Academic literature on the topic 'Embodied experience in architecture'

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Journal articles on the topic "Embodied experience in architecture"

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Voigt, Katharina. "Corporeality of Architecture Experience." Dimensions 1, no. 1 (May 1, 2021): 139–48. http://dx.doi.org/10.14361/dak-2021-0118.

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Editorial Summary In »Corporeality of Architecture Experience« Katharina Voigt examines the embodied knowledge in the perception and the exploration of architectural spaces. She highlights embodiment, experience, and sensation as primary fields of investigation. The interrelation of architecture and the human body is described as dependent on bodily ways of knowing and movement as access to sensory encounters with architecture. Relating to the practice of contemporary dance and particularly the work of Sasha Waltz, she regards the body as an archive, generator, and medium of pre-reflexive knowledge, emphasizing its resonance with the space. She exploits the potential which an investigation of the body-based, sensory experience holds when being explicitly addressed and regarded as an integrated part of both, the perception and the design of architecture. [Uta Graff]
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Tzortzi, Kali. "Museum architectures for embodied experience." Museum Management and Curatorship 32, no. 5 (August 22, 2017): 491–508. http://dx.doi.org/10.1080/09647775.2017.1367258.

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Weisen, Marcus. "Researching Non-Conscious Dimensions of Architectural Experience." Dimensions 1, no. 1 (May 1, 2021): 149–58. http://dx.doi.org/10.14361/dak-2021-0119.

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Editorial Summary Entitled »Researching Non-Conscious Dimensions of Architectural Experience«, Marcus Weisen’s contribution explores the investigation of pre-reflexive ways of knowing, sensory thought, and the embodied mind. He introduces the micro-phenomenological interview as a successful methodology to exploit immanent, non-conscious aspects of architectural experience. He emphasizes the relevance of investigating the individual, subjective perspective in architectural research, proposing the first-person description of experience as a starting point from which to derive insights into overarching, essential principles of lived experiences of, and encounters with, architectural spaces. Tracing the elusive, embodied dimensions of architectural experience, he aims for an »embodied rationalism« in architectural research. [Uta Graff]
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Bonner, Marc. "How sf is embodied in level structures." Science Fiction Film & Television: Volume 14, Issue 2 14, no. 2 (June 1, 2021): 209–34. http://dx.doi.org/10.3828/sfftv.2021.14.

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The experience of game intrinsic space is an architectural mode of perception more congruent to actual experiences of physically real architecture than to filmic space. This paper thus centres on the aesthetics of production, concerning the game worlds’ geometry, level structures and game mechanics, within the broader context of how sf and computer games are inextricably merged. This is to investigate how game intrinsic spaces communicate properties of sf or a media-specific ‘science fiction-ness’ through their aesthetics and digital condition. By first building a foundation on the topic of singular space and its liminality, I will then proceed with a few remarks on sf theory, sf imagery and the staging of (im)possible worlds in relation to the concept of ontological possibility space. For this purpose, I refer to two authors of sf theory: Vivian Sobchack and Simon Spiegel. Based on these two sections, I will give an introductory overview on game intrinsic space, its non-linear properties and the incorporation of the player. Here, differences between filmic and game intrinsic space will also be emphasised through a brief discussion. Thus, sf theory and film theory are interwoven with spatial theory and game studies in order to analyse the ontological possibility space that goes beyond the player-character’s everyday experience in actuality. Several examples clarify the theoretical groundwork while Portal 2 (2011) and Echo (2017) function as case studies.
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Degen, Monica, Clare Melhuish, and Gillian Rose. "Producing place atmospheres digitally: Architecture, digital visualisation practices and the experience economy." Journal of Consumer Culture 17, no. 1 (July 31, 2016): 3–24. http://dx.doi.org/10.1177/1469540515572238.

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Computer-generated images have become the common means for architects and developers to visualise and market future urban developments. This article examines within the context of the experience economy how these digital images aim to evoke and manipulate specific place atmospheres to emphasise the experiential qualities of new buildings and urban environments. In particular, we argue that computer-generated images are far from ‘just’ glossy representations but are a new form of visualising the urban that captures and markets particular embodied sensations. Drawing on a 2-year qualitative study of architects’ practices that worked on the Msheireb project, a large-scale redevelopment project in Doha (Qatar), we examine how digital visualisation technology enables the virtual engineering of sensory experiences using a wide range of graphic effects. We show how these computer-generated images are laboriously materialised in order to depict and present specific sensory, embodied regimes and affective experiences to appeal to clients and consumers. Such development has two key implications. First, we demonstrate the importance of digital technologies in framing the ‘expressive infrastructure’ of the experience economy. Second, we argue that although the Msheireb computer-generated images open up a field of negotiation between producers and the Qatari client, and work quite hard at being culturally specific, they ultimately draw ‘on a Westnocentric literary and sensory palette’ that highlights the continuing influence of colonial sensibilities in supposedly postcolonial urban processes.
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Tillett, Wade. "Renovating Body and Space." Qualitative Inquiry 23, no. 6 (October 25, 2016): 403–10. http://dx.doi.org/10.1177/1077800416672697.

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In this article, the author has renamed the complicated conglomeration of the lived experience of the body-space as an “embody.” An embody includes a body schema, extensions to that body schema, peripersonal space, space, and more—a sort of working map of self and world. An embody continually changes definition in interaction with culture, (architectural) habitats, clothes, tools, vehicles, others, and so forth. Multiple embodies are often simultaneously deployed. Through vignettes and poetic prose, this project explores how the embody of daily experiences is composed. What is this embody of embodied experience? What forms of bodies and spaces does it take up? How are they constructed? What can they do?
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Yang, Jing, Jonathan Hale, and Toby Blackman. "How do buildings talk? Embodied experience in the Rolex Learning Centre." Architectural Research Quarterly 25, no. 1 (March 2021): 83–92. http://dx.doi.org/10.1017/s1359135521000129.

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The Venice Architecture Biennale in 2010, curated by Japanese architect Kazuyo Sejima, co-founder of Tokyo-based practice SANAA, included a remarkable twenty-four-minute 3D film by the German director Wim Wenders depicting the practice’s Rolex Learning Centre in Switzerland. Entitled If Buildings Could Talk, the film ran in a continuous loop, without a tangible beginning or end, much like the building itself. Invited by SANAA to develop the film, Wenders found himself confronted with a new type of space that he had no prior experience of, and no vocabulary to describe: ‘The Rolex Learning Centre’, said Wenders during a talk given at the Biennale, ‘is more landscape than building.’
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Doktor Olsen Tvedebrink, Tenna, and Andrea Jelić. "Getting under the(ir) skin: Applying personas and scenarios with body-environment research for improved understanding of users’ perspective in architectural design." Persona Studies 4, no. 2 (November 5, 2018): 5–24. http://dx.doi.org/10.21153/psj2018vol4no2art746.

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The aim of this paper is to move established positions in architectural design by discussing a more refined user perspective. The motivation is threefold. Firstly, fields like environmental psychology and cognitive science for architecture have in recent years brought novel insights on the embodied nature of human spatial experience, and the extensive effects of the built environment on people’s psychosomatic health and behaviour that are not well-captured by existing building standardization systems. Secondly, while the fast growing trends of user-centred and research-based design in architecture have showed that users’ experience is a valuable source of design knowledge, the methods for incorporating this wealth of new insights in the architectural design process are still underdeveloped. Finally, the example of the newly built psychiatric department in Aabenraa, Denmark, whose interior, despite an international architectural award in 2016, had to be re-designed one year after construction due to poor understanding of the users, indicates existing discrepancies in the current approaches to translating research information in user-centred design. To address these issues, we discuss the experiences from a new masters’ course in ‘Architecture, Health, and Well-being’ and propose that user-centred methods like ‘personas’ and ‘scenarios’ used in IT, marketing, and product development also have a potential to develop more in-depth research-informed user perspectives. As well as, to help students envision and strengthen the architectural quality of the programming and building design throughout the architectural design process, by supporting a ‘design empathic’ understanding and immersion in user perspectives.
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Lee, Jeehwan, and Myoungju Lee. "EDUCATIONAL EFFECTIVENESS OF A VIRTUAL DESIGN STUDIO ON ZERO-ENERGY BUILDING DESIGNS: THE CASE OF THE U.S. SOLAR DECATHLON DESIGN CHALLENGE." Journal of Green Building 16, no. 4 (September 1, 2021): 249–61. http://dx.doi.org/10.3992/jgb.16.4.249.

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ABSTRACT Ongoing global architectural agendas span climate change, energy, a carbon-neutral society, human comfort, COVID-19, social justice, and sustainability. An architecture studio allows architecture students to learn how to solve complicated environmental issues through integrated thinking and a design process. The U.S. Department of Energy’s Solar Decathlon Design Challenge enables them to broaden their analytic perspectives on numerous subjects and strengthen their integrated thinking of environmental impacts, resilience, sustainability, and well-being. However, the unprecedented impact of the global COVID-19 pandemic transformed the physical studio-based design education system into an online-based learning environment. Mandatory social distancing by the global COVID-19 pandemic restricted interactive discussions and face-to-face collaborations for the integrated zero-energy building design process, which requires features of architecture, engineering, market analysis, durability and resilience, embodied environmental quality, integrated performance, occupant experience, comfort and environmental quality, energy performance, and presentation. This study emphasizes the educational effectiveness of virtual design studios as a part of the discourse on architectural pedagogy of zero-energy building (ZEB) design through integrated designs, technological theories, and analytic skills. The survey results of ten contests show educational achievement with over 90% of the highest positive tendency in the categories of embodied environmental quality and comfort and environmental quality, whereas the positive tendency of educational achievement in the categories of integrated performance, energy performance, and presentation were lower than 70%. The reason for the low percentage of simulation utilization and integrated performance was the lack of a proper understanding of and experience with ZEB simulations and evaluations for undergraduate students. Although VDS is not an ideal pedagogical system for the iterative design critique process, it can support the learning of the value of architectural education, including integrative design thinking, problem-solving skills, numerical simulation techniques, and communicable identities through online discussions and feedback during the COVID-19 pandemic.
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Spencer, Clare. "Designing the Person: Sociological Assumptions Embodied within the Architecture of Charles Rennie Mackintosh and Le Corbusier." Irish Journal of Sociology 14, no. 1 (May 2005): 141–62. http://dx.doi.org/10.1177/079160350501400109.

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This essay presents a comparative study of the sociological assumptions implicit, and to some extent explicit, in the work of two famous architects, Charles Rennie Mackintosh and Le Corbusier. The inhabitant implied through the architectural practice of Le Corbusier resembles Elias's homo clausus (closed person), the mode of self experience viewed by Elias as the dominant one in Western society and one which sees the individual person as a ‘thinking subject’ and the starting point of knowledge. Mackintosh's designs, in contrast, imply individual people closer to Elias‘s homines aperti, social beings who are shaped through social interaction and interdependence. This paper demonstrates how, as well as fulfilling social, cultural and political needs, architecture carries, within in its designs, certain assumptions about how people and how they do, and should, live. The adoption of an Eliasian perspective provides an interesting insight into how these assumptions can shape self-experience and social interaction in the buildings of each architect.
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Dissertations / Theses on the topic "Embodied experience in architecture"

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Dahlin, Åsa. "On architecture, aesthetic experience and the embodied mind." Doctoral thesis, KTH, School of Architecture, 2002. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-3414.

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Chmelar, Albert P. "Integrating the Senses: An Architecture of Embodied Experience." University of Cincinnati / OhioLINK, 2010. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1275666649.

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Evans, J. Chris (Jon Chris). "Imminence and immanence : embodied meaning in architectural experience." Thesis, Massachusetts Institute of Technology, 1992. http://hdl.handle.net/1721.1/65979.

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Thesis (M.S.)--Massachusetts Institute of Technology, Dept. of Architecture, 1992.
Includes bibliographical references (p. 125-129).
This thesis is an investigation of the natural or bodily-based meaning of architecture, understood in terms of the inherent qualities and relationships that arise out of movement within built environment, and based in a contemporary understanding of the relationship between man and world. This work. attempts a fundamental grounding of discussions of architectural meaning, through the rigorous application of our ever expansive knowledge base onto the realities of building and basic human understanding. Taking from environmental and perceptual psychology, and the cognitive sciences, the intent is to evolve a dialectic between science and contemporary theory that can advance our knowledge for architecture. This investigation of embodied experience revolves around two primary focal points. First, the increasing emphasis on vision and abstract objectivity has limited the range of the meaningful, and has led to a focus on abstract, intellectual meaning; this work. Attempts to demonstrate the potential that an interactive and complementary juxtaposition of kinesthetic signification could have. Second, architecture's greatest potency arises when it is considered in terms of the experience of both space and time -- specifically movement and the relationships between spaces that result from this movement. The body may be seen as a "paradigmatic ruler," a measuring tool for spatial experience, which in fact measures the spatially implicit meaning in bodily experience. Thus, this thesis is about trying to resolve the difficult juxtaposition of the transcendent qualities of embodied meaning with issues of time and movement, in order to derive an architecture fundamentally grounded in the body. The thesis surveys a cross-section of research and theory loosely categorized into three realms: embodied understanding, embodied meaning in architecture, and aesthetic issues of time and movement. The intent is to give direction to possible theories of architecture grounded in embodiment. This consideration of embodied meaning does not attempt to suggest an alternative to conscious, culturally-based meaning, nor to perpetuate the mind body split; rather the intent is to offer another frame of emphasis within our consciousness, and indicate the possibilities of the interaction and integral relationship between the intellectual and embodied realms, in designing for the modern world. Thesis Supervisor:
by J. Chris Evans.
M.S.
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Moore, Joseph Elliott. "Porous places : imaginative architectures of embodied experience /." view abstract or download text of file, 2007. http://hdl.handle.net/1794/4235.

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Konsen, Andrei K. "Shaping Sound | Tuning Architecture in the Soniferous Garden." University of Cincinnati / OhioLINK, 2010. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1291150270.

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Wild, Penny. "Interior design identity as practised." Thesis, Queensland University of Technology, 2019. https://eprints.qut.edu.au/130739/1/Penny_Wild_Thesis.pdf.

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The purpose of this research was to understand the ways that interior designers experience practice through thinking, acting, and being, and as a consequence develop their interior design identities. The findings have supported the development of a new model on interior design identity development through practice. This model will contribute to the discipline by strengthening aspects of interior design identity and practice and will in turn inform education and further research within the discipline.
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Ebert, Daniel C. "Embodied Act." University of Cincinnati / OhioLINK, 2009. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1242921113.

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Lindberg, Siri. "Embodied sequences : Sculptural architecture, architecture for sculpture." Thesis, KTH, Arkitektur, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-223745.

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For the last decade many spaces of museums have meet new demands; the spaces are getting less specific to the art it is displaying as the need of flexibility, total control or alteration of light e.g. has increased due to various reasons. For many art forms those conditions can be beneficial. But how one perceive the three-dimensional art of sculpture is something different, than two dimen-sional art such as painting, and there for the demands on the architectural spaces and its qualities are different. A museum exclusively for the art of sculpture does not exist in Stockholm, without it being mixed with other art forms or dedicated to just one artist. Therefor it is of   curtail interest to introduce a museum dedicated to sculpture in the context of Stockholm.
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Smith, Joel Alexander. "Self-consciousness and embodied experience." Thesis, University College London (University of London), 2004. http://discovery.ucl.ac.uk/1383232/.

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The Body Claim states that a transcendental condition of self-consciousness is that one experience oneself as embodied. The contention of this thesis is that popular arguments in support of the Body Claim are unconvincing. Understanding the Body Claim requires us to have a clear understanding of both self-consciousness and embodied experience. In the first chapter I lay out two different conceptions of selfconsciousness, arguing that the proponent of the Body Claim should think of selfconsciousness as first-person thought. I point out that since arguments for the Body Claim tend to proceed by stating putative transcendental conditions on self-reference, the proponent of the Body Claim must maintain that there is a conceptual connection between self-consciousness and self-reference. In the second chapter I argue against views, originating from Wittgenstein and Anscombe, which reject this connection between self-consciousness and self-reference. In chapter three I show that a well known principle governing the ascription of content, that which Evans calls `Russell's Principle', occupies an ambiguous position with regards to the Body Claim. I argue that Russell's Principle should be rejected. Chapter four distinguishes between two conceptions of embodied experience: bodily-awareness and bodily self-awareness. I argue that there is no such thing as bodily self-awareness and so it cannot be a transcendental condition of self-consciousness. Chapter five looks at, and finds wanting, arguments for the Body Claim that can be found in the work of Strawson. Chapter six argues that it is a transcendental condition of self-consciousness that one enjoy spatial experience. Chapters seven and eight assess two influential arguments that attempt to complete a defence of the Body Claim: the solidity argument and the action argument. I argue that neither argument is convincing. Although the conclusions are primarily negative, much is learned along the way about the nature of both self-consciousness and embodied experience.
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Dawney, Leila Alexandra. "The embodied imagination : affect, bodies, experience." Thesis, University of Exeter, 2011. http://hdl.handle.net/10036/3205.

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This thesis offers a critical interrogation of the relationship between and co-production of bodies, texts and spaces. It introduces and develops the concept of the embodied imagination through the philosophy of Spinoza and recent Spinozist thinkers as a way of informing a materialist account of the production of experience. The embodied imagination, as material and affective, can supplement a Foucauldian account of subjectivation through its ability to offer an account of experience ‘after the subject’ – of experience as the surface effects of the movement of affect through and across bodies, texts and spaces that are productive of transsubjective social imaginaries. This can contribute to a fuller account of subject production and to a formulation of embodied politics based on a political analytic of feeling. These conceptual arguments are mobilised through exemplars from ethnographic fieldwork based on the geographical concerns of landscape, embodied practice and place imaginaries. In particular, I point to specific outdoor practices, techniques and regimes that, in their imbrication in certain imaginaries, contribute to a sense of place and belonging. Through a ‘thoroughly materialist’ approach to these concerns, bodies’ involvement in material relations with other bodies and with the world are shown to be central to experience-production. I argue too that this approach can expose the relations of power that produce the very materialities of bodies, and as such can shed light on the politics of the nonrepresentational and its centrality to the production of embodied subjectivities. In doing so, a postfoundational sociology of embodied experience is formulated that operates according to a politics of radical contingency. This postfoundational perspective foregrounds an ontology of the encounter over presence: an ontogenetic account of the emergence of bodies, texts and spaces from their material imbrication in a world charged with affective resonance.
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Books on the topic "Embodied experience in architecture"

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Bingaman, Amy. Embodied Utopias. London: Taylor & Francis Inc, 2004.

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Bingaman, Amy. Embodied Utopias. London: Taylor & Francis Group Plc, 2004.

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Varela, Francisco J. The embodied mind: Cognitive science and human experience. London: MIT, 1993.

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Andersson, Joacim, Jim Garrison, and Leif Östman. Empirical Philosophical Investigations in Education and Embodied Experience. Cham: Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-74609-8.

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Varela, Francisco J. The embodied mind: Cognitive science and human experience. Cambridge, Mass: MIT Press, 1991.

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1956-, Joyce Rosemary A., ed. Embodied lives: Figuring ancient Maya and Egyptian experience. London: Routledge, 2003.

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Arnold, Dana. Architecture as Experience. London: Taylor & Francis Group Plc, 2004.

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Arnold, Dana. Architecture as Experience. London: Taylor & Francis Inc, 2004.

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Twinley, Rebecca (Bex), and Gayle Letherby. The Doctoral Journey as an Emotional, Embodied, Political Experience. London: Routledge, 2021. http://dx.doi.org/10.4324/9780429330384.

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Pallasmaa, Juhani. The embodied image: Imagination and imagery in architecture. Chichester: John Wiley & Sons Inc., 2011.

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Book chapters on the topic "Embodied experience in architecture"

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Pérez-Gómez, Alberto. "Stato d’animo e significato in architettura." In La mente in architettura, 213–29. Florence: Firenze University Press, 2021. http://dx.doi.org/10.36253/978-88-5518-286-7.13.

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Explores the role of mood and meaning in architectural experience via the German no-tion of stimmung, relating to the central questions of temperance and harmony in music and architecture. Motor resonance and attunement are under-acknowledged ways that architecture shapes experience. Pedagogical skills that acknowledge the complexity of an embodied and situated consciousness, emphasising qualitative, experiential and em-bodied approaches.
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Pallasmaa, Juhani. "Corpo, mente e immaginazione: l’essenza mentale dell’architettura." In La mente in architettura, 57–77. Florence: Firenze University Press, 2021. http://dx.doi.org/10.36253/978-88-5518-286-7.05.

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In our culture, dominated by shallow rationality and reliance on the empirical, measur-able and demonstrable, the embodied, experiential and mental dimensions of design are supressed. Yet, there is an interest in the possibilities of neuroscience to reveal the roles of space, form, materiality, memory and imagery in our sensory experiences and mind. Neuroscience supports the mental objectives in design, which are in danger of being eliminated in the crudely rationalized, quantified and functionalized processes of de-sign. The task of architecture extends beyond its utilitarian purposes to the existential and mental sphere. Articulating lived existential space, architecture constitutes our sys-tem of externalized order, hierarchy, memory and meaning. Neuroscience will reveal how the external and internal, material and mental, utilitarian and poetic dimensions constitute an integrated existential experience. The interest in the mental dimensions of architecture will confirm the significance of intuition, empathy and imagination.
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Brand, Anthony Richard. "Embodied Encounters." In Touching Architecture, 57–91. London: Routledge, 2022. http://dx.doi.org/10.4324/9781003195078-3.

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Narvaez, Darcia. "Early Experience and Triune Ethics Orientations." In Embodied Morality, 73–98. London: Palgrave Macmillan UK, 2016. http://dx.doi.org/10.1057/978-1-137-55399-7_4.

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Fabjański, Marcin. "Depsychologization of Experience." In Embodied Nature and Health, 87–118. New York: Routledge, 2022. http://dx.doi.org/10.4324/9781003125891-5.

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Cranston, Jerome, and Kristin Kusanovich. "Chapter 4 Embodied Experience." In Ethnotheatre and Creative Methods for Teacher Leadership, 41–57. Cham: Springer International Publishing, 2016. http://dx.doi.org/10.1007/978-3-319-39844-0_5.

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Bieler, Andrea. "Embodied Knowing." In Religion: Immediate Experience and the Mediacy of Research, 39–60. Göttingen: Vandenhoeck & Ruprecht, 2007. http://dx.doi.org/10.13109/9783666604348.39.

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Todres, Les. "The Qualitative Description of Human Experience: The Aesthetic Dimension." In Embodied Enquiry, 7–13. London: Palgrave Macmillan UK, 2007. http://dx.doi.org/10.1057/9780230598850_2.

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Beigel, Florian, and Philip Christou. "Island Experience." In Architecture as city, 56–57. Vienna: Springer Vienna, 2010. http://dx.doi.org/10.1007/978-3-7091-0368-5_7.

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Clifford, Dale. "Building experience." In Activism in Architecture, 133–42. New York : Routledge, 2019. | Series: Routledge research in architecture: Routledge, 2018. http://dx.doi.org/10.4324/9781315182858-13.

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Conference papers on the topic "Embodied experience in architecture"

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Schaeverbeke, Robin, and Liselotte Vroman. "Exploring Spatial Qualities: Evaluating Movement as a Source for Spatial Knowledge." In 2019 ACSA Teachers Conference. ACSA Press, 2019. http://dx.doi.org/10.35483/acsa.teach.2019.39.

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Our hunch is that movement is a valuable form of communication which may expose new insights concerning spatial experiences which might of use in architectural design processes. In that sense investigating movement visualisations and notations can be a way to reveal new knowledge related to spatial qualities, as well as qualities related to embodied experience. These reflections were the motive to set up Mapping, Drawing, Visualising the Experienced as a research-based master elective. In this elective, we investigated how existing movement visualisations and notations could be a manner to explore and reveal new knowledge and insights related to spatial qualities, as well as qualities related to the embodied spatial experience and subsequently how these insights can enrich the architectural design process. Within this paper, we elaborate on the context, content and the intention of the course and critically reflect on the obtained results.
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Rutenberg, Micah, and Scott Wall. "Digital Instruction and the Pedagogy of Hesitation." In 2019 ACSA Teachers Conference. ACSA Press, 2019. http://dx.doi.org/10.35483/acsa.teach.2019.15.

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The reconfiguration of the world of embodied existence into a digital one over the past two decades has been a transition full of potential and possibility, but also one of pedagogical concern and uncertainty. Faculty in every school of architecture are still grappling with the challenges of building curricula that introduce digital modes of architectural production at the onset of design education while simultaneously maintaining a balanced emphasis on developing the student’s spatial and experiential imagination, along with its direct translation into architectural space.The generation of students entering architecture and design schools today are the first to be fully native to digital culture with computation, virtual existence, and access to information streams as equally relevant interfaces with the world as are the direct physical stimuli of lived experience. However, their fluency with computation does not at first appear to facilitate an innate ability to use digital tools to develop the spatial imagination or to create new synaptic connections between the spatial imagination and physical form. In fact, we often see the opposite. Rather than adding spatial depth, digital tools–everything from modes of production like laser cutters and 3D printers, to visualization tools such as Rhino, V-Ray, or Grasshopper–seem to flatten space.
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Dietz, Dieter, Aurélie Dupuis, Julien Lafontaine Carboni, and Darío Negueruela Del Castillo. "A Performative Threshold Between Teaching Research and Practice: Atlas Poliphilo as Scaffold." In 2019 Teachers Conference. ACSA Press, 2019. http://dx.doi.org/10.35483/acsa.teach.2019.65.

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Hunches allow us to navigate in a trans-scalar world. Without them, teachers, researchers and practitioners would be left aimless.Hunches relate to the embodied and synthetic nature of the knowledge we produce, but also to its unfolding. Instead of denying importance of hunches or minimizing their impact, can we imagine to build a more apt framework for the kinds of encounters and negotiation they facilitate? Shall we do it within pre-existing academic and practical knowledge? Can we set up a pedagogical experience that sets a time and space to collectively integrate and share hunches, to experiment with them and to ultimately operationalize them in designerly or scientific manners? In this paper, we introduce and discuss our experience with Atlas Poliphilo, an experimental studio that runs its second iteration during the spring semester 2019. Neither a design studio nor a seminar, the Atlas sets up a framework for collaborative enquiry that further elaborates on them. The course gathers students from civil and environmental engineering together with students of architecture, and landscape architecture to work collaboratively for one semester. This experience is framed in our work on new visions for the trans-border Greater Geneva as one of the selected teams aiming at tackling its current social, economic and environmental challenges and constructing a framework to think and discuss its growth in the next 35 years.This interdisciplinary course addresses an alternative of perceiving and integrating the constitutive complexity of the territory and the intertwined trajectories of all its different agents. Departing from the situated experiences of the students within a given site of exploration, the course aims at carefully unfolding their many dimensions – the relational and performative aspects of involvement, bodily experience, environmental context and objects, individual and collective cultural frames – allowing to experiment with them and to render them explicit. This is grounded on the conviction that an ability to affect is reciprocated by a capacity of being affected.
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Videla, Ronnie. "STEAM Apps: Weaving numerical and geometric comprehension with the fingers." In LINK 2021. Tuwhera Open Access, 2021. http://dx.doi.org/10.24135/link2021.v2i1.73.

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STEM and STEAM education promote integration between science, technology, engineering, math, and the arts. The latter aims to promote deep and collaborative learning of students, through the integration of the curriculum in K-12 science education. STEAM promotes the embodiment of cognition through learning by doing. The enactive and ecological approaches to cognition presented auspicious evidence for the role of incarnation and gesture in learning with digital technology. This work aims to provide design and concept evidence on the scope of enactive and ecological approaches within the framework of STEAM learning with digital and emerging technologies focused on the concept of tissue. We place ourselves epistemologically from the embodied design for the development of educational technology centered on "learning is moving in some way" following Dor Abrahamson who reveals the enactive and ecological approaches to learning science. Also, we are framed in Claudio Aguayo's UX and UI user experience designs with emerging technologies. In the case of digital technologies, we pay special attention to learning mathematics through the knowledge of numbers and operations with the fingers. To do this, we present a prototype of Apps inspired by Nathalie Sinclair's Touchcounts and Touchtimes, with variations in haptic perception for the emergence of numbers and operations through touching and tracing movements with the fingers on the touch screen. Regarding emerging technologies, we rely on augmented reality and virtual reality. In the case of augmented reality, we focus on learning science and geometry through the spider web. The idea is that students can see the different planes of a spider web and identify different regular and irregular geometric figures, as well as explore the architecture of the web and its properties. In relation to virtual reality, we focus on Mapuche textile art (indigenous people of southern Chile) where we explore the characteristic fabrics of the culture within the “ruca” (characteristic home of the Mapuches). First, students design Mapuche textile fabrics from geometric patterns, applying symmetry and fractals. Then with virtual reality glasses, they can navigate inside the ruca to learn details of its architecture and the fabrics most used by the Mapuche culture. Our STEAM approach to app development consists of an integrated learning ecosystem that enhances digital and immersive experiences for learning about math, science, and art using engineering and technology. Finally, we can conclude that our approach describes education as a process of cognitive assembly embodied in perception and guided action with different types of artifacts through digital affordances. We highlight the role of the disciplinary integration of Science, Technology, Engineering, Arts and Mathematics to understand and strategically reveal the scientific cultural potential of our native people "Los Mapuches".
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Baker, Emily. "Boundary Problems: Reclaiming Thought Space in the Attention Economy." In 2018 ACSA International Conference. ACSA Press, 2018. http://dx.doi.org/10.35483/acsa.intl.2018.61.

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There is far less opportunity for thought that is not in some way mediated than there once was, and often this is by design. Cognitive engineers ply vast resources to attract and retain our attention toward what are ultimately commercial ends. They use pervasive and spatially unbound mediating technologies to gain access to every space in our lives. In this information superabundance, the act of filtering desirable content induces such a cognitive load that we are left with noticeably altered brains—eroded attention spans, failing memories, diminished executive function and complex reasoning skills, etc. These lead to a host of issues relating to health and wellbeing including sleep deficiencies, social isolation, depression and anxiety. In light of the pressures of this new attention economy, what role does architecture have to play in the reclamation of thought-space and embodied experience in contemporary life, particularly in the home? This paper will present some preliminary design ideas for dwellings that address the attention economy, drawing boundaries around behavior-altering technologies in order to foster long-term desires for health, mental clarity, focus, restfulness, and social connection rather than the typical focus on immediate comfort. This is not a Luddite plea to leave these advancing technologies behind, but a humanist plea to find the boundaries in which we can thrive while using them.
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Bhatt, Mehul, Jakob Suchan, Vasiliki Kondyli, and Carl Schultz. "Embodied visuo-locomotive experience analysis." In SAP '16: ACM Symposium on Applied Perception 2016. New York, NY, USA: ACM, 2016. http://dx.doi.org/10.1145/2931002.2948720.

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Nip, Koon Lok (Stephen). "Integrating Embodied Carbon Feedback into Footbridge Design." In Footbridge 2022 (Madrid): Creating Experience. Madrid, Spain: Asociación Española de Ingeniería Estructural, 2022. http://dx.doi.org/10.24904/footbridge2022.264.

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<p>This paper demonstrates a new workflow that integrates an embodied carbon assessment into a standard footbridge design process.</p><p>Engineers are becoming increasingly conscious of the need to minimise the carbon content of their designs. However, evaluating this is often treated as a separate task requiring designers to calculate the embodied carbon of each individual footbridge component. As a result, it is often carried out at a later stage when adapting to a lower embodied carbon design can be more difficult.</p><p>A new workflow is developed to integrate embodied carbon feedback in the design process. It involves the use of parametric scripts and the ability to obtain information from finite element analysis (FEA) models prepared using proprietary software such as Lusas and MidasCivil. The use of this gives designers greater flexibility to make meaningful changes to reduce the embodied carbon.</p><p>This paper will discuss this powerful methodology and will provide examples demonstrating the benefits of implementing this workflow.</p>
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Tillman, Deborah Turnbull, Mari Velonaki, and Petra Gemeinboeck. "Authenticating Experience." In TEI '15: Ninth International Conference on Tangible, Embedded, and Embodied Interaction. New York, NY, USA: ACM, 2015. http://dx.doi.org/10.1145/2677199.2691602.

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Wang, Zhiquan, Huimin Liu, Yucong Pan, and Christos Mousas. "Color Blindness Bartender: An Embodied VR Game Experience." In 2020 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW). IEEE, 2020. http://dx.doi.org/10.1109/vrw50115.2020.00111.

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Hoff, Thomas, Trond A. Øritsland, and Cato A. Bjørkli. "Exploring the embodied-mind approach to user experience." In the second Nordic conference. New York, New York, USA: ACM Press, 2002. http://dx.doi.org/10.1145/572020.572063.

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Reports on the topic "Embodied experience in architecture"

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Wood, William G., and Sholom Cohen. DoD Experience with the C4ISR Architecture Framework. Fort Belvoir, VA: Defense Technical Information Center, September 2003. http://dx.doi.org/10.21236/ada418352.

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Bachmann, Felix, and Paulo Merson. Experience Using the Web-Based Tool Wiki for Architecture Documentation. Fort Belvoir, VA: Defense Technical Information Center, September 2005. http://dx.doi.org/10.21236/ada446186.

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Wu, J., J. Bi, X. Li, G. Ren, K. Xu, and M. Williams. A Source Address Validation Architecture (SAVA) Testbed and Deployment Experience. RFC Editor, June 2008. http://dx.doi.org/10.17487/rfc5210.

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Бакум, З. П., and О. О. Пальчикова. Роль языковой картины мира в обучении иностранных студентов украинскому языку. Tanaka Print, 2014. http://dx.doi.org/10.31812/0564/402.

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The article considers the problem of teaching students foreign languages by means of comparing national linguistic pictures of the world. The analysis of linguistic and linguadidactic literature allows to interpret linguistic picture of the world as a set of knowledge about the world embodied in language form, more precisely - the specific features of the national language, reflecting cultural, historical and social experience of a particular nation. In this regard the national linguistic pictures of the world are not identical. The authors lay stress on the importance of taking into account the fact of national specific differences of linguistic pictures of the world in teaching foreign students Ukrainian as a foreign language, also indicate that special attention should be paid to linguacultural work with vocabulary and phraseology, in which national and cultural experience is embodied.
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Seidametova, Zarema S., Zinnur S. Abduramanov, and Girey S. Seydametov. Using augmented reality for architecture artifacts visualizations. [б. в.], July 2021. http://dx.doi.org/10.31812/123456789/4626.

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Nowadays one of the most popular trends in software development is Augmented Reality (AR). AR applications offer an interactive user experience and engagement through a real-world environment. AR application areas include archaeology, architecture, business, entertainment, medicine, education and etc. In the paper we compared the main SDKs for the development of a marker-based AR apps and 3D modeling freeware computer programs used for developing 3D-objects. We presented a concept, design and development of AR application “Art-Heritage’’ with historical monuments and buildings of Crimean Tatars architecture (XIII-XX centuries). It uses a smartphone or tablet to alter the existing picture, via an app. Using “Art-Heritage’’ users stand in front of an area where the monuments used to be and hold up mobile device in order to see an altered version of reality.
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Kemoklidze, Nino. The Humanitarian Coordination Architecture: Towards a New Hybrid Approach? Institute of Development Studies, March 2022. http://dx.doi.org/10.19088/k4d.2022.061.

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Humanitarian coordination as an area of scholarly research has grown exponentially over the past decade and can be considered “a well-established and mature topic” now (Jahre and Jensen, 2021, 586).The global humanitarian coordination architecture seems to have more backing in terms of resources and support as well as knowledge and experience, than ever before. Despite this, on the ground, the humanitarian relief system continues to face challenges in the increasingly difficult operating environments whether it is protracted conflicts or other emergency situations causing mass displacement of populations (Healy and Tiller, 2014, p.4). This rapid review explores the following questions: how (if at all), has the current system adapted to these highly restricted operating environments? More specifically, is the current cluster system still relevant in such cases or can it be adapted for better use? And is there evidence to support that area-based approaches might be better suited to conduct adequate humanitarian coordination and planning? The evidence gathered in this report is based on a mixture of academic, policy, and practitioner-based literature.
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Kim, Jae-Jin, Hyoeun Kim, Sewon Kim, and Gerardo Reyes-Tagle. A Roadmap for Digitalization of Tax Systems: Lessons from Korea. Inter-American Development Bank, April 2022. http://dx.doi.org/10.18235/0004195.

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This publication reviews the history of digitalization of tax administration in Korea dating back to the 1990s and shares the countrys experience and know-how in building an efficient e-taxation architecture. Its main emphasis is on how the Korean government managed to make the best use of a wide range of taxpayer information efficiently and securely. It highlights information security and presents three case studies of an institutional framework for using third-party data: tax schemes for credit card usage, a cash receipt system, and e-invoicing. It then lays out a range of policy implications for consideration by tax authorities in the Latin American and Caribbean region.
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Balali, Vahid. Connected Simulation for Work Zone Safety Application. Mineta Transportation Institute, July 2022. http://dx.doi.org/10.31979/mti.2021.2137.

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Every year, over 60,000 work zone crashes are reported in the United States (FHWA 2016). Such work zone crashes have resulted in over 4,400 fatal and 200,000 non-fatal injuries in the last 5 years (FHWA 2016, BLS 2014). Apart from the physical and emotional trauma, the annual cost of these injuries exceeds $4 million-representing significant wasted resources. To improve work zone safety, this research developed a system architecture for unveiling high-risk behavioral patterns among highway workers, equipment operators, and drivers within dynamic highway work zones. This research implemented the use of a connected virtual environment, which is an immersive hyper-realistic and virtual environment where multiple agents (e.g. workers, drivers, and equipment handlers) control independent simulators but experience an interactive and shared experience. For this project, the team conducted an in-depth analysis of accident investigation, simulated accident scenarios, and tested diverse interventions to prevent high-risk behavior. Overall, the research improved understanding of behavioral patterns that lead to injuries and fatalities of highway workers in order to better protect them in high-risk work environments. As part of making transportation smarter, this project contributes to smart behavioral safety analysis.
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Atkinson, Dan, and Alex Hale, eds. From Source to Sea: ScARF Marine and Maritime Panel Report. Society of Antiquaries of Scotland, September 2012. http://dx.doi.org/10.9750/scarf.09.2012.126.

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The main recommendations of the panel report can be summarised under four headings: 1. From Source to Sea: River systems, from their source to the sea and beyond, should form the focus for research projects, allowing the integration of all archaeological work carried out along their course. Future research should take a holistic view of the marine and maritime historic environment, from inland lakes that feed freshwater river routes, to tidal estuaries and out to the open sea. This view of the landscape/seascape encompasses a very broad range of archaeology and enables connections to be made without the restrictions of geographical or political boundaries. Research strategies, programmes From Source to Sea: ScARF Marine and Maritime Panel Report iii and projects can adopt this approach at multiple levels; from national to site-specific, with the aim of remaining holistic and cross-cutting. 2. Submerged Landscapes: The rising research profile of submerged landscapes has recently been embodied into a European Cooperation in Science and Technology (COST) Action; Submerged Prehistoric Archaeology and Landscapes of the Continental Shelf (SPLASHCOS), with exciting proposals for future research. Future work needs to be integrated with wider initiatives such as this on an international scale. Recent projects have begun to demonstrate the research potential for submerged landscapes in and beyond Scotland, as well as the need to collaborate with industrial partners, in order that commercially-created datasets can be accessed and used. More data is required in order to fully model the changing coastline around Scotland and develop predictive models of site survival. Such work is crucial to understanding life in early prehistoric Scotland, and how the earliest communities responded to a changing environment. 3. Marine & Maritime Historic Landscapes: Scotland’s coastal and intertidal zones and maritime hinterland encompass in-shore islands, trans-continental shipping lanes, ports and harbours, and transport infrastructure to intertidal fish-traps, and define understanding and conceptualisation of the liminal zone between the land and the sea. Due to the pervasive nature of the Marine and Maritime historic landscape, a holistic approach should be taken that incorporates evidence from a variety of sources including commercial and research archaeology, local and national societies, off-shore and onshore commercial development; and including studies derived from, but not limited to history, ethnology, cultural studies, folklore and architecture and involving a wide range of recording techniques ranging from photography, laser imaging, and sonar survey through to more orthodox drawn survey and excavation. 4. Collaboration: As is implicit in all the above, multi-disciplinary, collaborative, and cross-sector approaches are essential in order to ensure the capacity to meet the research challenges of the marine and maritime historic environment. There is a need for collaboration across the heritage sector and beyond, into specific areas of industry, science and the arts. Methods of communication amongst the constituent research individuals, institutions and networks should be developed, and dissemination of research results promoted. The formation of research communities, especially virtual centres of excellence, should be encouraged in order to build capacity.
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Osadchyi, Viacheslav V., Hanna Y. Chemerys, Kateryna P. Osadcha, Vladyslav S. Kruhlyk, Serhii L. Koniukhov, and Arnold E. Kiv. Conceptual model of learning based on the combined capabilities of augmented and virtual reality technologies with adaptive learning systems. [б. в.], November 2020. http://dx.doi.org/10.31812/123456789/4417.

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The article is devoted to actual problem of using modern ICT tools to increase the level of efficiency of the educational process. The current state and relevance of the use of augmented reality (AR) and virtual reality (VR) technologies as an appropriate means of improving the educational process are considered. In particular, attention is paid to the potential of the combined capabilities of AR and VR technologies with adaptive learning systems. Insufficient elaboration of cross-use opportunities for achieving of efficiency of the educational process in state-of-the-art research has been identified. Based on analysis of latest publications and experience of using of augmented and virtual reality technologies, as well as the concept of adaptive learning, conceptual model of learning based on the combined capabilities of AR and VR technologies with adaptive learning systems has been designed. The use of VR and AR technologies as a special information environment is justified, which is applied in accordance with the identified dominant type of students' thinking. The prospects of using the proposed model in training process at educational institutions for the implementation and support of new teaching and learning strategies, as well as improving learning outcomes are determined by the example of such courses as “Algorithms and data structures”, “Computer graphics and three-dimensional modeling”, “Circuit Engineering”, “Computer Architecture”.
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