scholarly journals Adaptive Reuse of Industrial Heritage with Cultural-creative Industry

2021 ◽  
Vol 13 ◽  
pp. 341-365
Author(s):  
Congcong Yao

This research aimed to explore the adaptive reuse pattern of the industrial heritage in the 798 Art District. It looks at how the relatively mature Cultural-creative industry links to urban regeneration activities, and what can be learnt from the redevelopment experience. In particular, it explores the role of the Cultural-creative industry and how it used the local industrial heritage to achieve the current layout and operation model of 798 art district. The adaptive reuse model of industrial heritage and the cultural–creative industry is assessed, the current issues and some targeted suggestions of 798 Art District are identified. During the historical evolution, the combination of the deserted urban land and the Cultural-creative industry worked as a successful redevelopment model. Although several studies have summarized of the development history of 798 Art District and its significant role in urban land and art markets, there has been little research on the role of creative class and industrial heritage in art districts and local tourism. This research will first provide literature review looking at the definition and development process of the Cultural-creative industry, the conservation and reuse of industrial heritage and the real-life cases of the reuse of industrial heritage in China. Then, the in-depth quantitative and qualitative methods are used to examine the development trajectory and characteristics of Beijing 798 Art District, the visitors’ tourist experience and the role of industrial heritage at the site. Ultimately, the discussion part will provide the comparison between 798 Art Districts with contemporaneous cases of industrial heritage reusing, and provide some recommendations to future development and operation.

2021 ◽  
Vol ahead-of-print (ahead-of-print) ◽  
Author(s):  
Monther Jamhawi ◽  
Shatha Mubaideen ◽  
Basem Mahamid

PurposeThe purpose of this paper is to present a framework for the adaptive re-use of wheat milling buildings setting in modern urban contexts in Jordan. This paper also aims to highlight the industrial heritage with a focus on wheat milling buildings, which date back to the beginning of the 20th century, as they document and represent significant aspects of the socio-cultural history of Jordan.Design/methodology/approachThe approach to this statement will be through a theoretical investigation into the notion of industrial heritage, a historical overview of wheat milling in Jordan, as well as a case study analysis to support the theoretical framework following a value-based approach for the case of Baboor Al-Qisar. Baboor Al-Qisar is a wheat milling structure that the Department of Antiquities (DoA) is willing to adaptively reuse as an industrial museum that tells the local narrative of wheat milling and points out the non-physical values associated with the building’s original use.FindingsThe paper introduces a framework for wheat milling buildings incorporation within the modern urban context as industrial heritage museums or socio-cultural facilities. The findings offer a reflection on approaching similar case studies as a tool for their conservation, management and promotion to create new tourist destinations as a form of sustainable urban regeneration.Originality/valueThis research bridges the gap between practice and theory in terms of adaptive reuse strategies within the Jordanian local context. No similar studies have been done on wheat milling structures from the 20th century in the country with local community engagement as an integral part that is carried out within the functionality and future use of the site.


2019 ◽  
pp. 213-235
Author(s):  
Margaret E. Walker

During the early period of mercantile contact with India, the exotic spectacle of the Bayadères or Nautch Girls seized the imagination of western sojourners and inspired an abundance of artistic production back in Europe. The ‘dancing girl’ is found everywhere in late 18th- and 19th-century orientalist paintings, poetry, novels, and of course, ballets, operas and other musical compositions. Although there are substantial studies exploring musical orientalisms in western art music, little attention has been paid to the role of real-life performances in such musical creation. This chapter explores the influence of the colonial interaction with Indian dance performances over the long 19th century. It argues not only for a nuanced and historicised approach to musical encounter but also, given the centrality of the Nautch in the Indian context, for the crucial inclusion of dance in the global history of music.


2020 ◽  
Author(s):  
Kseniia Leonidovna Erofeeva

The article analyses the final lines of V. Soloviev’s work “The General Sense of Art,” correlating them with the art tendencies of the modern civilization. The author addresses Soloviev’s idea about the transforming role of art in relation to the reality, the real life. It is stated that, in the modern era, within the commercial mass culture domination, the entertaining function of art comes to the forefront. At the same time, an opposing tendency can be observed: a movement towards the all-encompassing unity, understanding of the universal, the priority of common values (the ideas of ecological ethics, common religion, non-violence). The author indicates that the dialectic negation of the negation law is manifested in the history of art, in the realization of its varied functions.


2016 ◽  
Vol 13 (2) ◽  
pp. 3280
Author(s):  
Hülya Pehlivan

Games, which are as old as the history of the world, were played all over the world in all periods of history and in all cultures; and will be played in the future. A game which can be rule governed or free of rules, but in which children always participate voluntarily is a part of real life; and is the basis for physical, cognitive, social, linguistic, emotional and social development. Games are the mirrors reflecting the inner world of children, and they are the imaginary environments re-created by children so as to understand their emotions and enthusiasm, distress and relations. A game, which is defined as a field of experimenting in which children test and reinforce what they see, sets up ties with the past and forms a source for the future. Games are regarded as  children’s most important pursuit, and they mean discovering, learning, creating and expressing oneself for children. All materials for playing which introduce regulation into children’s movements, which help them in their physical and psycho-social development, which develop their imagination are described as toys, and toys have important functions in children’s development and in the development of their learning and creativity. Designing playgrounds, which are the locations for effective learning for children,  bring about significant responsibility. Therefore, this fact should be taken into consideration while choosing toys for chidren and while desgning playgrounds, and games should be employed in pre-school education in the light of scientific data.  Özetİnsanlık tarihi kadar eski olan oyun, dünyanın her yerinde, her çağda ve her kültürde oynanmıştır ve oynanmaya da devam edecektir. Oyun, belli bir amaca yönelik olan veya olmayan, kurallı ya da kuralsız gerçekleştirilen fakat her durumda çocuğun isteyerek yer aldığı fiziksel, bilişsel, sosyal, dil, duygusal ve sosyal gelişiminin temeli olan gerçek hayatın bir parçasıdır. Oyun çocuğun iç dünyasının bir aynasıdır ve çocuğun duygu ve coşkularını, üzüntülerini, ilişkilerini anlamak için onların yeniden yarattıkları bir düş ortamıdır. Çocuğun gördüklerini sınadığı ve pekiştirdiği bir deney alanı olarak tanımlanan oyun geçmiş ile bağ kurmakta, gelecek için kaynak oluşturmaktadır. Çocuğun en önemli uğraşı olarak kabul gören oyun, çocuklar için keşfetme, öğrenme, yaratma, kendini ifade etme anlamına gelmektedir. Gelişim basamakları boyunca çocuğun hareketlerine düzen getiren zihinsel, bedensel ve psiko-sosyal gelişimlerinde yardımcı olan, hayal gücünü geliştiren tüm oyun malzemeleri de oyuncak olarak tanımlanır ve oyuncakların çocukların gelişim, öğrenme ve yaratıcılığın gelişmesinde önemli bir işlevi vardır. Çocuk için etkili bir öğrenme mekânı olan oyun alanlarının tasarımlanması önemli bir sorumluluğu beraberinde getirir. Bu nedenle, çocuklara oyuncak seçerken ve oyun alanları dizayn ederken bu durum göz önünde bulundurulmalı ve özellikle okul öncesi eğitimde de bilimsel veriler ışığında oyundan faydalanmalıdır.


Author(s):  
Anna R. ZHUKOVA

Objective. The aim of the article is to study the phenomenon of leadership in the student collective. Methods. During the research and to achieve its goal, theoretical research methods were used, including analysis and synthesis, generalization, explanation. Results. As a result, the problems of formation of leadership qualities in students of higher education institutions are analyzed, the development history of the leadership problem, the versatility of the concept are considered. Interpretations of the leadership phenomenon existing in domestic and foreign literature are presented. The phenomenon of the leadership role differentiation in a group is analyzed, the role of libraries in the formation of students’ leadership competence is highlighted. Conclusion. The conclusion indicates that for the effective formation of students’ leadership qualities it is necessary to study their psychological characteristics and that libraries play a significant role in the process of formation of students’ leadership qualities.


2020 ◽  
Vol 9 (2) ◽  
pp. 133
Author(s):  
Sijie Li

<p>Photographic technology has become increasingly mature and been widely used in various of business activities. From traditional advertising photography to online store photo gallery, the value of commercial photography in the business field has gradually increasing. With the analysis of the relationship between commercial photography and e-commerce, this article introduces the development history of commercial photography, and envisages its future application in the field of e-commerce.</p>


Heritage ◽  
2019 ◽  
Vol 2 (2) ◽  
pp. 1176-1190
Author(s):  
Luca Zan

The purpose of this contribution is to analyze the role of the Arsenal in the history of management, still underrepresented in international historiography, and link it to the literature on industrial heritage. It is this central role in the history of management that endows the Venice Arsenal with particular significance as intangible heritage. Discussing specific problems related to the research and interpretation of this intangible significance, in a context of stratification of levels of organization over time, this paper considers some implications for restoration of the Arsenal, as well as area to preserve this intangible heritage in terms of research, documentation, and presentation needs.


Infolib ◽  
2021 ◽  
Vol 25 (1) ◽  
pp. 2-7
Author(s):  
Umida Teshabayeva ◽  

The article is devoted to the issues of access to electronic scientific and educational resources of the world’s leading publishers for universities and research centers of Uzbekistan. Organized with the support of the National library of Uzbekistan, the international seminar «Scientific information resources for innovative development» opened up opportunities for scientists, teachers, students and librarians to get important information for their activities. The history of the seminar organization and the great role of such events in information support, the entry of the Republic into the world information space and importance it in the innovative development of the country is described.


2020 ◽  
pp. 324-363
Author(s):  
Mark D. Griffiths ◽  
Daria J. Kuss ◽  
Angelica B. Ortiz de Gortari

There is a long history of using videogames in a therapeutic capacity including rehabilitation for stroke patients, people with traumatic brain injuries, burns victims, wheelchair users, Erb's palsy sufferers, children undergoing chemotherapy, children with muscular dystrophy, autistic children and individuals looking to overcome real-life challenges (including symptoms of depression) and boost their wellbeing (including boosting life satisfaction, self-efficacy and social support). This paper briefly and selectively examines a number of areas including: (1) videogames as physiotherapy and occupational therapy, (2) videogames as distractors in the role of pain management, (3) videogames and cognitive rehabilitation, (4) videogames and the development of social and communication skills among the learning disabled, (5) videogames and impulsivity/attention deficit disorders, (6) videogames and therapeutic benefits in the elderly, (7) videogames in psychotherapeutic settings, (8) videogames and health care, (9) videogames and anxiety disorders, and (10) videogames and psychological wellbeing. It is concluded that there has been considerable success when games are specifically designed to address a specific problem or to teach a certain skill. However, generalizability outside the game-playing situation remains an important consideration.


Author(s):  
Timothy Williamson

What is philosophy and what are philosophers trying to achieve? Philosophical Method: A Very Short Introduction looks at the history of philosophy, including examples from history charting the successes and failures of philosophical thinking. Themes explored in detail include philosophy’s relationship to mathematics and science, common sense and its misinterpretations, the role of debate in the search for truth, and the importance of thought experiments to philosophical arguments. This VSI provides a contemporary look at philosophical methodology, asking if philosophy is always an ‘armchair-based’ discipline or if real-life thought experiments can help us solve philosophical problems.


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