paper engineering
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2021 ◽  
Vol 20 (2) ◽  
pp. 201-209
Author(s):  
Vanessa Yusuf ◽  
Hafiz Aziz Ahmad ◽  
Dianing Ratri

Paper engineering or often referred to pop-up has been growing and gaining popularity among people. Yet, until todaythere have been no well-structured mapping made in the study of paper engineering as done in other studies in art anddesign. This research, therefore, aims to map the concept, principle, mechanisms, and elements of paper engineering forcreators and people who are interested in exploring the art of paper engineering to learn. The research is done throughliterature study, either from books or the internet; it was taken from interviews with professional paper engineers inIndonesia. Based on the results of this research, the principle of paper engineering consists of five principles: interactivity,compact, consistency, flexibility, and surprise. The mechanism of paper engineering can be classified into two categories:the movement and the form of the mechanism. The study also reveals that the whole mechanism of paper engineeringconsists of four types of elements: the base page, the object being moved, the moving object, and the builder element.The results of this research can be used as a study reference about the art of paper engineering for students, teachers,practitioners, and fans of paper engineering art.


2021 ◽  
Vol 6 (2) ◽  
pp. 179-184
Author(s):  
Ali KILIÇ

Three dimensional (3D) “pop-ups” are multisensory books appealing to audio, visual and tactile experiences of readers. They bring children and parents together and positively contribute to the educational and cognitive development of children. The design and production process of pop-ups plays an important role in the efficiency of this contribution. The increasing number and demand towards these books in recent years necessitates an interdisciplinary study from the perspective of visual and media arts, related engineering fields (such as paper engineering) and publishing technologies. Pop-up books are also regarded as educational materials, therefore constituting an interesting subject for pedagogy.


Author(s):  
Nikolai Kuzminets ◽  
◽  
Yurii Dubovenko ◽  

The paper describes the process of entering into the computer of the technical raster information from paper engineering and geological maps, which accompanies the reconstruction of transport communications. It is proposed to formalize the process of the automatic input and the digitiza­tion of the technical information using the proprietary software MapInfo Professional, which is a gene­ral-purpose mapping geographic information system (GIS). It is shown that the technology of working at a raster substrate allows us to combine both raster and vector layers of initial engineering map. This operation significantly increases the accuracy and speed of digitization of the input data. It has been found that such a method of the digitization does not require the involvement of the external special devices in order to transfer the needed information from the paper base to digital form one. It is proposed to use the point-based objects on maps (as the stations, the measurement points, the observations and the values of technical monitoring indicators, etc.) for digitization procedure, rather than the isolines themselves. A significant advantage of the proposed procedure there is the use of the right rectangular coordinate system and the solid coordinate point binding before the vectorization of mapping objects.


2020 ◽  
Author(s):  
Reginald Vachon ◽  
Robert Warrington ◽  
Robert Kersten
Keyword(s):  

Book 2 0 ◽  
2020 ◽  
Vol 10 (1) ◽  
pp. 7-42
Author(s):  
Rebecca Rouse ◽  
Lissa Holloway-Attaway

This article examines historical examples to illuminate a prehistory of the interactive reader in analogue media, tracing a rich genealogy that is helpful for understanding and designing current works such as augmented reality (AR) books. In addition, a set of generative design strategies to help shape current practice are discussed, based both on formal qualities and characteristics of historical examples and the authors’ own experiences as designers working in mixed reality over many years. Theoretical framing is provided to persuasively make the case for the relevance of historical works for designers today. From medieval manuscripts, to Renaissance medical texts, to seventeenth, eighteenth and nineteenth century movable books, to the elaborate paper engineering of twentieth century and contemporary pop-up books, the history of the active reader and interactive book design is long and fascinating, and is presented here as an important and direct source of inspiration for digital designers today. Finally, recent interactive book projects designed by the authors are discussed and analyzed for both continuities and disruptions of historical interactive book design strategies, and a framework is presented for conceptualizing the postdigital interactive reader today.


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