culture design
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2022 ◽  
pp. 296-314
Author(s):  
Katherine Joan Evelyn Hewett

According to the Entertainment Software Association (ESA) report, 70% of families have a child who is actively playing video games at home. This pop culture phenomenon has challenged the way teachers think about learning and engagement. This chapter explores how the nature, culture, design, mechanics, and logistics of video games shape the way classroom gamers think. It examines how video games provide a space for strategic practice, the 21st-century skills acquired, and the tools gamers use as experts. Presenting background and context to help better understand why and how video game environments develop strategic thinking, the purpose of this chapter is to encourage educators to embrace video games to harness pop culture experiences as a means to motivate students to develop 21st-century literacy practices and skills. Through the reflections and framework of a teacher's experience who is an active researcher, it also discusses how a popular mainstream video game in the classroom changed her teaching and opened her eyes to a new type of learner.


2022 ◽  
Vol 177 ◽  
pp. 108224
Author(s):  
Rüdiger W. Maschke ◽  
Stefan Seidel ◽  
Thomas Bley ◽  
Regine Eibl ◽  
Dieter Eibl

2021 ◽  
Vol 3 (6) ◽  
pp. 222-227
Author(s):  
Ya-nan Wang

The cultural development of “Tao” and “Qi” has lasted for thousands of years. The theory of “Tao” began with Laozi and Zhuangzi. Through “The Book of Changes · Xici,” it is developed as “the metaphysical is the Tao, and the figurative is the Qi [1]”. “Tao” and “Qi” are interdependent as philosophical concepts. It first guided the philosophy of Taoism, Confucianism and other scholars in the pre-Qin period, and then promoted the development of national system in Xia, Shang and Zhou Dynasty, which gave birth to the aesthetic system of the ancient imperial court. With the development of modern design ideas, the design ideas of “Tao” and “Qi” are integrated. After thousands of years of civilization development and technological changes, today’s ideas of “Tao” and “Qi” are booming, and have in-depth exchanges and integration with foreign cultures.


2021 ◽  
Vol 2021 ◽  
pp. 1-11
Author(s):  
Min Yu ◽  
Rongrong Cui

In order to improve the design effect of minority clothing, according to the needs of minority clothing design, this paper uses data mining and Internet of Things technologies to construct an intelligent ethnic clothing design system and builds an intelligent clothing design system that meets customer needs based on the idea of human-computer interaction. In data processing, this paper uses the constraint spectrum clustering algorithm to take the Laplacian matrix and the constraint matrix as input and finally outputs a clustering indicator vector to improve the data processing effect of minority clothing design. Finally, this paper verifies the performance of the system designed in this paper through experiments. From the experimental research, it can be known that the minority clothing design system based on the Internet of Things and data mining constructed in this paper has a certain effect and can effectively improve the minority clothing design effect.


2021 ◽  
Author(s):  
Regan Beckett

This Master’s Research Paper investigates and discusses issues of regionalism in Canada and the subsequent problems related to the fashion industry due to fragmentation. The paper explores concepts of national identity as it relates to the construction of fashion capitals as a marketing tool to encourage economic growth through brand loyalty. This concept is developed to suit the current issues and needs in marketing Canadian-designed fashion domestically and globally. Twenty-two fashion professionals were interviewed and asked to discuss the current atmosphere of Canadian fashion culture, design communities, and the importance of the internet as a marketing tool; these interviews laid the foundation for a proposal of regional integration developed through an online platform with emphasis on social interaction among users.


2021 ◽  
Author(s):  
Regan Beckett

This Master’s Research Paper investigates and discusses issues of regionalism in Canada and the subsequent problems related to the fashion industry due to fragmentation. The paper explores concepts of national identity as it relates to the construction of fashion capitals as a marketing tool to encourage economic growth through brand loyalty. This concept is developed to suit the current issues and needs in marketing Canadian-designed fashion domestically and globally. Twenty-two fashion professionals were interviewed and asked to discuss the current atmosphere of Canadian fashion culture, design communities, and the importance of the internet as a marketing tool; these interviews laid the foundation for a proposal of regional integration developed through an online platform with emphasis on social interaction among users.


2021 ◽  
Vol 10 (77) ◽  

The space design that is an artistic production field, has taken the role of being the sociological summary of the cultural era that it has been witnessed of and identity, as much as it took the role of an instantaneous physical memorial. However, this duty sometimes has been separated of being a memory, transformed into a virtual cultural evidence of an artificial sociological environment to be built. The reason has replaced by the perception consequently the space left being a recollection, and start to serve as a tool of mind loss. This study has pursued the goal of connecting the fixed points made of primary resources that has been produced on the relation of the space and the culture, to connect to each other through the networks of metophores and has been tried to be concretized with the said abstract narrative design examples. Keywords: Space, culture, design, perception


Author(s):  
Katherine Joan Evelyn Hewett

According to the Entertainment Software Association (ESA) report, 70% of families have a child who is actively playing video games at home. This pop culture phenomenon has challenged the way teachers think about learning and engagement. This chapter explores how the nature, culture, design, mechanics, and logistics of video games shape the way classroom gamers think. It examines how video games provide a space for strategic practice, the 21st-century skills acquired, and the tools gamers use as experts. Presenting background and context to help better understand why and how video game environments develop strategic thinking, the purpose of this chapter is to encourage educators to embrace video games to harness pop culture experiences as a means to motivate students to develop 21st-century literacy practices and skills. Through the reflections and framework of a teacher's experience who is an active researcher, it also discusses how a popular mainstream video game in the classroom changed her teaching and opened her eyes to a new type of learner.


2021 ◽  
Vol 27 (2) ◽  
pp. 339-361
Author(s):  
Asli D.A. Tasci ◽  
Gurhan Aktas ◽  
Fulya Acikgoz

Purpose – Hospitableness is one of the oldest concepts that define human interactions. Many conceptual and empirical studies have discussed and attempted to capture what this concept means. Some recent studies measured what hospitableness means; however, the cultural differences in hospitableness have not been documented empirically. The current study measured what hospitableness means in Turkish culture. Design/Methodology/Approach – A mixed-method was used in data collection since the cultural context requires a constructivist approach to identify the nuances and intricacies of the highly cultural concept of hospitableness. Using a 26-item scale of hospitableness with the consolidated and new items, an online sample (N=307) was recruited to collect the data. The reliability and validity of the scale were tested using Principal Component Analysis (PCA) with IBM’s SPSS 24 and Partial Least Squares-Confirmatory Factor Analysis (PLS-CFA) using SmartPLS 3.0. Findings – Open-ended questions revealed several additional items, some of which cannot be even directly translated into English (e.g., generous-hearted, gönlü bol in Turkish). PCA and CFA procedures revealed a detailed, complicated, and nuanced structure of the hospitableness concept in Turkish culture. The study revealed 19 hospitableness items loading onto six factors; lenience, grace, compassion, civility, proficiency, and veracity, with increasing levels of contributions to Turkish hospitableness in that order. Originality of the research – A measure of hospitableness designed in one culture may be too narrow or too detailed in another culture. Cultural differences need to be carefully handled by the industry; education of both sides may be needed to avoid the cultural clash, disorientation, and even worsening prejudices. This study empirically displays the heavy cultural influence on the concept of hospitableness, which is a common assumption. The study provides empirical evidence for the need to approach cultural concepts with a realist paradigm to capture them in their reality in different cultural contexts.


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