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1

Mintorwati, Mintorwati, and Irwan Yudha Hadinata. "ESMOD MODE SCHOOL IN BANJARMASIN." LANTING JOURNAL OF ARCHITECTURE 10, no. 1 (February 28, 2021): 221–31. http://dx.doi.org/10.20527/lanting.v10i1.753.

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The Design of Fashion Schools in Banjarmasin is in the background by the rapid increase of fashion needs. Some potential young designers in Indonesia also show that fashion products in Indonesia have a great potential. However, in South Kalimantan, especially Banjarmasin, does not yet have a Fashion Design high school, it makes the local people who want to become a fashion designer must study outside the island of Kalimantan. With the existence of a fashion school in Banjarmasin, it is expected that Banjarmasin and the surrounding communities who have aspirations to become a Fashion Designer or want to know about what is Fashion Design. So, the fashion design school in Banjarmasin can give birth to new designers who can trigger the fashion industry in Indonesia, especially in Banjarmasin. In this design, the researcher uses the concept of Expressionist Architecture as an answer to the research problems in the design of this school.
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Martadireja, Sonde. "Pengaruh Microstock Terhadap Kesadaran Hak Kekayaan Intelektual Desainer Grafis." Journal of Urban Society's Arts 5, no. 1 (December 31, 2018): 19–28. http://dx.doi.org/10.24821/jousa.v5i1.2141.

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ABSTRAKMicrostock menjadi salah satu unsur penting yang menunjang aktifitas desainer grafis sehari-hari. Baik untuk mendapatkan konten grafis digital, mengetahui perkembangan tren desain kekinian dan menjadi jawaban mereka untuk bekerja secara freelance. Penelitian ini menyajikan apa dan sejauh mana hubungan microstock dengan desainer grafis, kesadaran desainer grafis tentang hak kekayaan intelektual dan fenomena pengaruh microstock terhadap kesadaran hak kekayaan intelektual desainer grafis. Jenis pendekatan yang digunakan adalah fenomenologi Edmund Husserl karena objek yang diteliti berkaitan dengan kesadaran manusia. Fokusnya adalah memaparkan fenomena kesadaran sebagai dasar tindakan yang diperoleh dari pemaknaan pengalaman desainer grafis selama berhubungan dengan microstock. Berdasarkan hasil penelitian, dapat disimpulkan bahwa microstock terbukti memiliki pengaruh terhadap kesadaran desainer grafis tentang hak kekayaan intelektual. Pengalaman-pengalaman tindakan yang berkaitan dengan microstock baik sebagai kontributor maupun non-kontributor telah membentuk suatu pengetahuan baru hingga akhirnya melahirkan kesadaran tentang hak kekayaan intelektual terutama pada masalah lisensi dan royalti. Kesadaran tersebut lalu menjadikan desainer grafis mampu aktif merespon fenomena penghargaan maupun pelanggaran hak kekayaan intelektual di lingkungannya masing-masing.ABSTRACTThe Microstock Influence on Consciousness of Graphic Designer’s Intellectual Property Right’s. Microstock has been one of important elements to support the daily activities of graphic designers. These activities involve finding digital graphic contents, finding out the current development of design trend and becoming their answer to work freelance. This research presents what and to what extent is the relationship between microstock and graphic designers, graphic designer’s consciousness of intellectual property rights and the phenomenon of microstock’s effect on graphic designers’ consciousness of intellectual property rights. The approach used is Edmund Husserl’s phenomenology since the object studied is related to human’s consciousness. The focus is to elaborate the phenomenon of consciousness as the basis of action which is obtained from interpreting graphic designer’s experience when they interact with microstock. Based on the research result, it can be concluded that microstock is found to have some influence on graphic designer’s consciousness of intellectual property rights. The experiences of action related to microstock both as contributors and non-contributors have shaped a new knowledge that in turn gives birth to their consciousness of intellectual property rights, particularly on license and royalty issues. This consciousness then allows graphic designers to actively respond to the phenomena of appreciation and violation of intellectual property rights in their own environment.
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Thilmany, Jean. "Changing Times." Mechanical Engineering 124, no. 08 (August 1, 2002): 38–40. http://dx.doi.org/10.1115/1.2002-aug-1.

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This article discusses product data management PDM technology. This technology is a key to communicating with the suppliers and ensuring accurate design and manufacturing and allows designer and supplier to share documents and communicate back and forth. To meet the trend, a system that tracks design changes and allows engineer and designer to study them together becomes crucial. The vehicle maker wanted to standardize the way products are designed across both its truck and bus divisions. The technology is intended to help designers and engineers work more closely together, even if they are working in separate locations on unrelated parts of a truck or bus, and to keep track of changes in the highly customized part models. As a method of doing business changes, so does the technology needed to do that business. Although the answer is not in yet on PDM’s role in a changing marketplace, answers about how it fits into new supplier–customer business models are expected over the next few years.
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Motta, Martina, Giovanni Maria Conti, and Martina Micheli. "Reacting to the Emergency by Opening Perspectives. Design-driven knit therapy as a adaptable tool to answer the change." Strategic Design Research Journal 13, no. 3 (December 23, 2020): 646–57. http://dx.doi.org/10.4013/sdrj.2020.133.27.

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When the COVID-19 emergency raised, the entire world -and small communities with it- had to stop, adapt, find ways to face the big ongoing challenge. The article reports the reaction and the changes undertaken with an ongoing project that was, in February 2020, experimenting, inside the hospital environment, the therapeutic effects of knitting on people with physical and psychological pathologies. The project, driven by scientific studies made in universities, hospitals and research centers worldwide, had the aim to bring the intervention of designers on the topic, to answer the emerged need to promote research in what is considered a low-investigated and high-promising field. Experimental pilot actions, designed and led by designers on-field, were going on when the emergency changed the scenario, limited the environment, shifted the eye on a new, wider target of healthy people, made knitting a tool to face new circumstances and improve everyday-life quality.Observing the newly emerged scenario and the spontaneous initiatives risen on the web (and on social media in particular) to help individuals in spending the forced time at home in meaningful ways, designers involved in the ongoing project identified in knitting an activity that could be beneficial on a psychological and physical level also for quarantined individuals. The project took a new perspective and evolved in the #IOLAVOROAMAGLIA (#IKNIT) social media campaign, linked to the globally spread #STAYHOME campaign, aimed at inviting people to remain home for preventing the diffusion of the infection, while proposing at the same time new solutions for positively living the emergency times. #IOLAVOROAMAGLIA was embraced by many users and it also became a weekly scheduled live virtual workshop, with a direct reference to the workshops in the hospital of XXXX, temporarily stopped during lockdown.The two projects, on-field and online, proved how knitting can be a meaningful solution not only for healthcare, but also for the daily life of people, both in normal times and in emergency situations.Moreover, the role of the designer and of a design driven approach proved to be fundamental, for the product and service creation, improvement and consolidation and for its communication for valorization and promotion.
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Thilmany, Jean. "Analyzing up Front." Mechanical Engineering 122, no. 10 (October 1, 2000): 88–91. http://dx.doi.org/10.1115/1.2000-oct-6.

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This article highlights that up-front computer-aided engineering (CAE) dramatically decreases product lead time. Up-front CAE entails vesting responsibility for performing finite element analysis tests and other analysis tests with the design engineers. The designers use specific software packages to analyze their first-stage designs. This way, they can easily change designs that do not pass analysis tests-such as vibration or stress tests-before passing them on to an analyst for in-depth study. Not every engineering company, however, is turning to up-front CAE even as it faces the need to get products to market faster. Some engineers, like Zlatko Penzar, find that their present analysis hierarchy works just fine. He is a senior engineer for the fuel systems division of Mannesmann in Dusseldorf, Germany, another auto components supplier. Engineering departments have to find their own answer to the relationship between designer and analyst. The important thing is that once an answer is agreed upon, it happens the same way every day. A working atmosphere that functions reliably and smoothly is really the key to successful product design.
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Szczęsny, S., M. Naumowicz, and A. Handkiewicz. "SI-Studio – environment for SI circuits design automation." Bulletin of the Polish Academy of Sciences: Technical Sciences 60, no. 4 (December 1, 2012): 757–62. http://dx.doi.org/10.2478/v10175-012-0087-5.

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Abstract The current work is an answer to the problem of designing switched-current (SI) circuits, which is usually a complex issue in the field of microelectronics. The mentioned task is a source of many mistakes and takes a lot of time for designers, therefore authors of the article decided to propose a software solution. This article presents an environment for design automation of analogue circuits in the switched currents technique. It points out the utility advantages of the described tools, which make the work of a VLSI designer much easier, moreover offering a possibility to parameterise the design process considering power consumption, chip area usage and its working speed. It also presents results of an automatic generation of a filter pair circuit, as well as a DCT circuit - automatically generated with the proposed SI-Studio software tools.
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Martin-Schild, Sheryl, James E. Siegler, Andre D. Kumar, and Patrick Lyden. "Troubleshooting the Nihss: Question-and-Answer Session with One of the Designers." International Journal of Stroke 10, no. 8 (December 2015): 1284–86. http://dx.doi.org/10.1111/ijs.12196.

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8

Del, Vecchio. "Development of management skills for professional designers: An answer to the present professional crisis?" Glasnik Etnografskog instituta SANU 59, no. 1 (2011): 129–41. http://dx.doi.org/10.2298/gei1101129d.

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Gee, James Paul. "Learning by Design: Good Video Games as Learning Machines." E-Learning and Digital Media 2, no. 1 (March 2005): 5–16. http://dx.doi.org/10.2304/elea.2005.2.1.5.

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This article asks how good video and computer game designers manage to get new players to learn long, complex and difficult games. The short answer is that designers of good games have hit on excellent methods for getting people to learn and to enjoy learning. The longer answer is more complex. Integral to this answer are the good principles of learning built into successful games. The author discusses 13 such principles under the headings of ‘Empowered Learners’, ‘Problem Solving’ and ‘Understanding’ and concludes that the main impediment to implementing these principles in formal education is cost. This, however, is not only (or even so much) monetary cost. It is, importantly, the cost of changing minds about how and where learning is done and of changing one of our most profoundly change-resistant institutions: the school.
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CALIMERI, FRANCESCO, GIOVAMBATTISTA IANNI, FRANCESCO PACENZA, SIMONA PERRI, and JESSICA ZANGARI. "Incremental Answer Set Programming with Overgrounding." Theory and Practice of Logic Programming 19, no. 5-6 (September 2019): 957–73. http://dx.doi.org/10.1017/s1471068419000292.

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AbstractRepeated executions of reasoning tasks for varying inputs are necessary in many applicative settings, such as stream reasoning. In this context, we propose an incremental grounding approach for the answer set semantics. We focus on the possibility of generating incrementally larger ground logic programs equivalent to a given non-ground one; so calledovergrounded programscan be reused in combination with deliberately many different sets of inputs. Updating overgrounded programs requires a small effort, thus making the instantiation of logic programs considerably faster when grounding is repeated on a series of inputs similar to each other. Notably, the proposed approach works “under the hood”, relieving designers of logic programs from controlling technical aspects of grounding engines and answer set systems. In this work we present the theoretical basis of the proposed incremental grounding technique, we illustrate the consequent repeated evaluation strategy and report about our experiments.
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HUANG, YAN, and LIANZHEN HE. "Automatic generation of short answer questions for reading comprehension assessment." Natural Language Engineering 22, no. 3 (January 13, 2016): 457–89. http://dx.doi.org/10.1017/s1351324915000455.

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AbstractWriting items for reading comprehension assessment is time-consuming. Automating part of the process can help test-designers to develop assessments more efficiently and consistently. This paper presents an approach to automatically generating short answer questions for reading comprehension assessment. Our major contribution is to introduce Lexical Functional Grammar (LFG) as the linguistic framework for question generation, which enables systematic utilization of semantic and syntactic information. The approach can efficiently generate questions of better quality than previous high-performing question generation systems, and uses paraphrasing and sentence selection to improve the cognitive complexity and effectiveness of questions.
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Sosnin, Petr. "Means of Question-Answer Interaction for Collaborative Development Activity." Advances in Human-Computer Interaction 2009 (2009): 1–18. http://dx.doi.org/10.1155/2009/619405.

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The key problem of successful developing of the software intensive system (SIS) is adequate conceptual interactions of stakeholders at the early stages of designing. Nowadays the success of development is extremely low. It can be increased with using artificial intelligence (AI) means including models of reasoning supported by the human-computer interaction in collaborative development activity. In this paper, a number of question-answer means for modeling reasoning are suggested. Such kind of means is defined and implemented in order to get effects of integrating the collective reasoning for their positive influence on the intellectual activity of designers. Question-answer means are arranged as a specialized processor opening the possibility to question-answer programming of the tasks on the conceptual stage of designing. Suggested and investigated means can be used for solving any complicated task.
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Taylor, Russell M., Jason Jerald, Chris VanderKnyff, Jeremy Wendt, David Borland, David Marshburn, William R. Sherman, and Mary C. Whitton. "Lessons about Virtual Environment Software Systems from 20 Years of VE Building." Presence: Teleoperators and Virtual Environments 19, no. 2 (April 1, 2010): 162–78. http://dx.doi.org/10.1162/pres.19.2.162.

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What are desirable and undesirable features of virtual environment (VE) software architectures? What should be present (and absent) from such systems if they are to be optimally useful? How should they be structured? In order to help answer these questions, we present experience from application designers, toolkit designers, and VE system architects along with examples of useful features from existing systems. Topics are organized under the major headings of 3D space management, supporting display hardware, interaction, event management, time management, computation, portability, and the observation that less can be better. Lessons learned are presented as discussion of the issues, field experiences, nuggets of knowledge, and case studies.
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Christiansen, Ellen. "From “ethics of the eye” to “ethics of the hand” by collaborative prototyping." Journal of Information, Communication and Ethics in Society 12, no. 1 (March 4, 2014): 3–9. http://dx.doi.org/10.1108/jices-11-2013-0048.

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Purpose – The aim of this paper is to answer the question: how can judgment about good and bad behavior of a device or service under development be included in the development process? Design/methodology/approach – By distinguishing between detached good/bad judgment, called “ethics of the eye”, and judgment about good and bad behavior embedded in doing and dialogue, called “ethics of the hand”, two examples of designer judgment are examined, one embedded and one detached. The outcome is explained by means of an application of Ricoeur's hermeneutics, where he shows how narration comprises pre-figuration, con-figuration and re-figuration. An examination of collaborative prototyping in Krzysztof Wodiczko's work on building a vehicle together with homeless people in Manhattan, New York, is contrasted with an example of the detached evaluation of use in Joseph Weizenbaum's account for use of his computer therapy program Eliza. Findings – The difference is identified as the difference between joint making and dialogue, resulting in re-configuration, and detached evaluation, which sticks with the pre-figuration. The paper concludes that for engineering and design at large “ethics of the hand”, the collaborative doing and dialogue, where the engineering and the designerly way of understanding come together over a prototype, brings out a shared frame, which makes ethics an integrated part of the development process. Originality/value – The paper discusses how judgment about good and bad behavior of a device or service under development can be included in the development process and shows that the answer is collaborative prototyping.
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Tching, Joana, Joaquim Reis, and Alexandra Paio. "IM-sgi: an interface model for shape grammar implementations." Artificial Intelligence for Engineering Design, Analysis and Manufacturing 33, no. 1 (May 30, 2018): 24–39. http://dx.doi.org/10.1017/s0890060417000695.

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AbstractInformation technologies are a driving force for progress in the design field, allowing new modes of creativity. However, most of the existing computational design tools are focused on the latest stages of the design process and especially directed to drafting operations. Conceptual design tools that support the designer in the creative and inventive early stages of the design project are still in their early development. Shape grammars (SG) were introduced by George Stiny in the 1970s, allowing the generation of designs according to a set of predefined rules. SG computational implementations have the potential to answer the need for tools that can assist designers, architects, and artists in the creative process, offering design alternatives, stimulating new ideas and encouraging the search for new design generation processes. Acknowledging this potential, a user-friendly interface seems essential for the adoption of these tools. Taking Scott Chase's interaction model as background, the aim of the present investigation is to define guidelines and begin to design a graphical-user interface for SG implementations. Inspection methods of human–computer interaction (HCI) were used to analyze existing SG implementations and understand usability issues. Subsequently, HCI ergonomic criteria for interface evaluation were adapted to establish guidelines for the design of an SG implementation interface, called IM-sqi. These guidelines take into account different user groups, adjustable interaction modes for each user group, and the nature of each task performed by the user.
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Merieme BELARBI, Fatine, and Abdelkader BENSAFA. "An Evaluation of the Algerian EFL Baccalaureate Exam under the Cognitive Domains of Bloom’s Taxonomy." Arab World English Journal 11, no. 4 (December 15, 2020): 534–46. http://dx.doi.org/10.24093/awej/vol11no4.34.

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The Algerian English foreign language (EFL) baccalaureate is a high stake exam that assesses both students’ learning and their critical thinking skills. Thus, devising appropriate and effective exam questions may be a problematic issue for tests designers. Under the requirements of the current Algerian English curriculum, the exam questions must cover the lower and higher-order thinking skills of Bloom’s taxonomy. On this basis, this research paper seeks to investigate the effectiveness of the EFL baccalaureate exam papers, and aims to answer the research question: ‘To what extent does the Algerian EFL Baccalaureate exam paper cover the lower and higher-order thinking skills of Bloom’s taxonomy?’ This research is a descriptive content analysis; the researcher analyzed the exam questions of the Algerian EFL Baccalaureate under the cognitive domains of Bloom’s taxonomy. This study is significant as it helps tests’ designers to design practical EFL exams that develop students’ thinking skills and language competencies. The findings of this study revealed that the EFL baccalaureate exam does not establish the students’ higher-order thinking skills and does not assess their communicative abilities. Accordingly, some recommendations are suggested to hopefully help test designers to improve the quality of the EFL Baccalaureate questions.
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Rizky, Yasser. "Forgotten Fundamental Meaning of Graphic Design in Indonesia." Humaniora 3, no. 2 (October 31, 2012): 632. http://dx.doi.org/10.21512/humaniora.v3i2.3407.

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This article forwards questions about graphic design in Indonesia. Most people here, even graphic designers or graphic design academics do not know the answer to the question of what graphic design is. This condition brings out a new question of whether we really have a graphic design culture in Indonesia. If we trace back to the cause of it all, we will find a fact how a human interest discourse is still very rare in our country. Even when we find one, it tends to be a very subjective compilation of opinions instead of a strongly-based study. In further look, this is one of the reasons of why many graphic designers are stirred into ineffective work process causing unequal partnerships in their professional projects. For this, we have none to blame but ourselves and the system that we’ve created.
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Matyjek, Sebastian. "„Dopalacze” – nieprzewidywalne narkotyki. Problem społeczno-prawny." Filozofia Publiczna i Edukacja Demokratyczna 8, no. 1 (June 2, 2019): 251–73. http://dx.doi.org/10.14746/fped.2018.7.2.2019.8.1.10.

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The aim of this article is to present the problem of new psy­choactive substances – designer drugs. New drugs are undoubt­edly a social and legal problem. The existing legal regulations lag behind the producers of designer drugs who use all the avail­able methods to bypass the law, which is a kind of race between criminals and the legislator. In the author’s opinion the current methods used by the Polish legislator are not effective. Prohibi­tion policy has led to the emergence of new deadly agents such as designer drugs. When looking for an answer to the question of how to fight new drugs, we need to look at various instruments, not just the criminal law. According to the author the adoption of a liberal strategy involving the legalization of soft drugs is an effective solution. Legal soft drugs would put an end to the prev­alence of high-risk designer drugs.
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Alimin, Nurhayatu Nufut. "DIY as Interior Design Education “Everybody Can Be Designer”." International Journal of Creative and Arts Studies 6, no. 1 (August 22, 2019): 45–60. http://dx.doi.org/10.24821/ijcas.v6i1.3274.

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DIY (Do-it-yourself) for home decor is an activity of decorating or repairing the house or making things for home independently rather than paying someone elseto do it. DIY gains its popularity nowadays, particularly on the internet. Thephenomena of DIY probably will make interior designer lost their job becauseDIY seems can give a straightforward solution for people by self-study. Thepresent study aimed to reveal what is really going on in the field of interior designtoday. The researcher would like to analyze the difference between an interiordesigner job and DIY content sharing. The researcher collected the data fromsome popular DIY accounts (DIY; all things thrifty; and the house lars built),some practitioner‘s responses, and interview with the lecturer of the interiordesign department. The researcher attempted to answer the question usingphenomenological approach consisting of four steps namely epoche, reduction,variation of imagination, and synthesis of meaning and essence. Thisphenomenon arises since we begin to enter the fourth industrial revolution whereinternet handles everything and provides accessibility. One of the positiveimpacts of this phenomena is that people gain more understanding related tointerior design. In other words, this phenomenon makes everybody can be adesigner through DIY.
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Custer, Rodney L. "Design and Problem Solving in Technology Education." NASSP Bulletin 83, no. 608 (September 1999): 24–33. http://dx.doi.org/10.1177/019263659908360803.

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Do technological design and problem-solving activities appeal to all students? Must everyone possess the skills of designers, engineers, and technicians? The answer to these questions is clearly “no.” But it is clear that technological literacy is becoming an important part of preparation for Living in a technological world. What's more, design and problem-solving activities provide a useful mechanism for engaging student interest, integrating learning, and developing basic habits of mind.
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DeVries, Michael J., and Sallie E. Gordon. "Cog-C: A Tool for Estimating Cognitive Complexity and the Need for Cognitive Task Analysis." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 38, no. 15 (October 1994): 943. http://dx.doi.org/10.1177/154193129403801504.

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Task analysis is a methodology used during many different phases of system development. However, because many tasks involve complex cognitive processing, there is an increasing need for designers to perform cognitive task analysis. It is generally agreed that cognitive task analysis tends to be costly in terms of time and effort, and many designers ask how they would know when cognitive task analysis should be performed. This demonstration features a computer-based decision aid, Cog-C, to help designers answer this question. The software tool is based on the assumption that cognitive complexity is a major factor in determining when cognitive task analysis must be performed. The tool therefore helps the user determine the relative level of cognitive complexity for a set of tasks. It does this by (1) guiding the user in developing a task/subtask hierarchy, (2) guiding the subject matter expert in estimating the “amount” of various categories of knowledge required for subtask performance (e.g., concepts, rules, patterns, and strategies), and then (3) providing output including the number of steps required for task completion, standardized subscores showing the relative amounts of each knowledge category, an overall cognitive complexity score, and a general recommendation as to whether the task is a potential candidate for cognitive task analysis.
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Schnitzer, Julia. "Generative Design For Creators – The Impact Of Data Driven Visualization And Processing In The Field Of Creative Business." Electronic Imaging 2021, no. 3 (June 18, 2021): 22–1. http://dx.doi.org/10.2352/issn.2470-1173.2021.3.mobmu-022.

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In how far can algorithms take care of your creative work? Generative design is currently changing our conventional understanding of design in its basic principles. For decades, design was a handmade issue and postproduction a job for highly specialized professionals. Generative Design nowadays has become a popular instrument for creating artwork, models and animations with programmed algorithms. By using simple languages such as JavaScript’s p5.js and Processing based on Java, artists and makers can create everything from interactive typography and textiles to 3D-printed products to complex infographics. Computers are not only able to provide images, but also generate variations and templates in a professional quality. Pictures are being pre-optimized, processed and issued by algorithms. The profession of a designers will become more and more that of a director or conductor at the human-computer-interface. What effects does generative design have on the future creative field of designers? To find an answer to this complex field we analyze several examples of projects from a range of international designers and fine arts as well as commercial projects. In an exercise I will guide you step-by-step through a tutorial for creating your own visual experiments that explore possibilities in color, form and images.
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Alimin, Nurhayatu Nufut. "DIY as Interior Design Education “Everybody Can Be Designer”." International Journal of Creative and Arts Studies 6, no. 1 (August 22, 2019): 45–60. http://dx.doi.org/10.24821/ijcas.v6i1.3322.

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DIY (Do-it-yourself) for home decor is an activity of decorating or repairing the house or making things for home independently rather than paying someone else to do it. DIY gains its popularity nowadays, particularly on the internet. The phenomena of DIY probably will make interior designer lost their job because DIY seems can give a straightforward solution for people by self-study. The present study aimed to reveal what is really going on in the field of interior design today. The researcher would like to analyze the difference between an interior designer job and DIY content sharing. The researcher collected the data from some popular DIY accounts (DIY; all things thrifty; and the house lars built), some practitioner‘s responses, and interview with the lecturer of the interior design department. The researcher attempted to answer the question usingphenomenological approach consisting of four steps namely epoche, reduction, variation of imagination, and synthesis of meaning and essence. This phenomenon arises since we begin to enter the fourth industrial revolution where internet handles everything and provides accessibility. One of the positive impacts of this phenomena is that people gain more understanding related to interior design. In other words, this phenomenon makes everybody can be a designer through DIY.
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Al – Feel, Nada Zuhair. "Rights of Interior Decoration Designer "A study in Light of UAE Federal Law No. 7 of 2002 on the Protection of Copyright and Neighboring Rights”." Journal of Politics and Law 12, no. 2 (May 30, 2019): 61. http://dx.doi.org/10.5539/jpl.v12n2p61.

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This study includes the answer to the question that may be raised regarding the possibility of considering the design of the interior decoration as classified as protected works in the UAE law, and the consequent enjoyment by the designer of the literary and financial rights of the author. Paragraph 11 of UAE Federal Law No. 7 of 2002 on the protection of copyright and related rights refers to the design of decoration as one of the examples of the technical works mentioned by the legislator. The answer to the questions raised in this study is divided into two axes: the first is the technical framework and guarantee the historical development of the design, the role of the Arab design in the development of the design of the decoration and the definition of the designer and distinguish it from the architectural design. The second axis included the legal framework and included the conditions that must be met in the decoration design in order to enjoy legal protection, the rights of the decorator and then the legal protection of the right of the decorator.
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Poudel, Bandana Neupane, and Marilyn A. Ray. "Consciousness: Humanoid Robots and Caring in Nursing From Multicultural Perspectives." International Journal for Human Caring 23, no. 2 (June 1, 2019): 185–95. http://dx.doi.org/10.20467/1091-5710.23.2.185.

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The purpose of this article is to present the philosophical and religious understanding of human consciousness. It targets those involved in designing “humanoid robots for care.” It focuses on an important human attribute: consciousness in relation to caring. Multicultural/religious approaches of Hinduism, Islamic, and Western and Judeo–Christianity are used to illuminate consciousness from these perspectives. This article gives the designers a foundational understanding of human consciousness to address the “how and why” of humanoid robotic consciousness, and to help answer dilemmas regarding creating “humanoid robots for care.”
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Du Bois, Els, Dirk Van Gogh, Lore Veelaert, and Karine Van Doorsselaer. "Design Against the Plastic Soup - The Effect of Small Product Designs in Sustainable Design Education." Proceedings of the Design Society: International Conference on Engineering Design 1, no. 1 (July 2019): 3201–10. http://dx.doi.org/10.1017/dsi.2019.327.

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AbstractPlastics are ubiquitous in our daily life due to their versatile characteristics, however, these excellent characteristics also contributed to the emergence of a gigantic garbage of floating plastics in our ocean, called the plastic soup. Within this research project we investigated the opportunities by design to cope with this wicked problem. The hypothesis is that picking small opportunities in a wicked problem can have a large impact on the related ecosystem. In addition, we also wanted to investigate how design students would deal with the problem to create larger awareness of the designers' impact and responsibility. Although there is no ideal answer to a systemic problem such as the plastic soup, intervening on systems is possible. As the characteristics of a product directly influence the way the entire value chain works, designers have a large responsibility / opportunity to influence the system. An experiment was executed with 69 design students to explore the opportunities. The resulting design concepts were discussed by experts, reasoning towards relationships, needs to elaborate the design practices, and ecodesign education in a circular economy.
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Kynigos, Chronis, and Maria Daskolia. "Boundary Crossing Creativity in the Design of Digital Resources for Teaching and Learning about Climate Change." Creativity. Theories – Research - Applications 8, no. 1 (June 1, 2021): 213–35. http://dx.doi.org/10.2478/ctra-2021-0013.

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Abstract We approach creativity in educational design with teachers working together in interdisciplinary communities of practice to develop resources for teaching and learning about climate change in formal school settings. We address climate change as a socio-scientific ‘wicked problem’ and discuss the notion of creativity in educational design in a context of transformative intervention in education leading away from silo academic domain paradigms. We perceived the resources as boundary objects during the process of communication and joint design by the diverse community members. Our interest focused on studying the boundary crossing processes which facilitated creative ideas to come out, selected and transcribed into the actual resources designed. Critical episode analysis showed that boundary crossing mechanisms were employed in the interactions among the educational designers aided by and in interaction with digital media supporting collaboration. These socio-technical interactions functioned as an empowered professional learning and working milieu, within which creative processes and outcomes were nurtured. In particular, educational designers, along with trying to frame climate change as a wicked problem, attempted to address the challenging issue of designing a creative educational resource on this topic. Our research suggests that boundary crossing creativity in interdisciplinary teams of educational designers can be an answer to not only how to focus learning on addressing the grand wicked problems of our times, but also how to deal with the multiple challenges arising from educational design per se.
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Lasota, Paweł, and Magdalena Mojsiejuk. "Plątanina linii, blokowość i linearność." Kultura Popularna 2, no. 52 (December 28, 2017): 101–10. http://dx.doi.org/10.5604/01.3001.0010.7057.

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The article is a consideration of differences between block thinking (blocks, compositions) and line thinking (movement, knots). It is also an attempt to describe the experience of working with a robot as a new project practice in which we ponder: is a robot as a designer's tool closer to the experience of craftsmanship, or to the modern practice of computer-assisted design? It is also a description of our final project "Knotty" involving translating the technique of knitting into the language (movement) of a robot, being the practical answer to the questions and theoretical problems stated above.
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Fomunyam, Kehdinga George. "Design Thinking as the Answer to the Question of Relevance in Engineering Education in Africa." International Journal of Innovative Technology and Exploring Engineering 10, no. 2 (December 10, 2020): 49–56. http://dx.doi.org/10.35940/ijitee.b8213.1210220.

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Relevance occur in various forms and across various disciplines. More often, it is a property of applicability. Changes in information, conduct, context, processes are occurring at a fast pace compared to time past which begs the question if engineering education is relevant and applicable to proffer solution that suits these changes. This research therefore seeks to conceptualize design thinking as the answer to the question of relevance in engineering education in Africa. Findings from the study revealed that the question of relevance is somewhat puzzling and none has been able to give an in-depth exegesis of the concept. The design thinking concept is a complex cognitive process and in engineering parlance, it is a systematic, intelligent process which is used by designers to generate, evaluate and delineate concepts which will be applicable for devices, systems and processes whose form and function must be to satisfy users objectives or needs while satisfying specific constraints. The study recommended that effort be intensified on engineering education to ensure relevance and proffer solution to socioeconomic disorders in Africa.
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Melatti, Igor, Federico Mari, Ivano Salvo, and Enrico Tronci. "Visualisation of Control Software for Cyber-Physical Systems." Information 12, no. 5 (April 21, 2021): 178. http://dx.doi.org/10.3390/info12050178.

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Cyber-physical systems are typically composed of a physical system (plant) controlled by a software (controller). Such a controller, given a plant state s and a plant action u, returns 1 iff taking action u in state s leads to the physical system goal or at least one step closer to it. Since a controller K is typically stored in compressed form, it is difficult for a human designer to actually understand how “good” K is. Namely, natural questions such as “does K cover a wide enough portion of the system state space?”, “does K cover the most important portion of the system state space?” or “which actions are enabled by K in a given portion of the system space?” are hard to answer by directly looking at K. This paper provides a methodology to automatically generate a picture of K as a 2D diagram, starting from a canonical representation for K and relying on available open source graphing tools (e.g., Gnuplot). Such picture allows a software designer to answer to the questions listed above, thus achieving a better qualitative understanding of the controller at hand.
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Almeida, Teresa. "Design Glass Objects: The Portuguese Panorama." Arts 9, no. 3 (July 12, 2020): 79. http://dx.doi.org/10.3390/arts9030079.

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The aim of this study is to analyze the convergence of art, design and craftsmanship for the creation of glass objects within the context of the 20th and 21st centuries, in the Portuguese panorama. In the late 1920s and 1950s, Portuguese artists established a growing collaboration with the glass industry situated in the Marinha Grande region and started to produce their work alongside glassblowers. The relationship between artists and craftsmen progressively evolved, influencing the evolution of glass design in Portugal. In the last decades, glass factories have tried to enhance the excellence of their products by appointing designers to develop more elaborate concepts for glass pieces, as well as to improve the quality of the material. This essay will answer questions regarding the relationship and boundaries between design and craft in the creation of glass objects in the context of the state of the art of Portuguese glass design, related to the production of glassblowing glass and the region of Marinha Grande due to its historical importance. A case study will be presented regarding the brand MGlass and the new glass designers in the region.
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Ding, Lian, Jason Matthews, C. McMahon, and Glen Mullineux. "ExProMod, a Product Development Support Tool." Advanced Materials Research 44-46 (June 2008): 345–54. http://dx.doi.org/10.4028/www.scientific.net/amr.44-46.345.

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The initial investigations are presented into three equipment design and manufacture companies, and their issues relating to information loss and inaccuracies, and present the employment of an extended product model framework to assist the engineers in overcoming the issues identified. Three key scientific issues in this field are addressed. They are the customer driven goals and practices, design change capture and product models, and the methodology employed to answer the problem stated. The information generated during the service engineer’s visit and the redesign process is encapsulated within a new ExProMod, so that it could potentially be revisited and retrieved throughout the whole product life. A case study has shown that the proposed ExProMod is able to record the information generated in a constraint-based design/redesign so that it has the capability to assist the designers to assimilate and digest constraint-based design, assist the designers to assimilate and digest constraint-based design, offer information management benefits for the machine redesign in the industry, and Presents a tool to capture redesign changes and their respective rationale. In addition, the directions for future research are also prospected.
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Foung, Dennis. "Making good suggestions in analytics-based early alert systems." Journal of Applied Research in Higher Education 12, no. 1 (July 24, 2019): 109–23. http://dx.doi.org/10.1108/jarhe-12-2018-0264.

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Purpose The purpose of this paper is to answer the following questions: On which early alert system suggestions are students more likely to act? What factors drive students’ decisions to act on early alert system recommendations? Design/methodology/approach This study examined whether students’ behaviour changed after receiving the results of an early alert system (CDR). In the middle of a semester, 423 students with varying levels of English proficiency were invited to try the CDR and complete a questionnaire that asked about their perception of the tool and whether they planned to act on the recommendations they received. Findings Results suggested that students mainly planned to take the assessment-related recommendations provided through the CDR to improve their assessment performance. Results also suggested that student anxiety and student ability affected the likelihood that students would act on the recommendations. Practical implications These findings provide useful insights for early alert system designers to establish a system that generates useful recommendations for students. Originality/value The findings of this study contribute to the development of early alert systems. Designers can now realise what suggestions can be effectively offered to students.
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Bettig, Bernhard, and Jami Shah. "Solution Selectors: A User-Oriented Answer to the Multiple Solution Problem in Constraint Solving." Journal of Mechanical Design 125, no. 3 (September 1, 2003): 443–51. http://dx.doi.org/10.1115/1.1587749.

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The development of solid modeling to represent the geometry of designed parts and the development of parametric modeling to control the size and shape have had significant impacts on the efficiency and speed of the design process. Designers now rely on parametric solid modeling, but often are frustrated by a problem that unpredictably causes their sketches to become twisted, contorted, or take an unexpected shape. Mathematically, this problem, known as the “multiple solution problem” occurs because the dimensions and geometric constraints yield a set of non-linear equations with many roots. In practice, this situation occurs because the dimensioning and geometric constraint information given in a CAD model is not sufficient to unambiguously and flexibly specify which configuration the user desires. This paper first establishes that only explicit, independent solution selection declarations can provide a flexible mechanism that is sufficient for all situations. The paper then describes the systematic derivation of a set of “solution selector” types by considering the occurrences of multiple solutions in combinations of mutually constrained geometric entities. The result is a set of eleven basic solution selector types and two derived types that incorporate topological information. In particular, one derived type “concave/convex” is user-oriented and may prove to be particularly useful.
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Sosnin, Petr. "A place and role of an ontology in using a base of experience in designing the software intensive systems." International Journal of Web Information Systems 12, no. 1 (April 18, 2016): 62–82. http://dx.doi.org/10.1108/ijwis-10-2015-0035.

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Purpose Nowadays, experience bases are widely used by project companies in designing software-intensive systems (SISs). The efficiency of such informational sources is defined by the “nature” of modeled experience units and approaches that apply to their systematization. This paper aims to increase the efficiency of designing the SISs by the use of an ontological support for interactions with an accessible experience, models of which are understood as intellectually processed conditioned reflexes. Design/methodology/approach Both of the base of experience (BE) and ontological support in interactions with its units are oriented on precedents built in accordance with the offered normative schema when the occupational work is fulfilled by a team of designers. In creating the BE and the ontology as part of the BE, the team should use a reflection of an operational space of solved tasks on a specialized semantic memory intended for simulating the applied reasoning of the question-answer type. Findings If the occupational space of designing is reflected on the semantic memory with a programmable shell, then this environment can be adjusted on simulating the intellectual mechanisms flown in a human consciousness when designers ontologically interact with the BE and tasks being solved. The use of simulating the process in consciousness in accordance with their nature facilitates increasing the efficiency of designing the SIS. Research limitations/implications An orientation on a precedent model as a basic type of experience unit and an ontological approach to their systematization are defined by the specificity of the study described in this paper. Models of precedents are constructed in accordance with the normative schema when the occupational work is fulfilled by a team of designers. Practical implications Investigated and developed means of ontological support are oriented on effective designing of the SISs with the use of the toolkit Working In Questions and Answers (WIQA) by the team of designers. The achieved effects are aimed at increasing the level of success in collaborative designing of SISs. Social implications Offered solutions are applicable in designing the systems which supported different relations of a human with artificial and natural environment. They facilitate the naturalness in interactions of a human with computerized world. Originality/value An orientation on the precedent model as a basic type of experience unit and the ontological approach to their systematization are defined by the specificity of the study described in this paper. The novelty of this approach is defined by the framework for the precedent model, understood as the intellectually processed conditioned reflex, in which a reflection on the semantic memory (of the question-answer type) is programmable in a conceptually algorithmic language. The ontological support is implemented in the environment of programming.
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Kartveit, Kate. "How do they do it? Multimedia journalism and perceptions of the practice." Journalism 21, no. 10 (August 22, 2017): 1468–85. http://dx.doi.org/10.1177/1464884917726420.

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Implementing a phenomenographic approach, the question this article seeks to answer is how experienced journalists, editors and graphic designers perceive how multimedia journalism is executed. The study is based on qualitative interviews with experienced media workers who work with or manage work within online multimedia off-deadline feature journalism in mainstream online media outlets. In the outcome space, I categorise six different perceptions describing collective approaches to multimedia production: the learner, the developer, the artist, the collaborator, the publisher and the manager. Conclusively, these collective perceptions can influence how competencies are developed and how the workflow of multimedia production is implemented and organised in editorial rooms and educational situations.
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Smith, Glenn Gordon, and Barry Grant. "From Players to Programmers: A Computer Game Design Class for Middle-School Children." Journal of Educational Technology Systems 28, no. 3 (March 2000): 263–75. http://dx.doi.org/10.2190/rvx6-61b0-8m2q-dul3.

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The prospect of making computer games has often be used to “hook” students into learning programming or cognitive skills. There is, however, little research on using computer game design classes to teach computer skills. This article provides an answer to the question: Can a computer game design course employing the new generation of game authoring tools set middle school students on the path of learning a broad and sophisticated range of computer skills? The answer, based on the senior author's experiences teaching such a course eight times is, Yes. Students learned: an authoring system specifically designed for creating computer games; Windows 95 file management and other basic computer literacy skills; how to integrate outputs from several programs in one project—a form of computer literacy vital for multi-media designers; “if-then-else” logic; and rudimentary knowledge of programming with real-time events. Students also mastered a process for creating unique games and developed skills as autonomous learners.
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Roque, Jessica, Inês Vieira, Francisca Barroso, and Fernanda Guimarães. "O Instagram como meio promocional: uma análise do conteúdo do designer Wandson no ramo digital." Prisma.com 43 (2020): 115–29. http://dx.doi.org/10.21747/16463153/43a6.

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Instagram is one of the most widely used social networks in the world, which has led to the rise of influencers. Therefore, several brands have benefited from the emergence of these new "personalities". This paper is based on understanding the function of Instagram as a promotional media. That said, the main purpose of the study is to understand how Wandson Lisboa's interactions and his original and creative content on Instagram attract brands. To answer this question, we address aspects such as the Internet and growth of social networks, as well as press relations in the digital age. Afterwards, we conduct an interview with NOS brand manager and Wandson himself, as well as an analysis of his Instagram posts. We also ran an online survey to understand how people use Instagram and interact with influencers.
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Ramadan, Tarek. "SYSTEM-LEVEL, POST-LAYOUT ELECTRICAL ANALYSIS FOR HIGH-DENSITY ADVANCED PACKAGING." Additional Conferences (Device Packaging, HiTEC, HiTEN, and CICMT) 2019, DPC (January 1, 2019): 000856–77. http://dx.doi.org/10.4071/2380-4491-2019-dpc-presentation_wp1_015.

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INTRODUCTION High-density advanced packaging (HDAP) continues to be the promising “More” in the “More than Moore” approach for improved form factor, functionality, and integration of multiple dies built using different technology nodes. HDAP offerings from outsourced assembly and test (OSAT) companies and foundries are continuously increasing. However, the full commercial productization of such offerings will require the assurance of both an acceptable yield and correct (as intended) functionality. This assurance, like that for integrated circuits (ICs), will come from the availability of proven and qualified electronic design automation (EDA) tools and flows that can be used by the design houses to build HDAPs with the confidence that they are compliant with the foundry/OSAT requirements and recommendations. The need for and general concept of assembly design kits (ADKs) that provide proven, qualified flows for HDAPs has been previously discussed in multiple white papers. In addition, there have been analyses of the need for assembly-level layout vs. schematic (LVS) verification for HDAPs. Best practices for an assembly-level LVS process have been proposed, including the required inputs (data, formats, etc.), and likely hurdles and potential errors have been highlighted. There has even been discussion of how parasitic extraction could be achieved for packages. However, as HDAP technologies and flows mature, system-level designers want to know if package design rule checking (DRC), assembly-level LVS, and layout vs. layout (LVL) verification (die-to-package alignment, scaling, orientation, etc.) are sufficient to guarantee correct functionality and successful manufacturing of the HDAP. While this question may depend on how complicated the HDAP is, in general, the answer (for now) is no. As HDAP technologies become more and more similar to IC technologies, it is clear that, although the physical verification steps for HDAP may be considered good progress, they are only part of a much more comprehensive flow, one that must account for a more in-depth, system-level electrical analysis. Of course, at the same time, expanded EDA tool support is required to ensure fast, accurate, automated flows that ensure package designers can meet their market schedules and expectations. HDAP POST-LAYOUT ELECTRICAL ANALYSIS In the case of an HDAP design, the foundry/OSAT expects that each component is designed and validated to meet the required HDAP constraints and specifications. For an analog-based flow, the designer must simulate the HDAP system circuitry, including parasitics, to ensure it meets the intended performance specifications. For a digital-based flow, the designer must run static timing analysis (STA) on the complete HDAP system, including parasitics, to ensure it meets the overall system timing budget. From an EDA perspective, building an automated flow to support these checks/analyses provides assurance that these processes can occur in a consistent, repeatable manner while ensuring accuracy and minimizing runtime. In general, EDA approaches take one of two paths. SINGLE COCKPIT In the cockpit approach, an EDA supplier builds a single simulator infrastructure to support HDAP circuit simulation, parasitic extraction (PEX), and static timing analysis (STA). Although a single interface seems convenient, it forces the designer to use the same design tool for all components at all levels (die and package). This approach may be too restrictive, given that HDAP design and verification typically require the involvement of multiple groups with varying backgrounds and tool preferences. Although this approach would be useful when building “fully live” heterogeneous HDAPs (i.e., both die and package are under development simultaneously, and can both be edited for performance), this is rarely the case. More commonly, known good dies (which have already been taped out) are used to build an HDAP. TOOL-AGNOSTIC In the tool-agnostic approach, an EDA supplier enables the user to construct the needed system-level connectivity of the HDAP (including parasitics), regardless of which design tools are used to build any one die or the package. Once the system-level connectivity is available, it can be exported in the required format to any circuit simulation/STA tool to simulate or analyze the entire HDAP system. This approach introduces minimum disruption to existing tools/methodologies used for die and package design. This paper discusses the implementation of a system-level parasitic netlist process for the HDAP using the tool-agnostic approach.
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Socha, Klaudia. "Refleksje o wielości perspektyw badawczych w studiach nad dawną książką drukowaną i praktycznych pożytkach z tych badań." Roczniki Biblioteczne 61 (June 4, 2018): 3–23. http://dx.doi.org/10.19195/0080-3626.61.1.

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REFLEKSJE O WIELOŚCI PERSPEKTYW BADAWCZYCH W STUDIACH NAD DAWNĄ KSIĄŻKĄ DRUKOWANĄ I PRAKTYCZNYCH POŻYTKACH Z TYCH BADAŃNajnowsze tendencje w badaniach nad starymi drukami. Kształt typograficzny książki. Zachodnie i polskie badania nad książką dawną. Perspektywy badań nad dawną książką i ich praktyczne zastosowanie. ON THE METHODOLOGY OF STUDYING OLD PRINTED BOOKSThe article is an attempt to answer the question about the purpose of contemporary bibliological research into old books. In addition to strictly research-related assumptions concerning expansion of knowledge of old cultures and presentation of new perspectives, there are also practical considerations. The knowledge of the rules guiding type casters, typesetters and printers in the past may help modern designers of typefaces and publications in developing their skills. Adaptations, especially digital adaptations, of old typefaces require knowledge of old technologies; effective application of type as a means of expression is facilitated by knowledge of its historical determinants; while awareness of the evolution in book layout makes it possible to better design all elements of books. Linking theoretical knowledge and practice may be inspiring not only for designers using old patterns, but also for scholars who, using the modern language of description and modern terminology, may see old books as designs in the fullness of their function.
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Liu, Mingnan, and Frederick G. Conrad. "Where Should I Start? On Default Values for Slider Questions in Web Surveys." Social Science Computer Review 37, no. 2 (February 18, 2018): 248–69. http://dx.doi.org/10.1177/0894439318755336.

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Web surveys have expanded the set of options available to questionnaire designers. One new option is to make it possible to administer questions that respondents can answer by moving an on-screen slider to the position on a visual scale that best reflects their position on an underlying dimension. One attribute of sliders that is not well understood is how the position of the slider when the question is presented can affect responses—for better or worse. Yet the slider’s default position is under the control of the designer and can potentially be exploited to maximize the quality of the responses (e.g., positioning the slider by default at the midpoint on the assumption that this is unbiased). There are several studies in the methodology literature that compare data collected via sliders and other methods, but relatively little attention has been given to the issue of default slider values. The current article reports findings from four web survey experiments ( n = 3,744, 490, 697, and 902) that examine whether and how the default values of the slider influence responses. For 101-point questions (e.g., feeling thermometers), when the slider default values are set to be 25, 50, 75, or 100, significantly more respondents choose those values as their answers which seems unlikely to accurately reflect respondents’ actual position on the underlying dimension. For 21- and 7-point scales, there is no significant or consistent impact of the default slider value on answers. The completion times are also similar across default values for questions with scales of this type. When sliders do not appear by default at any value, that is, the respondent must click or touch the scale to activate the slider, the missing data rate is low for 21- and 7-point scales but higher for the 101-point scales. Respondents’ evaluation of the survey difficulty and their satisfaction level with the survey do not differ by the default values. The implications and limitations of the findings are discussed.
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Lloyd, S., A. Clifton, J. Lee, L. Elghali, and C. France. "A framework for environmental risk management." Aeronautical Journal 116, no. 1183 (September 2012): 941–61. http://dx.doi.org/10.1017/s0001924000007363.

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Abstract Aero engine designs can have a life time of over 45 years, which is long enough for the understanding of environmental problems to change significantly. This places the aero engine designer in a position of uncertainty, as unforeseen environmental problems could affect the viability of a design. ‘Risk’ is used to describe future uncertainties that can lead to undesirable consequences. This paper presents a framework for environmental risk management that allows the designer to answer the question: what is the risk to a design from its environmental impacts over the life cycle? The framework provides a process for turning complex environmental business hazards into a form that can be used to develop mitigating actions within the design process. The paper demonstrates the framework through two examples and discusses findings, leading to conclusions on what is required to implement the framework into a business.
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Surekha, M., K. Kiran Kumar, M. V.S.Prasanth, and P. S.G.Aruna Sri. "Web application firewall using XSS." International Journal of Engineering & Technology 7, no. 2.7 (March 18, 2018): 941. http://dx.doi.org/10.14419/ijet.v7i2.7.11429.

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Web Applications security has turned out to be logically more essential nowadays. Tremendous quantities of assaults are being sent on the web application layer. Because of emotional increment in Web applications, security gets helpless against assortment of dangers. The ma-jority of these assaults are focused towards the web application layer and system firewall alone can't keep these sorts of assaults. The essen-tial explanation for achievement of these assaults is the numbness of utilization designers while composing the web applications and the vulnerabilities in the current advancements. Web application assaults are the most recent pattern and programmers are attempting to abuse the web application utilizing diverse strategies. Different arrangements are accessible as open source and in business showcase. Be that as it may, the choice of appropriate answer for the security of the authoritative frameworks is a noteworthy issue. This overview paper looked at the Web Application Firewall (WAF) arrangements with critical highlights essential for the security at application layer. Basic examination on WAF arrangements is useful for the clients to choose the most appropriate answer for their surroundings.
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Kyrö, Riikka, Antti Peltokorpi, and Lauri Luoma-Halkola. "Connecting adaptability strategies to building system lifecycles in hospital retrofits." Engineering, Construction and Architectural Management 26, no. 4 (May 20, 2019): 633–47. http://dx.doi.org/10.1108/ecam-10-2017-0217.

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PurposeThe fast advancement of medical technology and processes poses challenges to hospital construction and management. The purpose of this paper is to provide a structured approach to advancing adaptability in hospital retrofits, proposing the preferable timing and scope of different adaptability strategies.Design/methodology/approachA qualitative research approach was chosen, with 28 semi-structured interviews designers, project managers, clients and healthcare professionals as the primary research data.FindingsThis paper presents a model for planning for the future in hospital retrofits. The model includes 11 different adaptability strategies, categorized based on the level of adaptability. Furthermore, each strategy is linked to an open building system level, indicating the appropriate timing. Based on the findings, generality strategies in the tertiary building system level are the most effective forms of adaptability, as they are easy to implement and answer to non-specific changes in hospital operations.Research limitations/implicationsThe findings contribute to existing knowledge on adaptability in buildings, and provide practical guidance particularly for designers. A new type of service offering, an adaptability roadmap detailing the scope and timing of adaptability, is suggested.Originality/valueThe paper contributes to the existing research by detailing different approaches and knowledge related to adaptability and its strategies in hospital retrofits. More specifically, the three-fold categorization of adaptability is linked to both timing and intrusiveness in a novel way.
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Müller, Christian. "E.1027: murder and mystery of the camera Gems on the history of the house E.1027 created by Eileen Gray and Jean Badovici." Architectures of the Sun, no. 60 (2019): 71–76. http://dx.doi.org/10.52200/60.a.mnmurc5a.

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The bouquet of stories related to E.1027, the house built 1926–1929 by the Irish architect and furniture designer Eileen Gray with the support of Jean Badovici, is colorful and intriguing. In “E.1027: Murder and Mystery of the Camera”, gems on the history of the house, new research material and previously unpublished facts related to E.1027 are revealed. Above all, the search for an answer to the question “Which photo camera was used to take the original pictures of E.1027”.
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Adorján, Anna. "Success and Applied Tools in Post-industrial Rehabilitations." YBL Journal of Built Environment 3, no. 1-2 (December 1, 2015): 5–15. http://dx.doi.org/10.1515/jbe-2015-0001.

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Abstract The problem of brownfields has become an increasingly important issue in Hungary – these urban areas have great potential for reuse, presenting a major challenge for landscape architects. As a landscape designer and urban planner, in this paper I am trying to answer the question why certain rehabilitated site work better than others, what the strengths of one or the other are. In search of sustainability in brownfield rehabilitations, I am analysing 5 selected post-industrial sites, and compare them with the undergoing rehabilitation of the Ózd Steel Works.
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Des Tombe, Louis. "Is Translation Symmetric?" Meta 37, no. 4 (September 30, 2002): 791–801. http://dx.doi.org/10.7202/004494ar.

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Abstract General properties of the translation relation are of interest to translators, translatologists and machine translation system designers. As translation is somehow related to the intuitive notion “equivalence”, one wonders whether it has the properties of strict mathematical equivalence. Symmetry is one of these. The paper starts out with some definitions, so that the question can he treated in a meaningful way. The answer turns out to be positive for “perfect” but negative for “imperfect” translation#x2009;; the latter because of a tendency of translators to “weaken” claims made in texts. This asymmetric aspect of imperfect translation is explained by relating it to a “monotonie” view of the organization of discourse. The paper ends with a description of a machine translation system designed to produce perfect translation, and draws conclusions about machine translation design.
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Khan, Taimoor, and Asok De. "A Generalized ANN Model for Analyzing and Synthesizing Rectangular, Circular, and Triangular Microstrip Antennas." Chinese Journal of Engineering 2013 (November 6, 2013): 1–9. http://dx.doi.org/10.1155/2013/647191.

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Since last one decade, artificial neural network (ANN) models have been used as fast computational technique for different performance parameters of microstrip antennas. Recently, the concept of creating a generalized neural approach for different performance parameters has been motivated in microstrip antennas. This paper illustrates a generalized neural approach for analyzing and synthesizing the rectangular, circular, and triangular MSAs, simultaneously. Such approach is very much required for the antenna designers for getting instant answer for the required parameters. Here, total seven performance parameters of three different MSAs are computed using generalized neural approach as such a method is rarely available in the open literature even for computing more than three performance parameters, simultaneously. The results thus obtained are in very good agreement with the measured results available in the referenced literature for all seven cases.
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49

Boehm-Davis, Deborah, Robert Holt, Matthew Koll Gloria Yastrop, and Robert Peters. "The Effects of Different Data Base Formats on Information Retrieval." Proceedings of the Human Factors Society Annual Meeting 31, no. 9 (September 1987): 983–87. http://dx.doi.org/10.1177/154193128703100912.

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This research examined the effects of three different data base formats on the information retrieval performance of users. Spatial, tabular, and verbal forms of two data base domains (airline and thesaurus) were constructed, along with questions that required users to search through the data base to determine the correct response. Three types of questions were designed — spatial, tabular, and verbal. The data indicate that users are faster and more accurate in responding to the questions when the format of the information in the data base matches the type of information needed to answer the question. While the importance of matching data base format to query type may seem to be obvious, it would appear that the designers of most current data base systems have not taken this into account.
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50

Naboni, Roberto, Anja Kunic, and Luca Breseghello. "Computational design, engineering and manufacturing of a material-efficient 3D printed lattice structure." International Journal of Architectural Computing 18, no. 4 (August 5, 2020): 404–23. http://dx.doi.org/10.1177/1478077120947990.

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Building with additive manufacturing is an increasingly relevant research topic in the field of Construction 4.0, where designers are seeking higher levels of automation, complexity and precision compared to conventional construction methods. As an answer to the increasing problem of scarcity of resources, the presented research exploits the potential of Fused Deposition Modelling in the production of a lightweight load-responsive cellular lattice structure at the architectural scale. The article offers an extensive insight into the computational processes involved in the design, engineering, analysis, optimization and fabrication of a material-efficient, fully 3D printed, lattice structure. Material, structure and manufacturing features are integrated within the design development in a comprehensive computational workflow. The article presents methods and results while discussing the project as a material-efficient approach to complex structures.
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