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This book focuses on Art and Design Education Research. Gathering 72 papers illustrated with diagrams and tables, they provide state-of-the-art information on infrastructure and sustainable issues in Art and Design, focusing on Design Industrial Applications, Visual Communication and New Media, Art Education Research, Cultural Studies, and the Social Implications of Art. They also offer detailed information on innovative research trends in Design Technology and Multimedia Design, as well as a compilation of interdisciplinary findings combining the Humanities and Quality of Life in Art and Design.
This book features 66 papers from the 2nd International Colloquium of Art and Design Education Research, i-CADER 2015. It illustrates the wide range of opinions and interpretations, mediums and technologies, policies and methodologies in this field. The papers, which have been reviewed by 380 experts from around the world, underline the latest trans-disciplinary research in art and design education. Coverage examines organization and sustainable issues, including: creative processes, knowledge and experience, design industrial applications, sustainable design, visual communication and new media, art education research, cultural studies, teaching and learning implications on art, traditional knowledge, and new technologies for industries. In addition, the volume also explores innovative research trends in cross-disciplinary findings, combining methodology and theory. Overall, readers are provided with an insightful analysis of the latest research and advances in art and design education.
This book examines the interaction between art, design, technology and the social sciences. It features 56 papers that were presented at the International Symposium on Research of Arts, Design and Humanities, ISRADH 2014, held at Sutera Harbour Resort, Kota Kinabalu, Malaysia. Complete with helpful diagrams and tables, the papers cover such topics as artificial reef development, racial discourse in the social media, stoneware as a replacement material for modern ventilation walls, and factors contributing to internet abuse in the workplace. Overall, the coverage focuses on global design trends and demands with an emphasis on people, business and technology. Inside, readers will find informat...
This book constitutes the refereed proceedings of the Third International Conference on Advances in Visual Informatics, IVIC 2013, held in Selangor, Malaysia, in November 2013. The four keynotes and 69 papers presented were carefully reviewed and selected from various submissions. The papers focus on four tracks: computer visions and engineering; computer graphics and simulation; virtual and augmented reality; and visualization and social computing.
This book of conference proceedings contains papers presented at the Art and Design International Conference (AnDIC 2016). It examines the impact of Cyberology, also known as Internet Science, on the world of art and design. It looks at how the rapid growth of Cyberology and the creation of various applications and devices have influenced human relationships. The book discusses the impact of Cyberology on the behaviour, attitudes and perceptions of users, including the way they work and communicate. With a strong focus on how the Cyberology world influences and changes the methods and works of artists, this book features topics that are relevant to four key players - artists, intermediaries, policy makers, and the audience - in a cultural system, especially in the world of art and design. It examines the development, problems and issues of traditional cultural values, identity and new trends in contemporary art. Most importantly, the book attempts to discuss the past, present and future of art and design whilst looking at some underlying issues that need to be addressed collectively.
Through a broad range of case studies spanning from imperial monuments to rural residences, Malayan Classicism puts forward a fundamentally new understanding of classical architecture in the Asian colonial context. Across Malaysia and Singapore, thousands of historic buildings are richly ornamented with motifs drawn from Ancient Greece and Rome - as plump volutes, lush acanthus leaves, and neat rows of dentils decorate mosques, palaces, government buildings and innumerable terraced shophouses. These classical details jostle with ideas drawn from other architectural traditions from across Asia in a style that is unique to the region. Presenting the first comprehensive account of what was, pri...
This book presents Islamic perspectives on a number of proposed water-management policies, including water demand management, wastewater reuse, and higher tariffs. The book opens avenues for a wider dialogue amongst researchers working at identifying the most promising water management policies, adds to our knowledge of some of the influences on formal policy and informal practice, and makes these ideals available to a broader public.
While the earliest character representations in video games were rudimentary in terms of their presentation and performance, the virtual characters that appear in games today can be extremely complex and lifelike. These are characters that have the potential to make a powerful and emotional connection with gamers. As virtual characters become more
Since publication of the fourth edition of this highly successful book, there have been a number of Government initiatives, reports and policies on how the health of children can best be protected and promoted. This revised fourth edition incorporates recent material on the National Service Framework, 'Every Child Matters', the public health report 'Choosing Health', and the Children Act. It has also been informed by new research on a variety of topics including Sure Start, obesity, Sudden Infant Death Syndrome (SIDS) and language acquisition. Health for all Children 4/e (revised) continues the themes of previous editions, in particular highlighting the growing evidence that behavioural prob...
Featuring Females analyzes the portrayals of women in a variety of outlets including reality television shows, films, print and electronic news programming, magazines, video games, and commercial advertising. And how aging, race/ethnicity, body image, gender roles, sexual orientation and relationships, and violence are treated in the media.