
Vol 56 (12) ◽  
pp. 2145-2155 ◽  
Author(s):  
Babak Ghaffari ◽  
Mehdi Matinfar ◽  
Jawad Salehi

2021 ◽  
Vol ahead-of-print (ahead-of-print) ◽  
Author(s):  
Jessie Nixon

Purpose This paper aims to demonstrate how teaching the discourse of critique, an integral part of the video production process, can be used to eliminate barriers for young people in gaining new media literacy skills helping more young people become producers rather than consumers of digital media. Design/methodology/approach This paper describes an instrumental qualitative case study (Stake, 2000) in two elective high school video production classrooms in the Midwestern region of the USA. The author conducted observations, video and audio recorded critique sessions, conducted semi-structured interviews and collected artifacts throughout production including storyboards, brainstorms and rough and final cuts of videos. Findings Throughout critique, young video producers used argumentation strategies to cocreate meaning, multiple methods of inquiry and questioning, critically evaluated feedback and synthesized their ideas and those of their peers to achieve their intended artistic vision. Young video producers used feedback in the following ways: incorporated feedback directly into their work, rejected and ignored feedback, or incorporated some element of the feedback in a way not originally intended. Originality/value This paper demonstrates how teaching the discourse of critique can be used to eliminate barriers for young people in gaining new media literacy skills. Educators can teach argumentation and inquiry strategies through using thinking guides that encourage active processing and through engaging near peer mentors. Classroom educators can integrate the arts-based practice of the pitch critique session to maximize the impact of peer-to-peer learning.


2018 ◽  
Vol 4 (3) ◽  
pp. 205630511878477 ◽  
Author(s):  
Jonathan A. Obar ◽  
Anne Oeldorf-Hirsch

The clickwrap is a digital prompt that facilitates consent processes by affording users the opportunity to quickly accept or reject digital media policies. A qualitative survey analysis was conducted ( N = 513), assessing user interactions with the consent materials of a fictitious social media service, NameDrop. Findings suggest that clickwraps serve a political economic function by facilitating the circumvention of consent materials. Herman and Chomsky’s notion of the “buying mood” guides the analysis to analogize how social media maintain flow to monetized sections of services while diverting attention from policies that might encourage dissent. Clickwraps accomplish this through an agenda-setting function whereby prompts encouraging circumvention are made more prominent than policy links. Results emphasize that clickwraps discourage engagement with privacy and reputation protections by suggesting that consent materials are unimportant, contributing to the normalization of this circumvention. The assertion that clickwraps serve a political economic function suggests that capitalist methods of production are successfully being integrated into social media services and have the ability to manufacture consent.


2019 ◽  
pp. 0095327X1985930 ◽  
Author(s):  
Nehemia Stern ◽  
Uzi Ben Shalom

This article explores the social media postings of Israel Defense Forces (IDF) soldiers on two different and unofficial Facebook groups. While scholars of armed forces and society have noted the growing importance that militaries have placed on digital media, there is little data regarding the unofficial uses and meanings that regular soldiers themselves make of social networking sites. With an anthropological focus on everyday experiences, we argue that the social media activity of IDF personnel highlights the quotidian aspects of military life in ways that reverberate beyond the strictly ideological or political facets of their service. Here, soldiers can express their frustrations with military bureaucracy, while also presenting a lighthearted (and positive) commentary on a shared rite of passage. This research opens a window into the lives and dilemmas of the first generation of Israeli soldiers to employ new media as a taken for granted aspect of their service.


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