Journal articles on the topic 'Arts-based design'

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1

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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3

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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Lee, Eun young, Ji Yeon Choi, and Jung Hyun Chae. "Development of an Instructional Design Model for Practical Problem-Based Learning in Practical Arts Based on the Backward Design Model." Korean Home Economics Education Association 31, no. 2 (June 30, 2019): 155–75. http://dx.doi.org/10.19031/jkheea.2019.06.31.2.155.

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Osman, Magda, Bella Eacott, and Suzy Willson. "Arts-based interventions in healthcare education." Medical Humanities 44, no. 1 (August 19, 2017): 28–33. http://dx.doi.org/10.1136/medhum-2017-011233.

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Healthcare education institutions are increasingly including arts-based interventions in their programmes. We analysed 62 studies of arts-based interventions to understand how these interventions may be beneficial, and why providing evidence continues to be a challenge for the field.Our analysis highlighted two issues. We found that 79% of the included studies reported that their interventions were successful, but without always defining this success or how it was measured. This lack of clarity was apparent in descriptions of both what arts-based interventions aimed to do, and in descriptions of how they might do this. We also found that only 34% of studies involved a collaboration with artists or arts educators, raising questions over who had the necessary experience and specialism in the arts to design and deliver such interventions.Our analysis revealed that arts-based interventions are failing to acknowledge, and subsequently capture through assessment, the process of learning in the moment. This is particularly important because arts-based pedagogies typically use embodied, practical, physical methods, in which what is being learnt cannot be separated from the process of learning. Involving artists and arts educators throughout the process of designing and delivering these interventions may help to bring clarity over what arts-based interventions are aiming to do and how they may do this, and ensure that appropriate evaluation methods are used. We suggest that close observation with feedback, and the use of reflective portfolios are two ways of assessing the process of learning in arts-based interventions.
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Miller, Evonne, and Oksana Zelenko. "The Caregiving Journey: Arts-Based Methods as Tools for Participatory Co-Design of Health Technologies." Social Sciences 11, no. 9 (September 1, 2022): 396. http://dx.doi.org/10.3390/socsci11090396.

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Being an informal caregiver to a loved one with an illness, disease, or chronic disability is a rewarding but frequently stressful experience. In this design research project, caregivers participated in a half-day workshop to (1) share their caregiving experience, (2) reflect on the potential of a mobile smartphone ‘app’ for carers and (3) co-design this app, as well as participate in in-depth interviews. Our design research process used multiple arts-based methods, including visual experience mapping tools, storytelling, photo-elicitation, documentary photography, cartoons, drawing, and research poetry, to provide rich and empathic insight into daily life as a caregiver and illuminate the potential of technology. Workshop activities included creating a visual collage of lived experience, annotated visual maps illustrating the reality and misconceptions of caregiving, pathways of care, and mapping a day in their life using the visual metaphor of a clock. Carers then trialled and provided feedback on a prototype app, creating a collective map of desired features. This co-design feedback informed the final app design, which was formally launched at a public exhibition showcasing stories collected from our arts and design-led processes. This paper outlines the value of arts and design methods in the design of future health technologies, which provide a critical space for an informed, reflexive, and empathic dialogue about illness and caregiving, resulting in designs that truly met consumer’s needs.
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Sandberg, Berit. "Functions of intermediaries in arts-based cooperations." Arts and the Market 7, no. 1 (May 2, 2017): 13–31. http://dx.doi.org/10.1108/aam-06-2016-0007.

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Purpose Arts-based cooperations between business and the arts create innovative solutions for companies by introducing artistic practices. Cooperations of this nature are predominantly prepared and implemented by intermediaries who act as “matchmakers” and bridge the cultural clash. The paper aims to discuss these issues. Design/methodology/approach For the present study on the function of such intermediaries, qualitative data material from interviews and case studies on arts-based cooperations was collected and analysed. Findings This paper analyses the results from an institutional economics perspective. By drawing on transaction cost theory and information economics, the findings are transformed into an intermediation theory of arts-based cooperations. The theory postulates that intermediaries are able to reduce transaction costs as well as the risks which are contingent on asymmetric information. Involving an intermediary produces cost advantages compared to direct contact between companies and artists. Originality/value The analysis illuminates an important but heretofore neglected aspect of arts-based initiatives thus providing an indication for their successful implementation.
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El-Wakeel, Hala A., Reham Abdellatif, Dalia Hussain Eldardiry, Deema F. Al-Saleh, Mai I. Shukri, and Khadeeja M. N. Ansari. "Brain-based learning in design and visual arts education: a bibliometric assessment of Scopus indexed literature." F1000Research 11 (April 8, 2022): 402. http://dx.doi.org/10.12688/f1000research.110294.1.

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Background: This study aims to critically review, quantify, and assess research outcomes on brain-based learning with an evidence-based study on Scopus indexed literature, with a focus to understand the evolution structure and growth, detect trends, subject development, and most importantly, identify the gaps in the published body of literature that relates brain-based learning to design and visual arts education. Methods: Various scientometric tools were used to map, visualize, and analyze 186 research publications, indexed in Scopus in a twenty-year timespan ‘2001-2021’. Annual publication trends, relevant sources, prolific authors, authorship patterns, productive organizations and countries, funding agencies, keyword co-occurrence analysis, and thematic evolution mapping on brain-based learning publications were examined in this study. Results: Despite the significance to apply brain-based learning strategies in design and visual arts education to boost students’ knowledge and creative skills, the findings show a decline in quantities and growth patterns in brain-based learning research directed towards design disciplines in the past twenty years. Among the identified (186) documents published in (128) sources, with (1013) citations, the study detected only (57) research (30%) that were related to ‘design education,’ including those focusing on ‘instructional design, ‘and ‘syllabus design’ whereas only (3) articles were in ‘design and visual arts’ disciplines. Conclusion: These rather small numbers reflect the big gap in the current body of literature that associates brain-based learning with creativity-based disciplines, specifically in design and visual arts education. This infers the necessity to direct the attention of academics, researchers, and educationalists in the fields of design and arts towards brain-based learning applications, research and pedagogy.
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El-Wakeel, Hala A., Reham Abdellatif, Dalia Hussain Eldardiry, Deema F. Al-Saleh, Mai I. Shukri, and Khadeeja M. N. Ansari. "Brain-based learning in design and visual arts education: a bibliometric assessment of Scopus indexed literature." F1000Research 11 (December 1, 2022): 402. http://dx.doi.org/10.12688/f1000research.110294.2.

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Background: This study aims to critically review, quantify, and assess research outcomes on brain-based learning with an evidence-based study on Scopus indexed literature, with a focus to understand the evolution structure and growth, detect trends, subject development, and most importantly, identify the gaps in the published body of literature that relates brain-based learning to design and visual arts education. Methods: Various scientometric tools were used to map, visualize, and analyze 186 research publications, indexed in Scopus in a twenty-year timespan ‘2001-2021’. Annual publication trends, relevant sources, prolific authors, authorship patterns, productive organizations and countries, funding agencies, keyword co-occurrence analysis, and thematic evolution mapping on brain-based learning publications were examined in this study. Results: Despite the significance to apply brain-based learning strategies in design and visual arts education to boost students’ knowledge and creative skills, the findings show a decline in quantities and growth patterns in brain-based learning research directed towards design disciplines in the past twenty years. Among the identified (186) documents published in (128) sources, with (1013) citations, the study detected only (57) research (30%) that were related to ‘design education,’ including those focusing on ‘instructional design, ‘and ‘syllabus design’ whereas only (3) articles were in ‘design and visual arts’ disciplines. Conclusion: These rather small numbers reflect the big gap in the current body of literature that associates brain-based learning with creativity-based disciplines, specifically in design and visual arts education. This infers the necessity to direct the attention of academics, researchers, and educationalists in the fields of design and arts towards brain-based learning applications, research and pedagogy.
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Kartono, Gamal, Zulkifli Zulkifli, and Sulaiman Lubis. "BATAK ETHNICITY IN T-SHIRT DESIGN IN NORTH SUMATERA." Journal of Community Research and Service 2, no. 2 (May 9, 2019): 249. http://dx.doi.org/10.24114/jcrs.v2i2.13160.

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AbstractT-shirt screen printing industry in Medan has not been able to design t-shirt products (t-shirts) that are typically based on local arts and culture, especially Batak, and have not been able to manage (manage) their business properly. On the other hand, the demands of consumers are the existence of products in the form of T-shirts (t-shirts) with nuances of local arts. To find a solution, the team has discussed it with the two partners. The method offered is in the form of transfer of knowledge and skills through intensive assistance, which is formulated in the form of education, training, demonstration, direct practice, and mentoring. In line with this, management is carried out, including marketing and branding, so that partner products get a good image and high selling value. In general, the results and benefits obtained by partners are: 1) an increase in partner knowledge about local arts-based design, which is unique as a local identity, 2) an increase in the ability to develop design and production of T-shirts by partners, and 3) increased production from T-shirt products based on Batak arts are expected to increase partner sales turnover.Keywords: Batak ethnicity, Design, T-shirt.
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Wang, Dongqing, Liqiang Luo, Jing Luo, Sihong Lin, and Guangjie Ren. "Developing Computational Thinking: Design-Based Learning and Interdisciplinary Activity Design." Applied Sciences 12, no. 21 (October 31, 2022): 11033. http://dx.doi.org/10.3390/app122111033.

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As research progresses, integrating computational thinking (CT) and designing interdisciplinary activities to teach various disciplines have gradually emerged as new ideas and important ways to develop the CT of students. This paper introduces the concept of design-based learning (DBL) and analyzes the internal connections between DBL and CT teaching. In this study, an interdisciplinary activity design model was constructed based on an analysis of existing design-based scientific cycle models and research into STEAM education, which is an approach to learning that uses science, technology, engineering, the arts, and mathematics as access points for guiding student inquiry, dialogue, and critical thinking. Next, specific activities with a focus on CT were designed to teach graphical programming to fifth grade students using Scratch. This quasi-experimental research was carried out to test the promotion effects of interdisciplinary activity design and traditional programming activities on the CT of students. Finally, the results showed that the proposed interdisciplinary activity design could develop the CT levels of students more effectively than traditional programming activities.
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Abdullah Aldhorman, Ghozeail Abdulaziz. "Level of Art Flow among Faculty Students of Design and Applied Arts at Taif University." Education Research International 2022 (September 20, 2022): 1–13. http://dx.doi.org/10.1155/2022/4551094.

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The current study sought to determine the flow level of students at Taif University’s College of Designs and Applied Arts and the disparities in average student grades based on gender, specialization, and academic level. The sample was drawn randomly from Taif University’s College of Designs and Applied Arts and included (51) male and (138) female students majoring in arts, graphic design, interior design, fashion design, and textiles. The flow scale was produced by Al-Ghamdi (2021). Overall, there is an average flow level among the sample members, with no statistically significant gender differences in flow in the first, second, and sixth dimensions, but there are disparities in flow in the third, fourth, and fifth dimensions. Aside from one group (interior design, graphic design) that favored interior design, there were no statistically significant changes in flow related to expertise. According to the data, there were no statistically significant differences in the flow due to the dimensions’ academic level variables (1st–6th). However, there were differences between the sample members in both dimensions (3rd–5th). Anxiety and tension, a lack of clarity of objectives, and dissatisfaction with the results were identified as the main reasons that impede the flow. Enrichment programs and material support were developed to boost student flow at Taif University’s College of Designs and Applied Arts.
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Sanders, Khahlia. "Media Review: Research Design: Quantitative, Qualitative, Mixed Methods, Arts-Based, and Community-Based Participatory Research Approaches." Journal of Mixed Methods Research 13, no. 2 (January 11, 2018): 263–65. http://dx.doi.org/10.1177/1558689817751775.

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Son, Hye‐suk. "As a liberal arts based educational research 〈Reading and Communication〉 Course Design Methodology." Journal of General Education 6 (December 31, 2017): 149–74. http://dx.doi.org/10.24173/jge.2017.12.6.6.

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Jeon, Jonghee. "A Case Study on the Idea Contest for Student Design Curriculum." Korean Society of Culture and Convergence 44, no. 8 (August 31, 2022): 151–66. http://dx.doi.org/10.33645/cnc.2022.8.44.8.151.

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The purpose of this study is to present the operation process and results based on the student-designed liberal arts curriculum idea contest, and to draw discussion and future directions. This contest was held in the first semester of 2022 as part of the liberal arts education extra-curricular program at K University. This is to encourage students to actively suggest ideas for liberal arts subjects in various fields by reflecting the currents of the times, social demands, and personal needs. To this end, the application notification, examination, and result announcement were made between May and June 2022. A total of 28 applications were received for this contest, and 13 cases(grades 1 to 3) were selected. The evaluation criteria were timely themes, content fidelity, suitability for liberal arts subjects, and differentiation from existing subjects. A total of 5 faculty members for each college conducted the evaluation. According to the selection result, there are various ideas such as 2 language subjects of basic liberal arts and 1 character education subject in 1st grade, 4 advanced liberal arts subjects and 2 character education subjects in 2nd grade, 1 character education subject and 4 advanced liberal arts subjects in 3rd grade. Through this study, it will be possible to obtain educational implications for student-centered liberal arts curriculum design and reorganization and operation of the liberal arts curriculum.
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Wolkowicz, Terry. "Concept-Based Arts Integration: Lessons Learned from an Application in Music and Biology." Music Educators Journal 103, no. 4 (June 2017): 40–47. http://dx.doi.org/10.1177/0027432117697004.

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Arts integration has been a mixed blessing, with both the potential for developing deeper understandings amid concerns that it diminishes the integrity and authenticity of learning in the arts. This article describes concept-based arts integration as a model of arts integration where curriculum is designed around shared concepts that connect across the arts and other academic subjects. The benefits of using concept-based arts integration curriculum are explored within the scope of an educational outreach program led by a professional symphony orchestra that partnered in a multiphase arts integrated program with forty surrounding elementary schools. Several strategies and criteria are included to help music educators identify shared concepts and design concept-based arts integrated projects in their schools.
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Straka, Annie. "Structuring arts-based analysis in portraiture research." Qualitative Research Journal 20, no. 1 (October 5, 2019): 76–85. http://dx.doi.org/10.1108/qrj-05-2019-0045.

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Purpose The purpose of this paper is to describe the development of an innovative arts-based analysis process within the framework of portraiture methodology. The paper provides an example of how to incorporate multi-modal forms of analysis within the portraiture framework and offers a fluid, qualitative “recipe” for researchers interested in using portraiture methodology. Design/methodology/approach The study described in this paper explores vulnerability and resilience in teaching, using poetry and visual art as integrated elements of the portraiture process. Portraiture is a qualitative, feminist, artistic methodology that draws from ethnography and phenomenology to describe, understand and interpret complex human experiences. Findings This research resulted in the methodological development of three stages of analysis within the portraiture process: drafting vignettes, poetic expression and artistic expression. These stages of data analysis highlight the methodological richness of portraiture and center the researcher’s engagement in creative, intuitive and associative processes. Research limitations/implications This study contributes to existing scholarship that extends portraiture methodology by including additional aesthetic elements and offers a roadmap for what a multi-modal, arts-based analysis process might look like within the portraiture framework. Originality/value The study presented in this paper serves as an example of qualitative research that expands methodological boundaries and centers the role of intuition, association and creativity in research. This work serves as a unique and important contribution to the portraiture literature, offering a provocative roadmap for researchers who are drawn to portraiture as an appropriate methodology to explore their inquiry.
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정운정 and 김효정. "Development of Free Semester-based Career Education Program Based on Design: Focusing on Arts and Physical Education." Journal of Product Research 36, no. 3 (June 2018): 11–19. http://dx.doi.org/10.36345/kacst.2018.36.3.002.

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Marshalsey, Lorraine, and Madeleine Sclater. "Arts-Based Educational Research: The Challenges of Social Media and Video-Based Research Methods in Communication Design Education." International Journal of Art & Design Education 38, no. 3 (August 2019): 723–39. http://dx.doi.org/10.1111/jade.12252.

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Nurhayati, Nurhayati, Dina Ampera, Surniati Chalid, Farihah Farihah, and Baharuddin Baharuddin. "Development of Blended Learning Type and Flipped Classroom-Based Cultural Arts Subjects." International Journal of Education in Mathematics, Science and Technology 9, no. 4 (October 2, 2021): 655–67. http://dx.doi.org/10.46328/ijemst.1975.

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This research development is motivated by low learning outcomes Art Culture students of class XI software engineering 1 SMK Negeri 14 Medan. This study aims to (1) describe the design of blended learning development, (2) to describe the validity of the blended learning development result, and (3) to know the effectiveness of the use of blended learning on the subjects of Art Culture. The type of this research is development research using ADDIE model. Data in the study was collected using document recording method, questionnaire, and test. Instruments used in data collection are document recording reports, questionnaire sheets, and multiple-choice objectives. The collected data were analyzed by qualitative descriptive analysis technique, quantitative descriptive analysis technique, and inferential statistical analysis technique/inductive t-test. The results of the research show that (1) the design of blended learning development through ADDIE model consisting of analysis, design, development, implementation, and evaluation, (2) validation product validated from expert and user review with (a) subjects showed excellent predicated blended learning (90.53%); (b) the results of the design review indicated that blended learning was very good (93%); (c) the results of the media review indicated that blended learning was very good (95%); (d) individual trial results, small group trials, and field trials showed that blended learning predicate very good (98.82%), good (87.84%), and very good (92.55%), (3) on the efficacy test of blended learning shows that the result of t-count (22.07) t-table (2.007). This means, there are significant differences in student learning outcomes between before and after using blended. Thus blended learning is developed effectively to improve Art Culture learning outcomes.
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Schnugg, Claudia. "The organisation as artist’s palette: arts-based interventions." Journal of Business Strategy 35, no. 5 (September 9, 2014): 31–37. http://dx.doi.org/10.1108/jbs-02-2013-0015.

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Purpose – The purpose of this paper is to focus on arts-based interventions as a management tool for personal, team and organisational development. How have management teams implemented art in their organisations, and toward what end? The literature has focused predominantly on a single case, creating many possibilities of constructing arts-based interventions. Yet, a typology is still missing. This paper examines various arts-based interventions and their underlying principles from a business perspective. Design/methodology/approach – The paper is based on a systematic review of the literature in English and German, with special consideration for articles and books within the field of business. Findings – The typology presented in this paper, based on a mapping of the field, should contribute to a more coherent understanding of arts-based interventions. My goal is to provide researchers with a more structured perspective for approaching this academic area. Furthermore, the findings suggest that over and above the various types of arts that can be introduced to organisations, there are three basic principles for the achievement of this goal. Research limitations/implications – This paper presents a mapping of the cases in literature on arts-based interventions and presents a coherent understanding of ways of bringing art into organisations. Practical implications – The three underlying principles presented in this paper should assist practitioners in designing arts-based interventions for specific problems. Originality/value – This paper provides assistance to consultants, business executives, leaders, managers, researchers and students for understanding the basics of arts-based interventions. Furthermore, it provides a structure for the body of literature on cases of arts-based interventions.
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Strauss, Lucy, Kivanç Tatar, and Sumalgy Nuro. "instance: Soma-based multi-user interaction design for the telematic sonic arts." Organised Sound 26, no. 3 (December 2021): 390–402. http://dx.doi.org/10.1017/s1355771821000479.

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The telematic work instance is a performance for viola and dance that digitally connects performers in Vancouver and Cape Town. The network interface enables a violist and a dancer to simultaneously play multi-user digital music-dance instruments over the internet with music and dance. The composition, design and performance interaction of instance draw from acoustic multi-user instrument paradigms and music-dance interactions in the African performing arts to explore the idiosyncrasies of the telematic performance space. The iterative design process implements soma-based research methods to inspire sonic compositional material with the body and to explore the performers’ embodied experience of sonic aesthetics during their interaction.
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Howe, Edward, and Andres Ruberg. "DigiPen: Secondary School Project-Based Learning in Game Design, Digital Arts and Life Skills." Canadian Journal of Action Research 20, no. 2 (April 30, 2019): 28–47. http://dx.doi.org/10.33524/cjar.v20i2.462.

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This action research investigates DigiPen, an innovative locally developed secondary school course where students are actively engaged in project-based learning while studying how to work effectively in teams focused on digital game design. Students apply art, math, physics, and computer science knowledge and learn important life skills. DigiPen exemplifies the new British Columbia curriculum with cross-curricular integrated approaches to learning. This mixed-methods study identified five themes: career, life skills, leadership, teamwork, and inclusion. Students indicated DigiPen played a significant role in their higher education choices and career paths. DigiPen shows great promise for providing meaningful project-based learning experiences for students.
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Kassan, Anusha, Suzanne Goopy, Amy Green, Nancy Arthur, Sarah Nutter, Shelly Russell-Mayhew, Monica Sesma Vazquez, and Halley Silversides. "Becoming new together: making meaning with newcomers through an arts-based ethnographic research design." Qualitative Research in Psychology 17, no. 2 (April 30, 2018): 294–311. http://dx.doi.org/10.1080/14780887.2018.1442769.

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Kirklin, Deborah, Jane Duncan, Sandy McBride, Sam Hunt, and Mark Griffin. "A cluster design controlled trial of arts-based observational skills training in primary care." Medical Education 41, no. 4 (April 2007): 395–401. http://dx.doi.org/10.1111/j.1365-2929.2007.02711.x.

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Goetz, Susanne, Jo Lambert, and Rachel Studd. "Design and implementation of an online teaching and learning resource for textile design, arts and crafts." Art Libraries Journal 29, no. 4 (2004): 40–44. http://dx.doi.org/10.1017/s0307472200013717.

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A research team within the Textiles Department at the University of Manchester Institute of Science and Technology has since 2001 been involved in designing and realising an internet-based resource for textile students and staff at higher education institutions in the UK. The project was funded by the Arts and Humanities Research Board (AHRB). Members of the team here provide an overview of the main issues involved in planning and implementing a digitisation project, discussing technical and design details and describing the construction of textile terminology relevant to design students.
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Jeong, Ok-Hee. "A Case Study of Creative and Convergence Approach Arts-oriented Liberal Arts Curriculum Management Based on the Need for University Education Innovation." Korean Association of General Education 16, no. 4 (August 31, 2022): 141–57. http://dx.doi.org/10.46392/kjge.2022.16.4.141.

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In overcoming the structural limitations of university education in the market economy system, this study was required to improve liberal arts education through the design and operation of an art-oriented liberal arts curriculum with a creative and convergent approach. To this end, first, the basis and examples of the need to improve university liberal arts education were examined through prior research on how the liberal arts curriculum system should be implemented to change the paradigm of university education in the digital era. As a methodical alternative to this, a case of curriculum operation was presented as an integrated or comprehensive learning practice to cultivate students' future design and necessary competencies through the design of an art-oriented liberal arts curriculum with a creative and convergent approach. The case of creative and convergent approach ‘Arts and Culture Planning’ liberal arts curriculum design and curriculum operation provides improvement measures through the application of customized teaching methods to foster students' actual career choices and era-required creative and convergence skills amid the current population decline and changes in the social environment after COVID-19.</br>The results of this study suggest that art-oriented liberal arts courses can play a role in opening possibilities for students when it comes to their career development in a way linked to their major. Such courses can also cultivate their aesthetic sensibility, appreciation for culture, and planning capabilities demanded by the times.
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Riyanti, Menul Teguh. "Model Development of Instructional Design, Commercial Graphics-Based Planning Project, in the Faculty of Arts and Design, Trisakti University." International Journal of Educational Technology and Learning 2, no. 1 (2018): 1–7. http://dx.doi.org/10.20448/2003.21.1.7.

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Riyanti, Menul Teguh. "MODEL DEVELOPMENT OF INSTRUCTIONAL DESIGN COMMERCIAL GRAPHICS-BASED PLANNING PROJECT IN THE FACULTY OF ARTS AND DESIGN TRISAKTI UNIVERSITY." International Journal of Research -GRANTHAALAYAH 5, no. 12 (June 30, 2020): 337–47. http://dx.doi.org/10.29121/granthaalayah.v5.i12.2017.511.

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The purpose of this study was to develop a learning model based Commercial Graphic Design Drafting project-based learning approach, was chosen as a strategy in the learning product development research. University students as the target audience of this model are the students of the fifth semester Visual Communications Design Studies Program Faculty of Art and Design University of Trisakti. Dick, Carey, and Carey models of Research and Development (R and D) are applied to develop this model. The model consists of the systematic phase used to develop learning products Drafting Commercial Graphics. Results of learning products reviewed by expert instructional design, instructional material expert, and instructional media specialist. A series of formative evaluation session - a review and revision process - undertaken in developing this learning product. The result showed that the learning model Drafting Commercial Graphics implemented a project-based approach has been improving learning outcomes better than the target - the students of the fifth semester Visual Communications Design Studies Program Faculty of Art and Design University of Trisakti. The results of the research and development of this model in the category of Good.
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Creagh, Linda T., and Marlene McDonald. "Design and Performance of Inkjet Print Heads for Non-Graphic-Arts Applications." MRS Bulletin 28, no. 11 (November 2003): 807–11. http://dx.doi.org/10.1557/mrs2003.229.

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AbstractInkjet print heads have become the dominant printing element for home and office printers; they have been a key driver forthe digitization of wide-format graphic arts printing and other printing areas as diverse as addressing and carton coding. In the past few years, inkjet print heads have begun to have an impact in areas outside the graphics arts. In these applications, the inkjet print head may be considered a manufacturing tool; this implies that it will differ in design depending on the application. Also, standards forreliability, consistency, and dependability will differ from those in graphic arts areas. Even though non-graphic-arts applications differ widely in their details, there are general considerations in terms of the systems that are required. Each nontraditional application has specific goals for manufacturing, and a unique inkjet print head designed to meet these goals may be required. This article focuses on a specific piezo-based inkjet print head that has been engineered to meet the manufacturing requirements for flat-panel displays basedon light-emitting polymeric materials.
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Uribe Mendoza, Bernardo. "Parametricism, Heuristics and Co-Creation in the Arts of Design." ACTIO Journal of Technology in Design, Film Arts and Visual Communication, no. 4 (May 26, 2021): 26–35. http://dx.doi.org/10.15446/actio.n4.96159.

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In 2008, architect Patrick Schuhmacher, from Zaha Hadid Architects, proposed an architectural manifesto for the 21st century, extendable to other arts of design and even to other areas of technological and artistic activity in which the human factor is associated with creation: Parametricism. In the subsequent debate, problems such as those of a new style as produce of digital technologies, and the totalizing claims of a design theory based on Niklas Luhmann’s postulates on his General Systems theory, have been repeatedly discussed. In this article, the topics of the Parametricism manifesto associated with the human factor and creation in design in the current technological environments, have been extrapolated to its plausible revision from the heuristics discipline perspective and to a possible re-definition of the co-creation concept in the arts developed by the Informal Art Movement of the mid-XX Century.
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Lawrence, Clare, John Rimmer, and Aimee Quickfall. "Using an arts-based design to explore the experience of Shared Reading: A pilot study." Journal of Arts & Communities 12, no. 1 (June 1, 2021): 85–103. http://dx.doi.org/10.1386/jaac_00024_1.

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This pilot study explores the use of an arts-based design to record the experience of a Shared Reading workshop. There is considerable evidence of the effectiveness of Shared Reading as a support for well-being across a wide range of situations and settings, and studies have suggested that this literature-based intervention may have the potential to support both thinking and feeling. However, describing the personal and emotional responses that provoke the impact of Shared Reading is a challenge. The capture of the discussion occurring during this pilot workshop is made visual using both words and pictures, and this ‘capture’ is then synthesized and an evocation is created using the medium of film. This article discusses the process and the effectiveness of this arts-based approach as evidenced during data collection, in interpretation and again in dissemination, and implications for further use of this methodology are explored.
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Knipe, Damian, and Geraldine Magennis. "Arts-Based Approaches to Studying Traveller Children’s Educational Experiences." Art/Research International: A Transdisciplinary Journal 3, no. 2 (September 15, 2018): 20–47. http://dx.doi.org/10.18432/ari29377.

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In this article, we present ideas on how arts-based methods can be applied to conducting research with a minority ethnic group (i.e., Traveller children) and offer ways to analyse data. We refer to the culture of Traveller children, report statistics on their educational performance and refer to recent research in Northern Ireland on their disengagement from compulsory post-primary (11-16 years old) education. We look through the lens of Bronfenbrenner’s ecological systems theory and consider a re-think of the approach typically used in research to tap into Traveller children’s educational experiences. We offer a brief summary of the principles of arts-based research, outlining the theoretical underpinnings of supporters who argue for its use in educational research settings. We elaborate on three arts-based research methods as options in the design of conducting research with Traveller children and offer advice on associated ethical issues. In exploring methods of analysis, we refer to the types of data and suggest a content and thematic analytical approach to interpret the data. In conclusion, we reiterate the importance of offering these culturally responsive means to engage with this minority ethnic group.
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Moradi, Mona. "Two state-of-the-arts current-mode ternary full adders based on CNTFET Technology." International Journal of Reconfigurable and Embedded Systems (IJRES) 9, no. 1 (March 1, 2020): 19. http://dx.doi.org/10.11591/ijres.v9.i1.pp19-27.

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Adder core respecting to its various applications in VLSI circuits and<br />systems is considered as the most critical building block in microprocessors,<br />digital signal processors and arithmetic operations. Novel designs of a low<br />power and complexity Current Mode 1-bit Full Adder cell based on<br />CNTFET technology has been presented in this paper. Three major parts<br />construct their structures; 1) the first part that converts current to voltage; 2)<br />threshold detectors (TD); and 3) parallel paths to convey the output currents<br />flow. Adjusting threshold voltages which are significant factor for setting<br />threshold detectors switching point has been achieved by means of CNTFET<br />technology. It would bring significant improvements in adjusting threshold<br />voltages, regarding to its unique characterizations. Simple design, less<br />transistor counts and static power dissipation and better performance<br />comparing previous designs could be considered as some advantages of the<br />novel designs.
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Trivaldo, Hendrikus, Uray Fery Andi, and Rudiyono Rudiyono. "PUSAT KESENIAN DAYAK KALIMANTAN BARAT DI KOTA PONTIANAK." JMARS: Jurnal Mosaik Arsitektur 9, no. 1 (February 2, 2021): 54. http://dx.doi.org/10.26418/jmars.v9i1.44673.

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West Kalimantan is a province that has a very diverse artistic potential. West Kalimantan Province inhabited by indigenous people and other migrants. The dominant ethnic groups are Dayak, Malay and Chinese. The Dayak tribe is rich in a variety of arts, such as dance, sculpture, painting and others. Every year, the Dayak tribe holds a Dayak Gawai featuring a Dayak art competition. Dayak art was developed by a large number of art studios but not yet well-organized, so a forum for the Dayak Arts Center of West Kalimantan was needed. The purpose of designing the West Kalimantan Dayak Arts Center in Pontianak City is to produce a design for the Dayak arts center of West Kalimantan in Pontianak City as a forum that facilitates Dayak arts in West Kalimantan that reflects the characteristics of Dayak in West Kalimantan. The design method used in the Design of the Dayak Arts Center in West Kalimantan in Pontianak City consists of several stages, namely the idea stage and the data collection stage related to the design needs and the design location. The design result of the West Kalimantan Dayak Arts Center in Pontianak City is to facilitate West Kalimantan Dayak arts based on the functions of education, information, promotion and recreation which can support the activities of West Kalimantan Dayak arts and can display forms that reflect the characteristics of West Kalimantan Dayak architecture.
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Azmi, Muhammad Mustaqim, and Bani Noor Muchamad. "PUSAT SENI BELADIRI KUNTAU DI DESA BARIKIN." LANTING JOURNAL OF ARCHITECTURE 10, no. 1 (February 28, 2021): 26–34. http://dx.doi.org/10.20527/lanting.v10i1.534.

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The Kuntau Martial Arts Center in Barikin Village is a facility that accommodates the local community in learning, developing and preserving the local Banjar martial arts. The architectural problem raised in this report is how the design of the banjar’s typical kuntau martial arts center can accommodate training activities and kuntau performances. The concept proposed for the design is the concept of a Cultural Education Recreation with a Vernakular-based Regional Architecture approach. This Concept raises the character of kuntau culture and banjar culture into the form of kuntau martial arts center building
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Dong, Hui Fang. "Building the AHP-Based Teaching Ability System for Martial Arts Teachers in Institutions of Higher Learning." Advanced Materials Research 187 (February 2011): 29–32. http://dx.doi.org/10.4028/www.scientific.net/amr.187.29.

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This study builds with AHP (Analytic Hierarchy Process) the teaching ability system for martial arts teachers in institutions of higher learning, which falls into four layers: destination layer, criteria layer, feature layer and index layer. The destination layer refers to the teaching abilities of martial arts teachers; the criteria layer consists of two criterions, which are professional practice ability and teaching ability; the feature layer is made up of seven features, including martial arts skills, martial arts organization and judgment, martial arts culture, martial arts graph recognition and routine design, basic quality, basic skill and teaching organization; and the index layer consists of 19 indexes, which are self-defense skills, routine exercise skills, offensive and defensive skills, martial arts organization, martial arts judgment, schools of martial arts, martial arts culture, martial arts graph recognition, martial arts routine design, professional ethics, teamwork, humanistic quality, language expression, student management, teaching research, course design, teaching practice, teaching evaluation and teaching guide. The results show that the top five impact factors for the teaching ability of martial arts teachers in institutions of higher learning are course design, routine exercise skills, teaching practice, teaching research and martial arts routine design.
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45

Richardson, Pamela, and Kathryn Ricketts. "Review of “Arts-based Contemplative Practices in Education”: 2017 Canadian Society for Studies in Education ARTS Pre-conference." Art/Research International: A Transdisciplinary Journal 2, no. 2 (August 23, 2017): 168. http://dx.doi.org/10.18432/r2s91k.

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This review is a poetic and photographic response to a pre-conference session convened in May 2017 by the Arts Researchers and Teachers Society (ARTS) of the Canadian Society for Studies in Education, and organized by Susan Walsh, Barbara Bickel, Carl Leggo, and Diane Conrad. The gathering took place in Toronto, Canada on the traditional territory of the Haudenosaunee, and of the Mississaugas of the New Credit First Nation. The theme of the pre-conference was arts-based contemplative practices in education. The day offered a collaborative space for learning and co-creation as a community of practice supported by a hospitable and responsive design. This enabled movement away from traditional vertical hierarchies of knowledge dissemination towards more lateral exchanges and emergent learning structures.
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46

Garavan, Thomas N., Ann McGarry, Sandra Watson, Norma D’Annunzio-Green, and Fergal O’ Brien. "The Impact of Arts-Based Leadership Development on Leader Mind-Set." Advances in Developing Human Resources 17, no. 3 (July 14, 2015): 391–407. http://dx.doi.org/10.1177/1523422315588358.

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The Problem Arts-based leadership interventions have gained a foothold in the leadership development literature; however, few studies have investigated their effectiveness. These interventions include music, drama, art, and performance and are utilized to develop dimensions of leader mind-set. The Solution In this study, an arts-based intervention (leadership drawing exercise) is evaluated. Utilizing a quasi-experimental, pre-test, post-test design, we evaluate the impact of an arts-based intervention on four dimensions of leader mind-set: emotional intelligence, leader identity, openness to experience, and feedback orientation. Leaders in the arts-based intervention showed significantly greater improvement in emotional intelligence, leader identity, and feedback orientation. The Stakeholders This article informs leadership development researchers, those making decisions about investment in leadership development and those who deliver leadership development. The article will be of interest to organizations that have to justify investment in leadership development.
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47

Gong, Longyu. "Wireless Communication-Based Design and Implementation of Digital Protection Platform on Folk Art." Wireless Communications and Mobile Computing 2022 (February 11, 2022): 1–11. http://dx.doi.org/10.1155/2022/5819719.

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Numbers no longer only have a purely mathematical meaning but a code that can change the way of human existence, cognition, and thinking, and a basic element to convey information. With the advent of the “Internet+” era, the development of digital media technology, digitization, and informatization has been integrated into all walks of life and has a vital impact on the development of all walks of life, and also brought about the ideological change of fine arts. Nowadays, the digitization of fine arts is a new product of the computer age, and how to protect it is also an important topic. The continuous development of wireless mobile communications has promoted the rapid development of microprocessors. In this article, we will study the protective effect of microprocessors on the digitization of fine arts. This paper designs a microprocessor-based art digital protection website, with the purpose of preserving, inheriting, and disseminating folk art works through the website. The result of the experiment shows that the sampling rate of the microprocessor has reached the requirement of the signal. The largest number of users of the folk art digital website is young people aged 18–29, accounting for 32%; the highest average score for the website is those over 59 years old, with an average score of 90.
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Zhang, Yuan, and Wenzhe Hu. "Design Mode of Stage Performing Arts Based on 3D Modeling and Moving Edge Computing Technology." Wireless Communications and Mobile Computing 2022 (January 27, 2022): 1–9. http://dx.doi.org/10.1155/2022/4659816.

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In recent years, the virtual stage background has become increasingly popular in the stage design of large-scale art evenings as well as in dance performances. It deftly blends the form of dance beauty with the content of dance performance, creating an atmosphere that not only sets the scene but also expands the stage space and enhances the artistic expression of dance. This paper focuses on the design of stage performance art using 3D modeling and MEC (mobile edge computing) technology. The data fusion method of multi-Kinect joints is researched and realized using 3DMAX to complete the modeling and virtual design of a 3D virtual stage scene. The performance scheme is created by analyzing music features with a computer, designing lighting actions, and matching music and lighting actions. Finally, it shows how DDLS (distributed deep learning shunting) configuration affects convergence performance as well as how model setting affects the diversion scheme.
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김형균. "The Development of Unit Design and Content Elements Based on the Next Practical Arts Textbook." Journal of Korean Practical Arts Education 13, no. 3 (September 2007): 39–62. http://dx.doi.org/10.17055/jpaer.2007.13.3.39.

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50

Kashim, I. B., and O. S. Adelabu. "The Current Emphasis on Science and Technology in Nigeria: Dilemmas for Art Education." Leonardo 43, no. 3 (June 2010): 269–73. http://dx.doi.org/10.1162/leon.2010.43.3.269.

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Nigerian educational policies continue to emphasize the development of science and technology. Arts are being relegated to the background as a result of this emphasis. This paradigm shift has affected visual arts education in Nigeria. The number of those seeking admission into science- and engineering-based courses has risen tenfold in spite of the limited infrastructural facilities available, while the number seeking admission to creative arts continues to dwindle yearly. Those who had been preparing for courses in engineering and science but could not secure admission are often absorbed into arts-based industrial design courses. Students in industrial design with science backgrounds are able to develop their creative potential, which is necessary in developing economies. This paper suggests that art training in Nigeria should embrace integrated science subjects.
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