Academic literature on the topic 'Arts-based design'

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Journal articles on the topic "Arts-based design"

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Franz, Jill. "Arts‐based research in design education." Qualitative Research Journal 7, no. 2 (August 3, 2007): 22–35. http://dx.doi.org/10.3316/qrj0702022.

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Kreamer, Christine Mullen. "Impermanent by Design: The Ephemeral in Africa's Tradition-based Arts." African Arts 43, no. 1 (March 2010): 14–27. http://dx.doi.org/10.1162/afar.2010.43.1.14.

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Berman, Kim, and Khaya Mchunu. "Arts-based methods as tools for co-design in a South African community-based design co-operative." Cubic Journal, no. 1 (April 2018): 34–51. http://dx.doi.org/10.31182/cubic.2018.1.002.

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Arts and visual participatory methods can be effective tools to facilitate the experience of rural design actors involved in a co-design process that could be seen as contributions to the emerging praxis called “Design Social.” We identify the inclusion of visual processes to co-design and comanufacture Venda-fusion products with members of a South African rural-based sewing group called Zwonaka Sewing Co-operative. The co-design process involved a set of iterations that used visual modes such as Photovoice, painting, photographs, collaging and appliqué to create and market these products. Statements shared by the group members reveal the development of their personal agency, as well as confidence in product design, manufacturing, and ownership of the design process. These are significant outcomes for this particular social context, and we propose that the use of arts and visual methods enhances capacities of reciprocity, creative thinking and ownership through the co-design process.
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Zapanta, Conrad, Wayne Chung, and Joanna Dickert. "Interdisciplinary Design Teams for Biomedical Engineering Design." CUR Quarterly 37, no. 4 (July 1, 2017): 12–13. http://dx.doi.org/10.18833/curq/37/4/17.

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In the Biomedical Engineering (BME) Design course sequence at Carnegie Mellon University, BME students from the College of Engineering and product design students from the College of Fine Arts are introduced to the development of useful biomedical products in a one-year, research-based experience.
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Xu, Lin, Wei Lei, and Wei Min Xu. "Research on Action Design System Based on VB.NET Technology." Applied Mechanics and Materials 644-650 (September 2014): 2929–33. http://dx.doi.org/10.4028/www.scientific.net/amm.644-650.2929.

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With the continuous development of internet technology, its application scope has been widely. In the field of education, it is becoming more and more mature and forming a complementary relationship with traditional education. In this paper, through t computer.NET platform architecture, we analyze the composition and running mechanism of.NET structure. Based on this we construct the exact image recognition method with block matching, which matches the martial arts action image. We use VB.NET internet technology to construct the martial arts teaching action design system, and use simulation technology to test. The results show that the system can meet the needs of martial arts teaching, and has strong practicability.
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SUZUKI, Yasuhiro, Isao WATANABE, Kunihiro TSUCHIDA, Akihiro KOTANI, Junko MICHIO, and Tamotsu MITAMURA. "Project Based Learning Class in Department of Media Arts and Design." Journal of JSEE 67, no. 3 (2019): 3_84–3_89. http://dx.doi.org/10.4307/jsee.67.3_84.

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Laduca, Brian, Adrienne Ausdenmoore, Jen Katz-Buonincontro, Kevin Patrick Hallinan, and Karlos Marshall. "An Arts-Based Instructional Model for Student Creativity in Engineering Design." International Journal of Engineering Pedagogy (iJEP) 7, no. 1 (February 28, 2017): 34. http://dx.doi.org/10.3991/ijep.v7i1.6335.

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Over the past twenty years, nearly all job growth in the United States has emerged from new companies and organizations with assumedly innovative products, services, and practices. Yet, the nurturing of student creative thinking and problem solving is infrequent in engineering education. Inherent to developing these creativity skills and attributes is the need to be exposed to difference — in people and environment. Engineering education rarely offers such opportunities. Additionally, engineering students are rarely presented opportunities to develop designs responding to real human problems. This paper puts forth a new instructional model to address these needs by utilizing arts processes and practices as catalysts for both creativity development in students and transdisciplinary collaboration on problems addressing deep human needs. This model is premised on the substantiated role of the arts in developing creativity and growing understanding of the human condition. This art-based instructional model was piloted as exploratory pedagogical research during the summers of 2015 and 2016 as a partnership between the Arts Nexus (IAN) and the School of Engineering at the University of Dayton. In each year, this program supported twelve student interns from engineering, business, science, the arts, and the humanities to develop innovative technologies and services meeting client needs. Student growth in creative problem-solving and transdisciplinary collaboration, as well as the success of the completed innovation technology prototype were assessed by the project mentors and participating students via survey evaluations and narrative responses. The assessment results revealed substantial student growth in student creativity and transdisciplinary collaboration and a remarkably strong evaluation of the success of the students’ innovations. Also realized for all students was a transformation in their perception of their place in the world as professionals post-graduation.
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Lord, Anne. "Empowering with image: arts based practice." Qualitative Research Journal 15, no. 3 (August 10, 2015): 351–72. http://dx.doi.org/10.1108/qrj-11-2014-0060.

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Purpose – The purpose of this paper is to discuss whether artists create research outcomes in a revolving (or spiraling) process? This can be a catch-22 where their work is responding to and forecasting change, while the artist’s voice is often seen as too qualitative to provide research impact for university societies or to be compared with the quantitative data that scientists use. Design/methodology/approach – Where will research methods, qualitative and quantitative overlap? The author knows that both methods are important for ongoing observations about creative arts practice. The qualitative is part of Holmes’ (2011/2012) query about how “knowledge involved in artistic thinking should […] include the issue of how mental images are given creative form, but this is a process that remains obscure in current art research” (p. 2). Findings – For Holmes, “the knowledge product of art research cannot be considered separate from the researcher’s psychic processes; and the currently obscure relationship between artistic production and subjectivity might lead to one of the unique contributions to be made by art research” (Holmes, 2011/2012, p. 2). Holmes’ suggestion provides a strategic link to the way arts and sciences might overlap. “How do artists and scientists find a way to match issues, ideas and theories?” This may be especially so in relation to the integral use of image to empower a message. Originality/value – This paper offers an original look at how artists empower with image.
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Ryu, Sang-Hee. "Development of Instructional Design Module Based on 2015 Revised Practical Arts Curriculum." Journal of Korean Practical Arts Education 24, no. 3 (August 31, 2018): 109–21. http://dx.doi.org/10.29113/skpaer.2018.24.3.109.

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Wang, Ru, and Jun Jia. "Design of intelligent martial arts sports system based on biosensor network technology." Measurement 165 (December 2020): 108045. http://dx.doi.org/10.1016/j.measurement.2020.108045.

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Dissertations / Theses on the topic "Arts-based design"

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Saxon, Andrew Philip. "Human-computer interaction design : using an arts-based approach." Thesis, Birmingham City University, 2003. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.272093.

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Blackwell, Deborah. "Effects of Problem-based Learning on a Fifth Grade Language Arts Classroom." Thesis, University of North Texas, 2013. https://digital.library.unt.edu/ark:/67531/metadc271781/.

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The main purpose of this qualitative research was to discover the effects of problem-based learning on a fifth grade language arts classroom. The secondary purpose was to examine how receptive fifth grade students were to a new way of learning. In this descriptive study, a group of nine students created an alternate reality game as part of a problem-based learning module. The instructional design of the study included three weeks for students to design and construct their games and one week to play, receive feedback and revise based on feedback. Through reflective blogs, semi-structured interviews, video recordings, and observations, data was collected to analyze. Over a period of five months, the data was coded and arranged into categories. The categories merged into themes. The results and findings revealed the impact collaborative groups have on design and enjoyment. Self-regulation skills were found to be lacking in most of the students, intrinsic motivation increased for some students while others developed positive outcomes beyond the scope of this study.
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Banuelos, Ryan Jupiter. "City of Los Angeles Arts District Form-Based Code." DigitalCommons@CalPoly, 2014. https://digitalcommons.calpoly.edu/theses/1226.

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Los Angeles is experiencing a loss of inventory with Industrial land due to adaptive reuse and property conversion. The primary factors behind the conversions are inconsistent land use regulations and a strong market demand for residential property. In an effort to streamline land use regulation, the city will create a new zoning code. In conjunction with the zoning update, the purpose of this project will be to develop a form-based code for the Los Angeles Arts District. The new land use regulation will explore methods to preserve job producing industrial space and accommodate the growing residential market in the area. Data for this study was collected and presented as a site analysis. The study also includes a literature review that examines the history of land use regulation in Europe and the United States. The site analysis for the Arts District includes an investigation of circulation patterns, economic factors, development profile, community input, and review of planning documents. Research includes a chronological investigation of the Arts District’s history, land use policies, and regulations. The study indicates that the Arts District, though primarily industrial, contains multiple residential nodes. Additionally, it reveals that industrial jobs and building stock are at risk from new development. The purpose of The Arts District Form-Based Code, as the new land use regulation, is to create a predicable development pattern that improves the quality of the built environment.
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Fink, Anastasia. "The Nature of my Art." Digital Archive @ GSU, 2011. http://digitalarchive.gsu.edu/art_design_theses/92.

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In this arts-based thesis for a Masters degree in art education, I explored the meaning of my artwork through a constructivist investigation. During the process of artist research and making artwork, I was able to push boundaries for my art and myself and I was able to discover what kind of artist I was and what meaning was behind my artwork. This process of research,questioning, reflective documentation, and discovery has provided new tools and styles for teaching my students how to find their own personal voice in their artwork.
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Brand, Desireé. "The co-design of a visual arts-based intervention within the community of the Olifants River valley in South Africa." Thesis, Cape Peninsula University of Technology, 2016. http://hdl.handle.net/20.500.11838/2438.

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Thesis (MTech (Design)--Cape Peninsula University of Technology, 2016.
The research was motivated by my lived experience in the Olifants River community of Namaqualand. In this community there are many diverse ethnic and social groupings with considerable potential to contribute to indigenous knowledge and creative practices. These groupings are, however, fragmented, with no platform for their varied and rich cultural assets to be displayed and acknowledged. In addition, the research was motivated by the call for a platform for the arts in the region. It is argued that visual art practice is an instrumental tool in the advancement of both creativity and social cohesion in this community. The research commenced with a pilot study, comprising workshops, which were run by art practitioners from various sectors in the region. Primary literature that influenced the emerging research design was that of Solomon (2007) as well as the holistic cultural viewpoints of Schafer (2014). The organic process of qualitative research methods as described by Ellingson (2009) was a natural personal directive. Body mapping was used during a preparatory phase that led to the creative exploration of community members’ own identity. Storytelling and dance were included in the design methodology since they enabled a psychosocial process of validating art practice as an economic asset within the community as well as enhancing social cohesion in the community. Crystallisation methods implemented in the process-driven body map workshops were held for grassroots -, town – and township sectors in the Olifants River valley. Each of the workshops comprised ten participants who were invited to participate in a subsequent do-designed collaborative event.
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Buda, Sharon Liddell. "Curriculum design for teaching citizenship through character and diversity education using arts based integrated curriculum for art educators." Connect to resource, 2005. http://rave.ohiolink.edu/etdc/view?acc%5Fnum=osu1162921623.

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Compton, Mark Daniel. "Neo-Raconteur: Allocating Southern-Gothic Symbolism into Design Media." Digital Commons @ East Tennessee State University, 2011. https://dc.etsu.edu/etd/1394.

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I created the term Neo-Raconteur to convey my interest in medium theory to support the artistic custom of revealing cultural conventions for allocation into artistic genres. The term evolved from the French word "Raconteur," meaning: somebody who tells stories or anecdotes in an interesting or entertaining way. In the past a Raconteur's anecdotes were verbally volleyed, ever voluble, yet quip. Neo-Raconteurs may decide not to speak at all choosing their anecdotal expression to manifest itself through singular or multiple means, manners, or methods of design and technology as well as or involving more traditional techniques of extraction to convey the narrative. I demonstrate how it applies to my work in time-based-media within the realms of Southern Gothic symbolism -- which rely on the supernatural, physical geographic settings, instances of the grotesque and irony along with visual and/or psychological shadow(s) of foreboding caused by tradition or hidden truths, occasionally both.
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Brand, Desiree. "The co-design of a visual arts-based intervention within the community of the Olifants River valley in South Africa." Thesis, Cape Peninsula University of Technology, 2016. http://hdl.handle.net/20.500.11838/2509.

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Thesis (MTech (Design)--Cape Peninsula University of Technology, 2016.
The research was motivated by my lived experience in the Olifants River community of Namaqualand. In this community there are many diverse ethnic and social groupings with considerable potential to contribute to indigenous knowledge and creative practices. These groupings are, however, fragmented, with no platform for their varied and rich cultural assets to be displayed and acknowledged. In addition, the research was motivated by the call for a platform for the arts in the region. It is argued that visual art practice is an instrumental tool in the advancement of both creativity and social cohesion in this community. The research commenced with a pilot study, comprising workshops, which were run by art practitioners from various sectors in the region. Primary literature that influenced the emerging research design was that of Solomon (2007) as well as the holistic cultural viewpoints of Schafer (2014). The organic process of qualitative research methods as described by Ellingson (2009) was a natural personal directive. Body mapping was used during a preparatory phase that led to the creative exploration of community members’ own identity. Storytelling and dance were included in the design methodology since they enabled a psychosocial process of validating art practice as an economic asset within the community as well as enhancing social cohesion in the community. Crystallisation methods implemented in the process-driven body map workshops were held for grassroots -, town – and township sectors in the Olifants River valley. Each of the workshops comprised ten participants who were invited to participate in a subsequent do-designed collaborative event.
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Verhille, Isabel. "Personal Narratives Changing Student Understandings of Community-based Academic Programs." Scholarship @ Claremont, 2017. http://scholarship.claremont.edu/scripps_theses/974.

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As a student enrolled in the Claremont Colleges, there are a variety of different ways in which I can engage with the greater Inland Empire community. The community-based programs, classes, and projects offered by the Colleges all have specific focuses, whether they be community service, community studies, or language improvement. This Media Studies Senior Thesis focuses on two community programs offered by the Claremont Colleges, the first being the Spanish Practicum program offered at Pitzer College. This half credit course places a group of three students with a “Promotora” (Promoter) or a Mexican immigrant residing in the Ontario community. Once a week, students are expected to travel to their Promotora’s house, speak with her only in Spanish, eat meals with her, and explore her Ontario community. Secondly, I will include a section about Huerta del Valle, a community garden in Ontario, California, which was created by a teacher of the Spanish Practicum program and a Pitzer alumnus. Even though this garden functions completely separately from the Claremont Colleges, Pitzer students have the opportunity to enroll in the Ontario Program and complete a semester studying urban garden, social engagement, and community planning alongside Huerta del Valle volunteers and organizers. This Media Studies project completed in conjunction with the Spanish Practicum Program and the Huerta del Valle program is a photographic essay about my personal experience as a student of the Spanish Practicum program, an article recounting the history of the Spanish Practicum program from the perspective of its creator, and a transcribed interview and series of photographs of the founder of Huerta del Valle as well as a student participant/leader/alumnus of the Pitzer Ontario program. These collections of writing and photographs are presented in the form of a webpage with multiple sections that I have coded as to experiment with visual storytelling, color, and design techniques. Furthermore, through this project I explore the communal significance of personal narratives, and the work they do to construct and contribute to a shared understanding of a program, event, or experience. These personal narratives that I have collected as oral histories will serve to give the community-based programs offered at the Claremont Colleges a human face, illuminating the tendency of dominant histories to discredit their intimate back stories.
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Moulana, Sultana Jesmine. "SYNERGY: GAME DESIGN + QUR'AN MEMORIZATION." VCU Scholars Compass, 2017. https://scholarscompass.vcu.edu/etd/5199.

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The rise of digital technology has transformed nearly every part of our daily lives, including the way we learn and memorize. Such transformations raise interesting questions for one of the most long-standing and demanding memorization tasks in the world: the memorization of the Islamic holy book, The Qur’an. For Muslims, The Qur’an is a timeless, sacred text, cradling within its covers many profound images, stories, and parables. Despite rigorous research in the fields of game design and memorization techniques, very little work has been done in combining these two areas of research to create a game-based memorization experience of The Quran. This thesis synthesizes game design elements with existing memorization techniques to foster a more engaging, enriching, and inspiring Qur’an memorization experience.
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Books on the topic "Arts-based design"

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Surrey, Institute of Art and Design University College. Transcript of research seminar on practice-based doctorates in creative and performing arts and design. Farnham: Surrey Institute of Art and Design, 1998.

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Hornung, Clarence Pearson. Treasury of American design and antiques: A pictorial survey of popular folk arts based upon watercolor renderings in the Index of American Design, at the National Gallery of Art. New York: Harrison House/H.N. Abrams, 1986.

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Design, Index of American, ed. Treasury of American design and antiques: A pictorial survey of popular folk arts based upon watercolor renderings in the Index of American design, at the National Gallery of Art. New York: Abradale Press, 1997.

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Hornung, Clarence Pearson. Treasury of American design and antiques: A pictorial survey of popularfolk arts based upon watercolor renderings in the Index of American Design at the National Gallery of Art. New York: Abradale Books, 1997.

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Designing for social change: Strategies for community-based graphic design. New York, N.Y: Princeton Architectural Press, 2012.

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Glass, Kathy Tuchman. Curriculum design for writing instruction: Creating standards-based lesson plans and rubrics. Thousand Oaks, Calif: Corwin Press, 2005.

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Curriculum design for writing instruction: Creating standards-based lesson plans and rubrics. Thousand Oaks, Calif: Corwin Press, 2005.

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I, Baturone, ed. Microelectronic design of fuzzy logic-based systems. Boca Raton: CRC, 2000.

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Hirst, Catherine. Knitted letters: Make personalized gifts and accents with creative typography-based projects. Binda, NSW: Sally Milner Publishing, 2013.

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Lavi, Jonah Z. Systems modeling & requirements specification using ECSAM: An analysis method for embedded and computer-based systems. New York, NY: Dorset House Pub., 2005.

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Book chapters on the topic "Arts-based design"

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Casey, Briege, and Michael Murray. "Arts-based Research in the Social Sciences." In The SAGE Handbook of Qualitative Research Design, 517–34. 1 Oliver's Yard, 55 City Road London EC1Y 1SP: SAGE Publications Ltd, 2022. http://dx.doi.org/10.4135/9781529770278.n32.

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Hormazábal, Mariluz Soto, Katherine Mollenhauer, Satu Miettinen, and Melanie Sarantou. "Building a Community Through Service Design and Responsiveness to Emotions." In Arts-Based Methods for Decolonising Participatory Research, 123–45. New York : Routledge, 2021.: Routledge, 2021. http://dx.doi.org/10.4324/9781003053408-9.

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Beaulé, Caoimhe Isha, Solen Roth, Anne Marchand, and Karine Awashish. "Developing the Relational Dimension of Participatory Design Through Creativity-Based Methods." In Arts-Based Methods for Decolonising Participatory Research, 146–63. New York : Routledge, 2021.: Routledge, 2021. http://dx.doi.org/10.4324/9781003053408-10.

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Howard, Nigel. "Negotiating Capabilities: A New School Design for Transition to Work." In Arts-based Practices with Young People at the Edge, 127–46. Cham: Springer International Publishing, 2022. http://dx.doi.org/10.1007/978-3-031-04345-1_7.

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Ma, Min-yuan, Ya-Lin Chen, Lifen Yeh, Hsin-Chun Wang, Yu-Tse Lee, and Guan-Ting Shi. "Visualizing the Invisible: Applying an Arts-Based Methodology to Explore the Emotion Projection of College Student to the Student Counselling Centre." In [ ] With Design: Reinventing Design Modes, 175–96. Singapore: Springer Nature Singapore, 2022. http://dx.doi.org/10.1007/978-981-19-4472-7_13.

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Xiao-ying, Hu. "Research on Applying Folk Arts’ Color in Computer Based Art Design." In Advances in Intelligent Systems and Computing, 479–83. Berlin, Heidelberg: Springer Berlin Heidelberg, 2013. http://dx.doi.org/10.1007/978-3-642-33030-8_77.

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Badura, Jens. "Explorative Practices in Dialogue. Art-based Research at the Interface of Arts, Sciences and Design." In What is the Architect Doing in the Jungle? Biornametics, 14–19. Vienna: Springer Vienna, 2013. http://dx.doi.org/10.1007/978-3-7091-1529-9_2.

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Tam, Cheung On. "Development, Implementation, and Effectiveness of Using an Online Lesson in Visual Arts Education: A Design-Based Study." In Blended Learning for Inclusive and Quality Higher Education in Asia, 151–70. Singapore: Springer Singapore, 2021. http://dx.doi.org/10.1007/978-981-33-4106-7_8.

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Chung, Hung-Chieh, Shen-Wen Chien, and Tzu-Sheng Shen. "Discuss Performance-Based Fire Safety Design in Taiwan: Case Study of “Wei-Wu-Ying Center for the Arts”." In Fire Science and Technology 2015, 367–72. Singapore: Springer Singapore, 2016. http://dx.doi.org/10.1007/978-981-10-0376-9_37.

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Gardner, Paula, Caitlin McArthur, Adekunle Akinyemi, Stephen Surlin, Rong Zheng, Alexandra Papaioannou, Yujiao Hao, and Jason Xu. "Employing Interdisciplinary Approaches in Designing with Fragile Older Adults; Advancing ABLE for Arts-Based Rehabilitative Play and Complex Learning." In Human Aspects of IT for the Aged Population. Design for the Elderly and Technology Acceptance, 3–21. Cham: Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-22012-9_1.

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Conference papers on the topic "Arts-based design"

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Pirrone, Roberto, Vincenzo Cannella, Orazio Gambino, Arianna Pipitone, and Giuseppe Russo. "WikiArt: An Ontology-Based Information Retrieval System for Arts." In 2009 Ninth International Conference on Intelligent Systems Design and Applications. IEEE, 2009. http://dx.doi.org/10.1109/isda.2009.219.

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Leem, Soo Yeon, and Sang Won Lee. "Interdisciplinary Design Education Based on Collaboration Between Arts and Engineering Schools." In ASME 2015 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. American Society of Mechanical Engineers, 2015. http://dx.doi.org/10.1115/detc2015-47792.

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In this paper, the new graduate course, referred to as “Creation and Innovation”, for interdisciplinary design and innovation is introduced based on the collaboration between arts and engineering. In this course, students having various backgrounds in arts and engineering schools participates and forms several interdisciplinary teams for project-based learning. The systematic methods such as Design Thinking Process and Strategic Foresight and Innovation have been combinatorially adopted for this course. Those methods are human-centered approaches, which allow deep understanding on users’ needs and wants by being empathized with users and their environments. This empathy activity can enable the students to actively consider users’ various aspects, which has been of much significance in the current interdisciplinary design education. It is also shown that the collaboration among the team members with the backgrounds of arts and engineering can be effective to generate more creative and innovative ideas by combining their holistic and analytic views.
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Jingjing, Chang. "Visual Communication Design Based on the Context of “New Liberal Arts”." In 2nd International Conference on Language, Art and Cultural Exchange (ICLACE 2021). Paris, France: Atlantis Press, 2021. http://dx.doi.org/10.2991/assehr.k.210609.019.

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Budiwati, Dewi Suryati. "Model-Based AUD Arts Music Education Efforts to Develop Sense as Motor." In Proceedings of the International Conference on Arts and Design Education (ICADE 2018). Paris, France: Atlantis Press, 2019. http://dx.doi.org/10.2991/icade-18.2019.2.

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Cooley, Millicent. "Sound + Image in Computer-Based Design: Learning from Sound in the Arts." In International Conference on Auditory Display '98. BCS Learning & Development, 1998. http://dx.doi.org/10.14236/ewic/ad1998.8.

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Kasmahidayat, Yuliawan, Hasanuddin Hasanuddin, and Mohd Hafiz Mohd Hanafiah. "Innovative Ecosystem Design through the Development of the Tourism Industry Based on Arts Education." In 4th International Conference on Arts and Design Education (ICADE 2021). Paris, France: Atlantis Press, 2022. http://dx.doi.org/10.2991/assehr.k.220601.072.

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Feng, Chuan, Lizhi Yang, Jerzy W. Rozenblit, and Peter Beudert. "Design of a Wireless Sensor Network Based Automatic Light Controller in Theater Arts." In 14th Annual IEEE International Conference and Workshops on the Engineering of Computer-Based Systems (ECBS'07). IEEE, 2007. http://dx.doi.org/10.1109/ecbs.2007.30.

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Liu Xian. "Design and implementation of multimedia courseware of martial arts courses based on Web." In 2010 International Conference on Artificial Intelligence and Education (ICAIE). IEEE, 2010. http://dx.doi.org/10.1109/icaie.2010.5641440.

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Li, Meifang, and Mian Li. "Decision Support for Performance Arts Using Support Vector Regression With Genetic and Particle Swarm Algorithms." In ASME 2015 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. American Society of Mechanical Engineers, 2015. http://dx.doi.org/10.1115/detc2015-47059.

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Different from typical mechanical products, tickets for movies and performing arts can be considered as a special type of consumer products. Compared to widely known box-office receipts prediction with single-output in movie industry, estimating the market share and price for performing arts is still a challenging problem due to high dimensional datasets yet limited number of samples. This paper describes a data-driven decision support system to help arts managers make strategic decisions, especially on session-determination and price-setting, considering price discrimination and prediction on the corresponding sales volume. Eight different attributes from the database, with multiple labels in each attribute, are used to accurately and comprehensively represent and classify the characteristics of performing arts in each genre. A web-based influence factor is also defined to quantify the popularity and publicity of performing arts. For this multi-input and multi-output problem, support vector regression (SVR) is employed and its optimal parameters are determined using genetic algorithm (GA) and particle swarm optimization (PSO) respectively. Price utility axiom with the law of demand is applied to maximize the receipts. Compared to artificial neural networks (ANN), those two optimization based SVR methods perform much better, in terms of effectiveness and reliability.
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Peng, Hong, and Xinqiao Xia. "Exploration and Analysis Based on Mass Customization Design and Production of Martial Arts Shoes." In Proceedings of the 2019 International Conference on Management, Education Technology and Economics (ICMETE 2019). Paris, France: Atlantis Press, 2019. http://dx.doi.org/10.2991/icmete-19.2019.7.

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Reports on the topic "Arts-based design"

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O’Brien, Thomas, and Deanna Matsumoto. Mapping E-Commerce Locally and Beyond: CITT K12 Special Investigation Project. Mineta Transportation Institute, November 2021. http://dx.doi.org/10.31979/mti.2021.2067.

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As all aspects of the American workplace become automated or digitally enhanced to some degree, K12 educators have an increasing responsibility to help their students acquire the technical skills necessary to organize and interpret information. Increasingly, this is done through Geographic Information Systems (GIS), especially in careers related to transportation and logistics. The Center for International Trade & Transportation (CITT) at CSU Long Beach has developed this K12 Special Investigation Project to introduce ArcGIS StoryMaps, an engaging, accessible and sophisticated web-based GIS application. The lessons center on e-commerce and its accompanying environmental and economic impact. Still, the activities can be easily adapted to projects in any subject area, such as humanities, science, math, or language arts. This teacher blueprint includes a teacher training guide with ten detailed lesson plans and activities. With the guidance of a National Board-Certified Teacher in Early Adolescence Math as lead instructor, the curriculum is designed to align with Next Generation Science Standards (NGSS). Also, exploration of STEM and GIS-related careers are incorporated into the lesson plans.
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