Dissertations / Theses on the topic 'Physicality in design'

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1

Hare, Joanna. "Physicality in the design and development of computer embedded products." Thesis, Cardiff Metropolitan University, 2015. http://hdl.handle.net/10369/7550.

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Computers have become commonplace in our daily lives; they are embedded within so many products that they have largely become invisible. Furthermore, computers are used to aid in the design of those products and it is possible for the entire design process to be performed digitally. But humans are physical beings; evolved to have an innate understanding of the physical world. In contrast, this digital world is very new. This research is an exploration of physicality in relation to the design and development of computer embedded products. Physicality is loosely defined for this thesis as the physical aspects or qualities of both an object and its interaction; this includes our physical bodies in relation to that object. The physical manifestations, or prototypes, used during the design of computer embedded products need to appear responsive to a user’s action. These prototypes can be made interactive through embedding electronics within the prototype or ‘faking’ the interaction. At the core of this research are two extensive studies for which a series of prototypes were created to answer the research question: can a better understanding of physicality help in the creation of more effective low-fidelity physical interactive prototypes? These studies uncovered significant new knowledge into the role of physicality in the design of computer embedded products. Specifically, the notion of active and passive physicality is proposed. Results suggest that, with a better understanding of active and passive physicality, designers can make more effective interactive prototypes for early stage user trials. Comparison of all the prototypes constructed revealed insights suggesting that the most effective prototypes balance both active and passive physicality equally. In addition, the notion of physicality can demonstrate why, in these studies; paper prototyping, screen-based prototypes and even Arduino prototypes produced unsatisfactory user data.
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2

Parkes, Amanda Jane. "Phrases of the kinetic : dynamic physicality as a dimension of the design process." Thesis, Massachusetts Institute of Technology, 2009. http://hdl.handle.net/1721.1/51661.

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Thesis (Ph. D.)--Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, 2009.
Includes bibliographical references (p. 161-167).
At its core, the concept of Tangible Interfaces leverages the idea of using the movement of the body as an inherent part of the human side of a human-computer interaction, assuming that bodily engagement and tactile manipulation can facilitate deeper understanding and more intuitive experiences. However, as an interaction principle in our era of digital design, motion construction and control has been underutilized and little examined as a design tool, leaving open the possibilities of motion's natural ability to draw our attention, provide physical feedback, and convey information through physical change. This dissertation postulates that the ability to experiment, prototype, and model with programmable kinetic forms is becoming increasingly important as digital technology becomes more readily embedded in our objects and environments and need for tools and systems with which to create, manipulate and finesse motion in response to computational and material input remains an under-developed design area. This thesis aims to establish principles of kinetic design through the exploration of two approaches to motion construction and manipulation: motion prototyping as a methodology for design thinking, learning and communication and physically dynamic state memory as a methodology for organic form finding and transformation in the design process.
(cont.) To demonstrate these aims, I present three interface systems: Topobo, a system for motion construction and dynamics physics education with children; Kinetic Sketchup, a system for motion construction and prototyping in architecture and product design; and Bosu, an augmented textile interface offering an experimental approach to digitally augmented organic form finding in fashion and product design.
Amanda Jane Parkes.
Ph.D.
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3

Gravestock, Hannah. "Drawing and re-drawing : working with the physicality of the performing body in costume design." Thesis, University of the Arts London, 2011. http://ualresearchonline.arts.ac.uk/5654/.

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How does the act of drawing enable the costume designer to design costumes that work effectively with the physicality of the performing body? This research is located in the field of scenography and refers specifically to costume design practices within this field. The research project developed from a growing visibility of performances developed and created primarily from the physicality of the body rather than from a text. In these performance environments, where there is no initial text to work from and sound, lighting and set have yet to be developed the costume designer must predominantly respond to the physicality of the performing body. However, if the costume designer is to ensure that their designs and costumes work effectively with the ideas developed by the performer they must also address the relationship between their interpretation of the performing body and the intentions of the performer. My research responds to limited resources that examine and document how a costume designer can address this relationship and create designs that work with the physicality of the performing body rather than designs that work with a text. As a result of the limited resources in this area of costume design I refer to an additional field for reference. Using training practices based in figure skating to structure my drawing process my research provides new insight into how a costume designer can create costume designs that work with and enhance the physicality of the performing body. By using this repetitive drawing process to both interpret the performing body and initiate a dialogue with the performer my research enhances collaborative practices in costume design and within the field of scenography. In the absence of relevant literature in figure skating, the drawing and redrawing approach I use is primarily examined and supported using a combination of performance and training approaches developed by Jacques Lecoq. These approaches address and explore how performance is created through an awareness of the physicality of the body in relation to the physicality of mark making, and through a repetitive training structure similar to that used in figure skating. Drawing is used as the primary research method, applied within a methodology based on Merleau-Ponty's phenomenological philosophy. This methodological approach both facilitates the costume designer's encounter with the physicality of the performing body and enables an examination of this encounter in order to understand how the designer interprets and makes sense of this body. These encounters are structured through and conducted within three ethnographic case studies based in theatre performance, costume design and figure skating. The research case studies are contextualised using interviews, diaries and background research and are analysed using a structure that draws on Corbin and Strauss's Grounded Theory. The research concludes by outlining three main stages through which the process of drawing and re-drawing is applied and used to create costume designs that work effectively with the physicality of the performing body. In describing and explaining these three stages I outline how the repetitive drawing process integrates within a performance process and as a result becomes a vehicle for collaboration between the costume designer and the performer.
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4

Fisher, Christina Angela. "Desire, Obsession and the Body." VCU Scholars Compass, 2007. http://scholarscompass.vcu.edu/etd_retro/89.

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Driven by the crippling command of Eros, my work provides a veiled exposure to my secret life in love, desire, fear, and obsession. My sculptures are the physical evidence of an emotional realm coming forth in a coded language that is, even to me, only remotely accessible. The Demon that Lives in My Bedroom, the saga of the Cat People, the stories of Trasnichi and the Love Crusade; all came to me in a beam of thought. Once the beam takes hold, it becomes my obsession, and the era of that work begins. I can trace my development through these eras of obsessions.
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5

Burczykowski, Ludovic. "Par-delà l'écran : dimension physique et espace numérique." Thesis, Paris 8, 2014. http://www.theses.fr/2014PA080020.

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En art numérique, une pratique tend à se développer chez un nombre croissant de créateurs. Cette pratique correspond à la mise en relation d’une image numérique projetée, immatérielle, avec un support, matériel, généralement non standardisé, qui conserve par rapport à celle-ci une certaine indépendance ou autonomie. Il s’agit dans ces créations de partir d’une distinction, d’une opposition ou d’une distance entre un élément virtuel et un élément physique, qui, à partir de leur rapprochement, permet de faire émerger un sens que ce type de création devient prédisposé à porter. Devenant ainsi une façon particulière de traduire une relation au monde, cette articulation est un mode d’expression du sensible qui a sa singularité et qui dispose de spécificités.L’objectif de ce mémoire est de mettre en avant certaines pistes de réflexion pour la création, des méthodes de mise en œuvre, ainsi que des mécanismes de perception éventuels quand se joue cette rencontre de l’image, de l’objet, de la scène. Non seulement afin de comprendre la raison de l’expansion de cette pratique grandissante en ce début de 21e siècle, mais aussi d’orienter certains axes de travail envisageables pour des réalisations ou des analyses d’œuvres
In digital arts, a practice is being developed by an increasing number of creators. This practice puts in relation an immaterial projected digital image, with a material medium, generally non standardized, that ensures a certain kind of independence or autonomy towards the image. In these creations, it’s about starting from a distinction, an opposition or a distance between a virtual element and a physical element, and by moving it closer, make emerging a sense that this type of creation is becoming susceptible to carry. Becoming a specific way to express a relationship to the word, this articulation is a way to express sensible world with its own singularity and specificities. The purpose of this thesis is to outline various approaches for creation, methods of implementation, and potential mechanisms of perception when this meeting between image, object and scene is on. Not only to understand the reason of the expansion of this growing practice in the early 21st century, but also to guide some possible working areas for productions or analysis of art works
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6

Inal, Yavuz. "Physically Interactive Educational Game Design For Children: Defining Design Principles." Phd thesis, METU, 2011. http://etd.lib.metu.edu.tr/upload/12613972/index.pdf.

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Physically Interactive Games (PIGs) have emerged as a new game genre and potential as an educational tool in classrooms. In PIGs, children are allowed to interact with game environment and solving problems by using their bodily movements and voices without using mouse or keyboard by being active physically and cognitively. Designing PIGs is critical and difficult process because it is vital that educational content and entertainment parts of a game should be balanced properly considering interaction between children and game environment. The current dissertation aims to explore principles of designing and developing physically interactive educational games for children. Mainly, qualitative data collection techniques were used in the study. Also, Reeves&rsquo
Development Research Model was administered under the Design-Based Research. Both Mathematics and Physical Education subjects were integrated within the game environments. Totally four physically interactive games were designed and developed. During the design and development phases, field experts, subject-matter experts and children&rsquo
s expectations, needs and recommendations were taken into account. During the development phase, 5 teachers with 3 Mathematics and 2 Physical Education teachers as subject matter experts participated to the study. Also, 10 v children with 5 boys and 5 girls participated to the design phase. In the implementation phase, 30 children with 17 boys and 13 girls participated in Pilot Implementation and 50 children with 27 boys and 23 girls participated to the Final Implementation phase. The study revealed that camera screen was the main deterministic factor in order to play physically interactive educational games properly. Girls and boys had different considerations about the developed games. The bigger camera screen physically interactive games had, the higher motivation children had during gameplay. At the end of the study, design principles of physically interactive educational games were defined.
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7

Arvin, Scott Anthony. "Physically based mechanical metaphors in architectural space planning." Diss., Texas A&M University, 2004. http://hdl.handle.net/1969.1/395.

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Physically based space planning is a means for automating the conceptual design process by applying the physics of motion to space plan elements. This methodology provides for a responsive design process, allowing a designer to easily make decisions whose consequences propagate throughout the design. It combines the speed of automated design methods with the flexibility of manual design methods, while adding a highly interactive quality and a sense of collaboration with the design. The primary assumption is that a digital design tool based on a physics paradigm can facilitate the architectural space planning process. The hypotheses are that Newtonian dynamics can be used 1) to define mechanical metaphors to represent the elements in an architectural space plan, 2) to compute architectural space planning solutions, and 3) to interact with architectural space plans. I show that space plan elements can be represented as physical masses, that design objectives can be represented using mechanical metaphors such as springs, repulsion fields, and screw clamps, that a layout solution can be computed by using these elements in a dynamical simulation, and that the user can interact with that solution by applying forces that are also models of the same mechanical objects. I present a prototype software application that successfully implements this approach. A subjective evaluation of this prototype reveals that it demonstrates a feasible process for producing space plans, and that it can potentially improve the design process because of the quality of the manipulation and the enhanced opportunities for design exploration it provides to the designer. I found that an important characteristic of this approach is that representation, computation, and interaction are all defined using the same paradigm. This contrasts with most approaches to automated space planning, where these three characteristics are usually defined in completely different ways. Also emerging from this work is a new cognitive theory of design titled 'dynamical design imagery,' which proposes that the elements in a designer's mental imagery during the act of design are dynamic in nature and act as a dynamical system, rather than as static images that are modified in a piecewise algorithmic manner.
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8

Tan, Jie. "Locomotion synthesis in complex physically simulated environments." Diss., Georgia Institute of Technology, 2015. http://hdl.handle.net/1853/54238.

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Understanding and synthesizing locomotion of humans and animals will have far-reaching impacts in computer animation, robotic and biomechanics. However, due to the complexity of the neuromuscular control and physical interactions with the environment, computationally modeling these seemingly effortless locomotion imposes a grand challenge for scientists, engineers and artists. The focus of this thesis is to present a set of computational tools, which can simulate the physical environment and optimize the control strategy, to automatically synthesize locomotion for humans and animals. We first present computational tools to study swimming motions for a wide variety of aquatic animals. This method first builds a simulation of two-way interaction between fluid and an articulated rigid body system. It then searches for the most energy efficient way to swim for a given body shape in the simulated hydrodynamic environment. Next, we present an algorithm that can synthesize locomotion of soft body animals that do not have skeleton support. We combine a finite element simulation with a muscle model that is inspired by muscular hydrostat in nature. We then formulate a quadratic program with complementarity condition (QPCC) to optimize the muscle contraction and contact forces that can lead to meaningful locomotion. We develop an efficient QPCC solver that solves a challenging optimization problem at the presence of discontinuous contact events. We also present algorithms to model human locomotion with a passive mechanical device: riding a bicycle in this case. We apply a powerful reinforcement learning algorithm, which can search for both the parametrization and the parameters of a control policy, to enable a virtual human character to perform bicycle stunts in a physically simulated environment. Finally, we explore the possibility to use the computational tools that are developed for computer animation to control a real robot. We develop a simulation calibration technique which reduces the discrepancy between the simulated results and the performance of the robot in the real environments. For certain motion planning tasks, this method can transfer the controllers optimized for a virtual character in a simulation to a robot that operates in a real environment.
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9

Bin, Sheng. "Image-based modeling and physically-based design in virtual environment." Thesis, University of Macau, 2007. http://umaclib3.umac.mo/record=b1676958.

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10

Deremaux, Yann 1978. "Physically-based, real-time visualization and constraint analysis in multidisciplinary design optimization." Thesis, Massachusetts Institute of Technology, 2003. http://hdl.handle.net/1721.1/16993.

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Thesis (S.M.)--Massachusetts Institute of Technology, Dept. of Aeronautics and Astronautics, 2003.
Includes bibliographical references (p. 147-150).
This electronic version was submitted by the student author. The certified thesis is available in the Institute Archives and Special Collections.
As computational tools becomes a valuable part of the engineering process, multidisciplinary design optimization (MDO) has become a popular approach for the design of complex engineering systems. MDO has had considerable impact by improving the performance, lowering the lifecycle cost and shortening product design time for complex systems; however, lack of knowledge on the design process is often expressed by the engineering community. This thesis addresses this issue by proposing a novel approach that brings visualization into the MDO framework and delivers a physically-based real-time constraint analysis and visualization. A framework and methodology are presented for effective, intuitive visualization of design optimization data. The visualization is effected on a Computer-Aided-Design (CAD)-based, physical representation of the system being designed. The use of a parametric CAD model allow real-time regeneration by using the Computational Analysis PRogramming Interface (CAPRI). CAPRI is used to link a general optimization framework to the CAD model. An example is presented for multidisciplinary design optimization of an aircraft. The new methodology is used to visualize the path of the optimizer through the design space. Visualizing the optimization process is also of interest for optimization health monitoring. By detecting flaws in the optimization definition, useless computations and time can be saved. Visualization of the optimization process enables the designer to rapidly gain physical understanding of the design tradeoffs made by the optimizer. The visualization framework is also used to investigate constraint behavior. Active constraints are displayed on the CAD model and the participation of design variables in a given constraint is represented in a physically intuitive manner. This novel visualization approach serves to dramatically increase the amount of learning that can be gained from design optimization tools and also proves useful as a diagnostic tool for identifying formulation errors.
by Yann Deremaux.
S.M.
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11

Wong, Wai-yi Wendy, and 黃瑋兒. "A journey in the valley (Lily): I am a flowerof Sharon, a Lily of the valley, as a Lily among thorns.." :btherapeutic art environment for the physically handicapped." Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 1999. http://hub.hku.hk/bib/B31984915.

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12

Ponce, Barbaro Enrique. "Breaking down barriers." Thesis, Georgia Institute of Technology, 1995. http://hdl.handle.net/1853/23427.

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13

Parker, Johne' Michelle. "An analytical and experimental investigation of physically-accurate synthetic images for machine vision design." Diss., Georgia Institute of Technology, 1996. http://hdl.handle.net/1853/19038.

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14

Al-Dujaili, Ayad. "Fault diagnosis and fault tolerant control design for physically linked 2WD mobile robots systems." Thesis, Lille 1, 2018. http://www.theses.fr/2018LIL1I047/document.

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Dans les environnements difficiles résultant de catastrophes naturelles ou d'accidents industriels, des robots mobiles peuvent être utilisés pour réduire les interventions humaines. Ces robots doivent pouvoir parcourir de longues distances, suivre des trajectoires précises, transporter des matériels et instruments, tout en étant robustes aux perturbations et aux défaillances éventuelles de leurs composants (capteurs, actionneurs). Dans cette thèse, nous considérons des systèmes composés de robots mobiles à deux roues motrices (2WD), reliés physiquement entre eux. Nous proposons des lois de commande permettant au système multi-robot de suivre une trajectoire de référence malgré la présence de défauts d'actionneurs. Différentes commandes tolérantes aux fautes (FTC : Fault Tolerant Control) sont proposées. Certaines sont des commandes dîtes passives, qui sont conçues pour être robustes à des défauts actionneurs sélectionnés, d’autres sont dîtes actives puisqu’elles intègrent un algorithme de diagnostic (observateur adaptatif non linéaire) qui détecte, localise et estime les défauts.Des résultats de simulation sont présentés tout au long de la thèse pour vérifier la validité et montrer les performances des algorithmes de commande tolérante proposés
In harsh environments resulting from natural disasters or industrial accidents, reducing human interventions by increasing robotic operations is desirable. The main challenges to be considered are not only that the robots should be able to go over long distances and operate for relatively long periods, but also make the global system tolerant to actuators’ failures. In this thesis, to overcome these challenges, systems composed of multi-linked two-wheel drive (2WD) mobile robots are considered. The objective of these multi-robot systems is to asymptotically track a reference trajectory, despite the presence of actuator faults. In this thesis, we design original Fault Tolerant Control (FTC) schemes. Some of them are passive methods, i.e. robust control laws to given failures, and other ones are active FTC which include a Fault Diagnosis (FD) algorithm (nonlinear adaptive observer) that detects, localizes and estimates the faults, and finally adapt the control actions to the faulty situations. Simulation results are presented all along the thesis to verify the validity of the proposed control algorithms and to show the performance of the FTC schemes
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15

Atherton, David Norman. "Design and contruction [sic] of a seated ice skating device for the physically disabled." Thesis, Massachusetts Institute of Technology, 1991. http://hdl.handle.net/1721.1/64867.

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16

Bonnett, David Christopher Sturgess. "The design effectiveness of residential care homes for independent living of young physically disabled people." Thesis, Oxford Brookes University, 1994. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.282640.

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17

Sanz, Gregory L. B. "Design and construction of a practical and portable household lifting-aid for the physically impaired." Thesis, Massachusetts Institute of Technology, 2008. http://hdl.handle.net/1721.1/45303.

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Thesis (S.B.)--Massachusetts Institute of Technology, Dept. of Mechanical Engineering, 2008.
Includes bibliographical references (p. 40).
TV's to mini-fridges, the design of a hand operated lift, to be lightweight and easily disassembled, 200 lbs max. Interviews were conducted and observations were made in order to determine various tasks that proved particularly difficult for those reliant on a wheelchair. From this data, various product ideas were sketched so to determine the potential impact that could be made on improving each respective task. Finally, based on level of need expressed by the user, apparent feasibility of design, and general lack of substitutes already on the market, the decision was made to pursue design of an in-home lifting-aid. The intended function of the device would be to help with moving heavy items from the floor level up to table/desk height with minimal effort by the user. Based on preferences expressed by the user, a functional, hand operated prototype was built that could lift a max of 200 lbs with a 6:1 mechanical advantage. Further discussion explores the possibility of mass production of said device.
by Gregory L.B. Sanz.
S.B.
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18

Wallin, Emil. "Evaluation of Physically Inspired Models in Video Game Melee Weapon SFX." Thesis, Luleå tekniska universitet, Medier, ljudteknik och teater, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-78968.

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This study explored the possible impact to a game’s responsiveness and to players’ preferences by using a physically inspired model (real-time pitch and amplitude modulation) as a means of efficiently achieving responsive variation for melee weapon sound effects in a game using the in-engine audio features. A play test was created were 24 participants (12 with audio engineering backgrounds, 12 without), all with prior gaming experience, played through a game level where they would audition a non-variational implementation of a sword’s sound effects and a variational implementation with the same sound samples being modulated in real-time. The participants did not know what they were auditioning, and in a form filled out after the play test they assessed the differences in the level parts’ responsiveness and their preference. From this form no significant benefit or drawback was found to the game’s responsiveness, and no significance was found to the participants’ preference toward either sound effect implementation. The study’s conclusions are that these physically inspired models could be used as a mean of implementation for melee weapon sound effects if the sounds used or the game setting would suit this approach, or if this would be the artistic wish of the game developers.
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Yuan, Zhi. "Fluid Modeling with Stochastic and Structural Features." Kent State University / OhioLINK, 2013. http://rave.ohiolink.edu/etdc/view?acc_num=kent1372898089.

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Roncoletta, Mariana Rachel. "Design de calçados para pessoas com deficência física: os prazeres do belo e do conforto." Universidade de São Paulo, 2014. http://www.teses.usp.br/teses/disponiveis/16/16134/tde-04062014-094255/.

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Esta tese possui os objetivos de investigar por que aspectos históricos e como aspectos ergonômicos e estético-simbólicos do design de calçados promovem efetiva inclusão sociocultural para pessoas com deficiência do aparelho locomotor. Esta investigação resultou na criação da metodologia Mi Piacce, que contribui nas análises dos prazeres físicos, psicológicos, sociais e ideológicos provocados pelo design de calçados aos usuários supracitados e verifica como os aspectos mencionados podem promover-lhes inclusão sociocultural. Método indutivo e combinação de metodologia qualitativa e quantitativa foram aplicados. No primeiro subproblema, por que aspectos históricos promovem a esses usuários efetiva inclusão sociocultural, utilizou-se análise comparativa entre fontes secundárias sobre a história do design de calçados nos séculos XX e XXI que resultaram nos principais estilos. Devido à carência de produtos ofertados no Brasil, concluiu-se que os usuários desejam estilos já familiares, considerados icônicos. Concluiu-se ainda que, enquanto o designer de calçados para a moda preocupou-se em manifestar o espírito do tempo, o designer de órteses e próteses valorizou os aspectos da funcionalidade do design. Observado que a mudança de paradigma foi incorporada pela WHO na classificação do ICF (2001), compreendeu-se por que a maioria dos projetos para pessoas com deficiência não considerou as dimensões socioculturais dos usuários. A pesquisa encontra-se sob o viés epistemológico do Construtivismo e da Teoria Interpretativista, especialmente da Teoria Fenomenológica quando analisou entrevistas semi-estruturadas com os usuários. Entrevistou-se dezoito indivíduos, cinco da área da saúde, uma especialista em design de calçados e onze usuários - nove do sexo feminino e dois do masculino. As entrevistas seguiram o Código de Ética de Pesquisas da CONEP. Utilizou-se como técnica de análises das entrevistas com os usuários a codificação e relação posteriori com a Teoria do Quatro Prazeres de Jordan (2000) para responder ao segundo subproblema - como aspectos ergonômicos e estético-simbólicos do design de calçados promovem efetiva inclusão sociocultural aos usuários supracitados. Primeiramente, os dados analisados foram tabulados qualitativamente, realizando-se, a seguir, as tabulações quantitativas por meio de estatística simples. Concluiu-se que cada elemento do design de calçados relaciona-se com específicos tipos de prazer e correlaciona-se com outros. Aos prazeres físicos foram relacionados os conceitos de equilíbrio, segurança e conforto físico. Foi observado que duas dimensões estão presentes nos prazeres psicológicos; na primeira, a realização de tarefas, encontra-se a facilidade e/ou dificuldade de manuseio e de manutenção e, na segunda, a emocional, estão os conceitos de auto-estima e bem estar. Aos prazeres sociais foram relacionados e analisados o desejo pessoal e a sociabilidade. Os prazeres ideológicos foram relacionados à responsabilidade social, desenvolvimento sustentável e ciclo de vida dos produtos. Verificou-se, então, como os conceitos mencionados promovem efetiva inclusão sociocultural dos usuários. As análises qualitativas-quantitativas das entrevistas resultaram em oito generalizações sobre o design de calçados para as pessoas em questão: percepção de maior incidência de pressão social em cerimoniais, desejo por prazeres físicos e por design de calçados que camuflem as restrições, preocupação com o alto custo dos calçados, dificuldade em encontrar calçados prazerosos, aquisição do mesmo par de calçados mais de uma vez, vontade de inclusão e reconhecimento da singularidade.
The aims of this PhD research are to investigate why historical aspects and how ergonomic and aesthetical-symbolical aspects regarding shoe design can with provide physically challenged women both effective social and cultural inclusions. This investigation resulted in the creation of Mi Piacce methodology, which contributes to analyze physiological, psychological, sociological, and ideological pleasures brought about by shoe design those specific wearers. Also, it verifies how these aspects could cause them social and cultural inclusions. Inductive method and combination between qualitative and quantitative methodologies were applied. In the first subproblem, why historical aspects could cause those wearers social and cultural inclusions, comparative analyze between secondary data about the history of shoe design in XX and XXI Century was applied, which resulted in principal styles. Due to the lack of Brazilian products, it could be concluded that the wearers desire known shoe design styles, considered to be iconic. In addition, it could be concluded that while the fashion shoe designer preoccupied in demonstrating time spirit, orthese and prosthese designer valorized the functionality of design. Once the paradigm change was incorporated into ICF Classification (2001) by WHO, it could be understood why the majority of projects for disabled people did not incorporated wearers\' social and cultural dimensions. This research relied on Constructivism Epistemology and Interpretativist Theory, especially Phenomenological Theory when analyzed semistructured interviews with wearers. Eighteen people were interviewed, five health professionals, one shoe design expert and eleven wearers - nine female and two male. The interviews followed the Brazilian Ethics Code of CONEP. It was used to analyze the interviews with wearer\'s the codification and posteriori relation to The Four Pleasures Theory by Jordan (2000) to respond the second subproblem - how ergonomic and aestheticalsymbolical aspects regarding shoe design can with provide physically challenged women both effective social and cultural inclusions. Firstly, qualitative data was analyzed, then, quantitative tabulation was analyzed by applying simple statistic. It was concluded that each shoe design element were related to specific types of pleasure and co-related to others pleasures. Physio-pleasures were related to balance, security and physic comfort concepts. It was observed that psychopleasures are related to two dimensions; the first one implies task accomplishment, i.e., the facility in handling and maintenance; the second dimension, which is emotional, implies self-esteem and well-being concepts. Socio-pleasures were related to personal desire and sociability. Ideo-pleasures were related to social responsibility, sustainable development and life cycle of products. Therefore, it was verified how these concepts can improve both effective social and cultural inclusions. Qualitative-quantitative analyzes from the interviews resulted in eight generalizations regarding to shoe design for physically challenged women: higher perception of social oppression on ceremonial occasions, desire for physio-pleasures and for shoe design which camouflage feet or leg problems, preoccupation with higher price of shoes, difficulty to find pleasant shoes, acquisition of the same shoe style more than once, wish for inclusion and recognition of singularity.
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Lee, Ki-na Christina, and 李琪娜. "Leisure patterns and leisure places: creatinga better place for the physically disadvantaged." Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 2001. http://hub.hku.hk/bib/B31260585.

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Li, Siu-fan, and 李笑芬. "Planning for equities in Hong Kong: how planning can improve the lives of the physically disabled?" Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 1993. http://hub.hku.hk/bib/B31258335.

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Li, Siu-fan. "Planning for equities in Hong Kong : how planning can improve the lives of the physically disabled? /." [Hong Kong : University of Hong Kong], 1993. http://sunzi.lib.hku.hk/hkuto/record.jsp?B13781340.

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Fronczek, David Norman [Verfasser], and Wolfgang G. [Akademischer Betreuer] Bessler. "The lithium-sulfur battery : design, characterization, and physically-based modeling / David Norman Fronczek. Betreuer: Wolfgang G. Bessler." Stuttgart : Universitätsbibliothek der Universität Stuttgart, 2016. http://d-nb.info/1081936126/34.

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Buckley, John G. "Variable speed walking and running in physically active lower-limb amputees : gait biomechanics and prosthetic design influences." Thesis, Manchester Metropolitan University, 2000. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.343457.

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Eikenberry, Blake D. "Guidance and navigation software architecture design for the Autonomous Multi-Agent Physically Interacting Spacecraft (AMPHIS) test bed." Thesis, Monterey California. Naval Postgraduate School, 2006. http://hdl.handle.net/10945/2349.

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The Autonomous Multi-Agent Physically Interacting Spacecraft (AMPHIS) test bed examines the problem of multiple spacecraft interacting at close proximity. This thesis contributes to this on-going research by addressing the development of the software architecture for the AMPHIS spacecraft simulator robots and the implementation of a Light Detection and Ranging (LIDAR) unit to be used for state estimation and navigation of the prototype robot. The software modules developed include: user input for simple user tasking; user output for data analysis and animation; external data links for sensors and actuators; and guidance, navigation and control (GNC). The software was developed in the SIMULINK/MATLAB environment as a consistent library to serve as stand alone simulator, actual hardware control on the robot prototype, and any combination of the two. In particular, the software enables hardware-in-the-loop testing to be conducted for any portion of the system with reliable simulation of all other portions of the system. The modularity of this solution facilitates fast proof-of-concept validation for the GNC algorithms. Two sample guidance and control algorithms were developed and are demonstrated here: a Direct Calculus of Variation method, and an artificial potential function guidance method. State estimation methods are discussed, including state estimation from hardware sensors, pose estimation strategies from various vision sensors, and the implementation of a LIDAR unit for state estimation. Finally, the relative motion of the AMPHIS test bed is compared to the relative motion on orbit, including how to simulate the on-orbit behavior using Hill's equations.
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White, Amanda. "Camp Adventure; user based research and application in design." Manhattan, Kan. : Kansas State University, 2010. http://hdl.handle.net/2097/4085.

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Wong, Wai-yi Wendy. "A journey in the valley (Lily) I am a flower of Sharon, a Lily of the valley, as a Lily among thorns.." :btherapeutic art environment for the physically handicapped /." Click to view the E-thesis via HKUTO, 1999. http://sunzi.lib.hku.hk/hkuto/record/B31984915.

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Thesis (M.Arch.)--University of Hong Kong, 1999.
Includes special report study entitled : Therapeutic architecture : the role of therapeutic approach to physical therapy. Includes bibliographical references. Also available in print.
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Mason, Byron. "Reconfigurable modelling of physically based systems : dynamic modelling and optimisation for product design and development applied to the automotive drivetrain system." Thesis, University of Bradford, 2009. http://hdl.handle.net/10454/3355.

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The work of this thesis is concerned with the aggregation and advancement of modelling practise as used within modern day product development and optimisation environments making use of Model Based Design ('MBD') and similar procedures. A review of model development and use forms the foundation of the work, with the findings being aggregated into two unique approaches for rapid model development and reconfiguration; the Plug-and-Simulate ('PaS') approach and the Paradigm for Large Model Creation ('PLMC'); each shown to posses its own advantages. To support the MBD process a model optimisation algorithm that seeks to eliminate parameters that are of little or no significance to a simulation is developed. Eliminations are made on the basis of an energy analysis which determines the activity of a number of energy elements. Low activity elements are said to be of less significance to the global dynamics of a model and thus become targets for elimination. A model configuration tool is presented that brings together the PLMC and parameter elimination algorithm. The tool is shown to be useful for rapid configuration and reconfiguration of models and is capable of automatically running the optimisation algorithms thus producing a simulation model that is parametrically and computationally optimised. The response of the plug-and-simulate drivetrain submodels, assembled to represent a front wheel drive drivetrain, is examined. The resulting model is subjected to a torque step-input and an empirically obtained torque curve that characterises the input to a drivetrain undergoing steady acceleration. The model displays the expected response in both its full parameter and parameter reduced versions with simulation efficiency gains observed in the parameter reduced version.
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Mason, Byron A. "Reconfigurable modelling of physically based systems: Dynamic modelling and optimisation for product design and development applied to the automotive drivetrain system." Thesis, University of Bradford, 2009. http://hdl.handle.net/10454/3355.

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The work of this thesis is concerned with the aggregation and advancement of modelling practise as used within modern day product development and optimisation environments making use of Model Based Design (¿MBD¿) and similar procedures. A review of model development and use forms the foundation of the work, with the findings being aggregated into two unique approaches for rapid model development and reconfiguration; the Plug-and-Simulate (¿PaS¿) approach and the Paradigm for Large Model Creation (¿PLMC¿); each shown to posses its own advantages. To support the MBD process a model optimisation algorithm that seeks to eliminate parameters that are of little or no significance to a simulation is developed. Eliminations are made on the basis of an energy analysis which determines the activity of a number of energy elements. Low activity elements are said to be of less significance to the global dynamics of a model and thus become targets for elimination. A model configuration tool is presented that brings together the PLMC and parameter elimination algorithm. The tool is shown to be useful for rapid configuration and reconfiguration of models and is capable of automatically running the optimisation algorithms thus producing a simulation model that is parametrically and computationally optimised. The response of the plug-and-simulate drivetrain submodels, assembled to represent a front wheel drive drivetrain, is examined. The resulting model is subjected to a torque step-input and an empirically obtained torque curve that characterises the input to a drivetrain undergoing steady acceleration. The model displays the expected response in both its full parameter and parameter reduced versions with simulation efficiency gains observed in the parameter reduced version.
EPSRC
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Hall, Jason S. "Design and integration of a three degrees-offreedom robotic vehicle with control moment gyro for the Autonomous Multiagent Physically Interacting Spacecraft (AMPHIS) testbed." Monterey, Calif. : Naval Postgraduate School, 2006. http://bosun.nps.edu/uhtbin/hyperion-image.exe/06Sep%5FHall%5FJason.pdf.

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Thesis (M.S. in Astronautical Engineering)--Naval Postgraduate School, September 2006.
Thesis Advisor(s): Romano, Marcello. "September 2006." Description based on title screen as viewed on March 12, 2008. Includes bibliographical references (p. 73-74). Also available in print.
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Hall, Jason S. "Design and integration of a three degrees-of freedom robotic vehicle with control moment gyro for the Autonomous Multiagent Physically Interacting Spacecraft (AMPHIS) testbed." Thesis, Monterey, Calif. : Springfield, Va. : Naval Postgraduate School ; National Technical Information Service [distributor], 2006. http://www.dtic.mil/dtic/.

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Thesis (M.S. in Astronautical Engineering)--Naval Postgraduate School, September 2006.
"September 2006." Thesis advisor: Romano, Marcello. Performed by Naval Postgraduate School, Monterey, CA. Includes bibliographical references (p. 73-74). Also available online from the Naval Postgraduate School (NPS), Dudley Knox Library site and the DTIC Online site.
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Alvarenga, Flavia Bonilha. "Uma abordagem metodologica para o projeto de produtos inclusivos." [s.n.], 2006. http://repositorio.unicamp.br/jspui/handle/REPOSIP/264399.

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Orientador: Franco Giuseppe Dedini
Tese (doutorado) - Universidade Estadual de Campinas, Faculdade de Engenharia Mecanica
Made available in DSpace on 2018-08-08T01:54:08Z (GMT). No. of bitstreams: 1 Alvarenga_FlaviaBonilha_D.pdf: 5678227 bytes, checksum: 5952ab60908e269829b3aebb473b40cc (MD5) Previous issue date: 2006
resumo: A população mundial está envelhecendo e o número de pessoas com necessidades especiais está aumentando. Atualmente novas tecnologias e novos produtos estão sendo desenvolvidos para melhorar a qualidade de vida. A maioria dos produtos não são acessíveis à toda a população, sendo geralmente projetados para um público alvo, excluindo pessoas com deficiência e idosos. A busca pela inclusão de pessoas com deficiência na sociedade gerou um grande número de leis e uma abordagem de projeto denominada Universal Design. O princípio do Universal Design é obter produtos que possam ser usados pelo maior número de pessoas possível. Esta tese tem o objetivo de propor uma metodologia de projeto para prover a inclusão dessas pessoas em relação ao uso de produtos. Para isso foi necessário um estudo aprofundado sobre os princípios do Universal Design, sua importância e suas principais abordagens. Através de estudos sobre metodologias de projeto e suas principais ferramentas foi possível propor uma metodologia de projeto onde se aplicam os conhecimentos do processo de projeto do produto norteados pelos princípios do Universal Design. O processo metodológico de projeto utilizado nesta tese foi baseado no estado da arte dos processos de desenvolvimento de produtos mais conhecidos, identificando e combinando ferramentas de projeto tradicionais de forma a conceber uma metodologia dedicada a encontrar o mais alto grau de inclusividade possível entre os processos em estudo. A metodologia proposta consiste no desdobramento das duas fases iniciais do projeto do produto denominadas estudo da viabilidade e projeto preliminar, em etapas e em tarefas que orientam o projetista na execução do desenvolvimento de um produto. Como forma de validação da metodologia proposta, um protótipo de um módulo de locomoção foi desenvolvido como estudo de caso que foi testado e o mesmo demonstrou desempenho satisfatório e com uma ampla gama de funções alternativas
Abstract: The world population is aging and the number of people with special needs is also increasing. Nowadays, new technology and products have been developed to improve quality of life. Most of the products are not accessible to all the population, being generally designed for a target public, excluding disabled and elderly people. In order to include disabled people in the society, large numbers of laws have been elaborated and a new approach of projects called Universal Design has been created. The principle of Universal Design is to obtain products that can to be used by the largest possible number of people. This thesis has the objective of proposing a design methodology for including this category of people with respect to use of products. Therefore, it was necessary to conduct a study about the main principles of Universal Design, its importance and its main approaches. Through studies on design methodologies and its main tools, it was possible to propose a new design methodology using the principles of Universal Design. The design methodology proposed in this thesis was based on the state-of-the-art of well-known design methodologies, identifying and combining traditional design tools in order to obtain an inclusive design methodology. The proposed methodology consists in two initial phases of product design: the viability study and the preliminary design. For the evaluation of the proposed methodology, a locomotion module prototype has been developed as a case study. The prototype was tested and demonstrated a satisfactory performance with great extent of alternative functions
Doutorado
Mecanica dos Sólidos e Projeto Mecanico
Doutor em Engenharia Mecânica
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Haley, Diane J. "Design of Specifications And Requirements For The Computer-Based Training System For An Automated Small-Group Home Facility To Accommodate Mentally And Physically Disabled Persons." NSUWorks, 1991. http://nsuworks.nova.edu/gscis_etd/561.

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There is a critical need for comprehensive residential living facilities, in other than large institutional environments, for persons with both mental and physical disabilities. In an automated small-group home, these people could achieve a quality of life derived from having some control over their living and learning environments. Technology could be the answer to help the multiple handicapped individual. The purpose of this dissertation project was to design specifications and requirements for a training methodology to prepare multiple and severely disabled people to use a computerized environmental-control system. A residential facility for mentally retarded individuals in Broward County served as the "Project Center". The primary objectives for the project were: (1) to determine the category of individual with the ability to use a computerized environmental-control system; and (2) to design an appropriate training methodology. Training candidates were carefully chosen to select individuals who represented a cross-section of people with multiple handicaps and who were potentially able to derive benefit from an automated small-group home environment. Baseline evaluation, formative evaluation, and summative evaluation procedures were studied and applied, as appropriate, to learners, to lessons (objectives), and to the total program. The product of this project was a prototype of a training program to be used as the basis for the formative revision of future expanded training. Expectations for using a standard or semi-standard keyboard for computer input were not reasonable; therefore, an alternative input device was developed. It consisted of two large-format, recessed, push-button keypads that were distinctly color-coded and permitted trainees with limited hand control to sequence through the menu options and select the desired choice. Consistent with previous experience of the trainees in the use of communication aids, menu choices for control-action functions were represented as easily recognized pictures ("icons") instead of words. Target goals (performance objectives) designed to teach the general skills required to accomplish desired functions using the computer and related input and output devices were written to be meaningful, measurable, and referenced to the broad goals initially established. When Target Goals were successfully achieved, the trainee had acquired the knowledge necessary to make menu choices and use the computer system, including input and output devices. Pre-training evaluation was conducted by a team of observers. Evaluation of training sessions followed; during which the trainer applied Training session Procedures developed specifically for this project to teach trainees to accomplish the Target Goals. Post-training evaluation was conducted by the same team that conducted pre-training evaluation The overall increase for all trainees, who when totaled together completed 64 of the maximum possible 80 rounds (8 trainees x 10 rounds per trainee). Trainees as a group were able to accomplish an average of 76.04 percent of the maximum possible goals. They were able to accomplish an average of 95.05 percent of goals tried. The broad program goals were effectively transformed into educationally sound performance objectives. The training session procedures were appropriate to accomplish the Target Goals for 5 of the 6 training candidates who were not classified as being in the severe to profound level of mental retardation, even though their physical disabilities were classified as severe. The two keypad input approach used with the icon-based, binary choice menu software and the training session procedures proved to be very effective for the be used as the basis for future training of persons with disabilities similar to those at the project center.
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Lung, Yan-cheung Helen. "Landuse planning for an accessible transport system and built environment for the wheelchair bound in Hong Kong /." Hong Kong : University of Hong Kong, 1998. http://sunzi.lib.hku.hk/hkuto/record.jsp?B1990731X.

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Lam, Tak-wah, and 林德華. "Creating supportive environment in a healthcare facilities, Cheshire Home, Shatin." Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 2001. http://hub.hku.hk/bib/B31980867.

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Lung, Yan-cheung Helen, and 龍欣翔. "Landuse planning for an accessible transport system and built environment for the wheelchair bound in Hong Kong." Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 1998. http://hub.hku.hk/bib/B31259789.

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"Techniques for design and implementation of physically unclonable functions." Thesis, 2009. http://hdl.handle.net/1911/61884.

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Physically unclonable functions (PUFs) provide a basis for many security, and digital rights management protocols. PUFs exploit the unclonable and unique manufacturing variability of silicon devices to establish a secret. However, as we will demonstrate in this work, the classic delay-based PUF structures have a number of drawbacks including susceptibility to prediction, reverse engineering, man-in-the-middle and emulation attacks, as well as sensitivity to operational and environmental variations. To address these limitations, we have developed a new set of techniques for design and implementation of PUF. We design a secure PUF architecture and show how to predict response errors as well as to compress the challenge/responses in database. We further demonstrate applications where PUFs on reconfigurable FPGA platforms can be exploited for privacy protection. The effectiveness of the proposed techniques is validated using extensive implementations, simulations, and statistical analysis.
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Haarhoff, Chané. "The design and application of wayfinding in physically and virtual immersive environnments." Thesis, 2016. http://hdl.handle.net/10539/21996.

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Thesis (M.A. (Interactive Digital Media))--University of the Witwatersrand, Faculty of Humanities, 2016.
The focus of this research paper is on the relationship between wayfinding and interactive, immersive environments. Wayfinding systems inherently exist to assist people on a journey to a desired destination. Interactive immersive environments have introduced a new paradigm, in which users are becoming active participants within both physical and virtual environments. The merging of wayfinding with immersive environments could thus present potential to propel wayfinding to a new level. The effectiveness and applications of wayfinding systems within three immersive environments is therefore determined by looking at the design of informational wayfinding, the ease of navigability within immersive environments and the adaptation and use of wayfinding techniques within four case studies. The three immersive environments chosen to be examined within this paper are: physically immersive environments, digital physically immersive environments and virtual immersive environments. These environments are represented by four case studies which include Menlyn Park Shopping Centre's newly updated wayfinding system, Find Your Way Essex, a virtual wayfinding mobile application, StreetMuseum: Museum of London a purely digital mobile application and Honeywell - Virtual Museum Tour, a virtual wayfinding experience that relies fully on the GoogleCardboard device.
GR2017
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Chou, Yu-Jou, and 周育柔. "Combination of QFD with TRIZ on Goodwill Design for Physically Disabled Clothing." Thesis, 2016. http://ndltd.ncl.edu.tw/handle/77215607289961023167.

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碩士
台南應用科技大學
生活服務產業系生活應用科學碩士班
104
Research motivation and Objective: Physically disabled fashion design has always been neglected in the life around us. We often see them wearing ill-fitting clothes; in the other hand, limb amputation model abroad, not only wearing the perfect outfit to wear prosthetic catwalk performances but aiso touching a lot of people. By combining the author ''s nursing background and costume design , to understand the anatomy and psychological needs of disabled persons , the proposed blueprint of disabled costume design .Methods: This study is further discussed in the dressing needs of the Physically disabled, with qualitative research method and action research method to explore the needs of physically impaired movement and outfit design. Then use the QFD matrix method to obtain the demand characteristics of customer features and specifications , combine with the principles of the invention TRIZ , access to innovative designs .Results: Through the action research method ,we can develop a comfort index of the daily dressing for physically disabled movement to fit their clothing demand. And the use of reference invention in TRIZ.By offering costume design suggestion to physically disabled groups, they can wear in the workplace more comfortable and decent. Collection of professionals who are expected to brainstorm , design can carry out viable innovations and patented inventions related to domestic review , the proposed protection of intellectual property rights designers . Contribution and Value: Decent clothing can increase people’s self-confidence and have good mood. With fashion industry cooperation, we look forward to develop stylish appearance on clothing and supplies that meet the invisible needs of physically disabled friends.
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范明錦. "A Study on Creative Poster Design for Promoting Tourist Activities among the Physically Disabled." Thesis, 2011. http://ndltd.ncl.edu.tw/handle/18273839914916986147.

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碩士
國立臺灣師範大學
設計研究所
100
Abstract The thesis is titled “A Study on Creative Poster Design for Promoting Tourist Activities among the Physically Disabled.” which takes the physically disabled and the outdoor landscape as the elements for poster design and research. Indeed, the physically disabled need to participate in leisure activities. However, they may not join each of the leisure activities since those activities are not all appropriate for them. Based on reasons of social equality, we shall not deprive their rights to access leisure. In order to increase the joy of living and improve the quality of life, the physically disabled require moderate leisure besides learning or working for stress relieving. Meanwhile, leisure activities may also help the physically disabled to learn interpersonal interaction and communication skills. Therefore, it is necessary for the physically disabled to participate in outdoor travelling. I myself am a physically challenged person in real life. When I participated in tourist activities, I did come across with some problems that needed to be overcome. For example, issues concerning attitudes like the inner fear, physical prowess, and social discrimination are conspicuous. Issues concerning economies like poor income and low socioeconomic status are also important. Last but not least, issues concerning the environment like poor accessibility of transportation, hotels, attractions and insufficient assisting manpower also need to be addressed. During literature review, this study attempts to convey the specifications of barrier-free tourism and facilities from data collection, hoping that this will lift the inner doubts of the physically disabled through mutual understanding, adjust the inner demand and facilitate the tourist activities for certain physical conditions. Greatly inspired by the visual process, the creations in this study are virtual simulations based on what the physically disabled might face in their journey. The creative content of this study includes seven posters, each of which represents the basic ideas about the Urban, Park, Butterfly, Shade of Green, Prairie, Beach, and the Sea View. The creative design is further completed by some figures and choreographed landscape extending from those basic ideas.
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Gregory, Unéné N. "Design of a lower extremity mechatronic system to assist physically impaired individuals achieve a standing position." 2014. http://encore.tut.ac.za/iii/cpro/DigitalItemViewPage.external?sp=1001344.

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M. Tech. Electrical Engineering.
The hypothesis states that a closed loop control system could be applied to a mechatronic system consisting of a mechanical device(s) to be fitted onto the user, and other relevant periphery mechanical devices, appropriately actuated to provide powered movement to assist the wheelchair-bound individual securely attain a standing position.The premise upon which the hypothesis was to be tested relates to the control system's ability to facilitate the upward movement proposed and its degree of stability when simulating the system, thus re-creating the anticipated functionality.
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Mistrey, Mitasha. "Architectural psychology and its impact on child development : a proposed educational facility for physically disabled children." Thesis, 2011. http://hdl.handle.net/10413/8509.

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The modern world is rapidly advancing towards a technological age where every aspect of people’s lives revolves around scientific innovations and consumerism. These advancements have allowed architects to traverse many boundaries and the design of buildings almost seems limitless. However, this has also caused a shift in architecture to focus on the visual aspects of buildings. Most human beings are born with the use of all of their senses and it is through this that we use, understand and appreciate the built environment. However, if a building fails to entice one’s sense of touch or even smell, then architecture has lost its true meaning; that of designing for people and not solely for consumerism. More often than not, children are also avid users of buildings and architecture, which has lost its essence of appealing to all of our senses, also loses its fascination to children as well. Early childhood is the stage in life where people use their senses to the fullest capacity and it is through the perception of our surroundings that we learn, form meanings and identities. This dissertation thus aims to understand how the built environment psychologically affects children and how also, children perceive their surroundings. With that in mind, the purpose of this dissertation is twofold. Firstly, it sets out to investigate aspects of architectural psychology/perception and its relation to children and secondly, it will seek to understand how physical disabilities such as blindness and mobility impairments impact upon the design of buildings. This will set the brief for the design of an Educational Facility for Physically Disabled children, where all of these characteristics will be considered. Through this study, specific characteristics of architectural psychology will be investigated. These include the following: understanding the human senses, sensory emotions and experiences, the effects of colour and light, legibility, wayfinding, place identity related to personal identity and thus critical regionalism and phenomenology. Lastly, the importance of creating sustainable environments and the importance of nature to children will also be looked into, as well as creating safety for children in any type of environment. This research will study the multi – faceted aspects that comprise architecture for the disabled. Therefore, the research will encompass both primary and secondary sources, including relevant precedent and case studies. This research will ultimately provide a design brief, which will inform the eventual outcome for the design of an Educational Facility for Physically Disabled Children.
Thesis (M.Arch.)-University of KwaZulu-Natal, Durban, 2011.
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Daly-Smith, Andrew, S. Zwolinsky, J. McKenna, P. D. Tomporowski, M. A. Defeyter, and A. Manley. "Systematic review of acute physically active learning and classroom movement breaks on children's physical activity, cognition, academic performance and classroom behaviour: understanding critical design features." 2018. http://hdl.handle.net/10454/18056.

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To examine the impact of acute classroom movement break (CMB) and physically active learning (PAL) interventions on physical activity (PA), cognition, academic performance and classroom behaviour. Systematic review. PubMed, EBSCO, Academic Search Complete, Education Resources Information Center, PsycINFO, SPORTDiscus, SCOPUS and Web of Science. Studies investigating school-based acute bouts of CMB or PAL on (PA), cognition, academic performance and classroom behaviour. The Downs and Black checklist assessed risk of bias. Ten PAL and eight CMB studies were identified from 2929 potentially relevant articles. Risk of bias scores ranged from 33% to 64.3%. Variation in study designs drove specific, but differing, outcomes. Three studies assessed PA using objective measures. Interventions replaced sedentary time with either light PA or moderate-to-vigorous PA dependent on design characteristics (mode, duration and intensity). Only one study factored individual PA outcomes into analyses. Classroom behaviour improved after longer moderate-to-vigorous (>10 min), or shorter more intense (5 min), CMB/PAL bouts (9 out of 11 interventions). There was no support for enhanced cognition or academic performance due to limited repeated studies. Low-to-medium quality designs predominate in investigations of the acute impacts of CMB and PAL on PA, cognition, academic performance and classroom behaviour. Variable quality in experimental designs, outcome measures and intervention characteristics impact outcomes making conclusions problematic. CMB and PAL increased PA and enhanced time on task. To improve confidence in study outcomes, future investigations should combine examples of good practice observed in current studies. CRD42017070981.
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