{"title":"Virtual Reality and Learning in an African University Environment: Trends and Contextual Issues","authors":"K. Bwalya","doi":"10.4018/ijacdt.2011010104","DOIUrl":"https://doi.org/10.4018/ijacdt.2011010104","url":null,"abstract":"Incorporating Virtual Reality aesthetics and semantics can contribute towards transforming the education landscape in both the developed and developing world. This can be realized by VR’s capacity to enable the design of more vibrant and dynamic/interactive multimedia applications that are user centric. VR has a positive impact on e-Learning, which is an emerging education model in Africa. This paper uproots the different initiatives, experiences, and challenges that have been met by various endeavors to employ VR as a tool for education, especially in African universities. Using exploratory approaches, two universities in South Africa and Botswana are reviewed as case studies in order to ascertain the status of VR use in higher education in Africa. The paper finds that the potential of VR education is evident in Africa but needs to be unearthed.","PeriodicalId":181387,"journal":{"name":"Int. J. Art Cult. Des. Technol.","volume":"159 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121739273","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
A. Bittar, Valéria M. Chaves Figueiredo, Alexa Ferreira
{"title":"Brazil-United Kingdom Dance Medicine and Science Network as a Place for Poetic Preparation Research","authors":"A. Bittar, Valéria M. Chaves Figueiredo, Alexa Ferreira","doi":"10.4018/IJACDT.2018010101","DOIUrl":"https://doi.org/10.4018/IJACDT.2018010101","url":null,"abstract":"","PeriodicalId":181387,"journal":{"name":"Int. J. Art Cult. Des. Technol.","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123045169","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Two Faces of the Reality: New Social Movements","authors":"C. Köroglu, Muhammet Ali Köroglu","doi":"10.4018/IJACDT.2016010102","DOIUrl":"https://doi.org/10.4018/IJACDT.2016010102","url":null,"abstract":"Human has constituted societies, and create language and culture as vital institutions, because it is a social being. In spite of individual differences, created common values and institutions become possible through the collective action to meet the needs of human. Social movements and new social movements should also be evaluated from this perspective. When considered social movements as an attempt to meet the needs of the community and solve the problems, one can say that they have existed in every period of the history. Today, the social movements that emerged especially after the 1960s are called new social movements because they are expressions of different problems and needs. This conceptualization is especially true for the Western world. Today, the social movements emerging especially in the Islamic world and East have some similarities and differences. In terms of following these similarities and differences, Turkey is an important example. KeywoRDS Economic Prosperity, Islamic World, New Social Movements Theory, Religious Social Movements, Resource Mobilization Theory, Social Change, Social Movements","PeriodicalId":181387,"journal":{"name":"Int. J. Art Cult. Des. Technol.","volume":"21 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130581354","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Advanced Spatialities","authors":"Ulrich Gehmann, M. Reiche","doi":"10.4018/ijacdt.2013010105","DOIUrl":"https://doi.org/10.4018/ijacdt.2013010105","url":null,"abstract":"ion of an ‘original’ reality rich in variety was transformed, via an abstract model, into a new reality – the space of the world is flow, structured flow according to functions, and it became not only an augementation device for a primordial reality already existing, but the reality, the world perceived as relevant. It started with the appliance of cybernetic models to shape the most diverse real issues, it continued to unfold with processes described in Manuel Castells’ Information Society with its “abstract instrumentalism”[3, p.3], and it now ended with the type of game we want to describe. What does this all mean? It means that we cannot understand the phenomena outlined in the examination to come without considering the historical context inside which they had evolved. Moreover, it means that the attempt to “augment” an existing reality, to meliorate it towards something perceived as better or (at least) more feasible has a long tradition inside our cultural sphere; in pursue of a myth of progress, the given reality has to be transformed (augmented), it is not allowed to stay as it is, for the respective time being, but has to be constantly improved, reworked. In its essence, it is a utopian approach in its literal meaning – the topos of the existing isn’t enough, we have to establish models for a better reality by abstracting from the existing, and the abstraction – the augmented version of the being as a model – has to be then, has to become reality. This is the overall move the following findings ground upon. Goal of this paper is to give a deeper understanding of the ability of the game to re-render the user’s perception of the city he lives in, as a concrete entity, and the implications this might have for the way he interacts with the places he visits. And aligned to it, our goal is to show that the actual destruction of space through augmenting it is not an isolated phenomenon restricted to “some” games but a general tendency of the historical epoch we live in. So, we want to show how the phenomena of games issued here are embedded in this general tendency, them being just one apex (amongst others) of this tendency. Gamifying Reality Let’s start with games. To explore the consequences of the game design of one popular example of a location-based game (Foursquare) to the perception of reality, we have to limit this perception of reality to the perception of place and space in general. It is about the implications regarding the perception of uniqueness of a place, making the latter to the entity it (originally, and genuinely) is, in having its own history and location in space; for instance, when you take the market place of an old town, embodying a specific, unique, and hence, individual place inside the frames of its surroundings of the town space it is located in. Our thesis is that this uniqueness, a necessary precondition for being a place and a space as well, is destroyed by the game, and therefore, that an anthropological basic c","PeriodicalId":181387,"journal":{"name":"Int. J. Art Cult. Des. Technol.","volume":"39 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127116077","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"District Resource: Culturally Creative Products Derived From a Local Legend","authors":"Wei-chen Chang","doi":"10.4018/ijacdt.2014010103","DOIUrl":"https://doi.org/10.4018/ijacdt.2014010103","url":null,"abstract":"Culture is a track of human existence in which humanity pursues its self-limits in invention, and explores human origins and the meaning of life (Miyazaki, 2002). A product designer imparts new meaning and value to products through innovative methods, and creates an impressive product that expresses the ideas he/she wishes to convey. Consequently, the core value of a product is to increase its emotional energy through innovation and to use a “story†to obtain meaningful situational and sentimental values that exemplify human affection. The author investigate the problem of a “legend†in grasping the thread of a story in design. Regarding the design of a cultural product, we discuss the application of a legend from the perspective of an emotional value that reflects local features and local cultural values through local stories. The author investigate the introduction of a story into the design of culturally creative products and explore the problem-solving ability involved in a story by discussing the perspectives of consumers who buy story-based cultural products that create experiences regarding the 5 senses through story-based design.","PeriodicalId":181387,"journal":{"name":"Int. J. Art Cult. Des. Technol.","volume":"8 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130591673","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"On Virtual FLUXUS","authors":"P. Lichty","doi":"10.4018/ijacdt.2012010103","DOIUrl":"https://doi.org/10.4018/ijacdt.2012010103","url":null,"abstract":"Contemporary Technologies in art are available from the 1960’s. Virtual Fluxus is the result of more than a decade of digital practice events, which give a definition of the online world. This article on Virtual Fluxus discusses the paradoxes of the Virtual in Contemporary Art. It starts its discussion with a citation from Al Hansen, as: “Fluxus is a Virtual Reality system where the glove doesn’t work properly and the helmet doesn’t fit. Other things happen than what was intended†. In this paper, the author underlines that when Virtual Fluxus happened, the gloves and goggles began to work, and when inside, things were more gloriously broken than could have been imagined. In this paper, there are several examples of virtual artworks from different authors examined.","PeriodicalId":181387,"journal":{"name":"Int. J. Art Cult. Des. Technol.","volume":"19 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115066500","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Models for Concept Derivation and Materialization in Design Management","authors":"B. Eilouti","doi":"10.4018/IJACDT.2019010104","DOIUrl":"https://doi.org/10.4018/IJACDT.2019010104","url":null,"abstract":"Design is a process that oscillates between visualization and materialization. Within this process, products usually start their lifecycles as abstract concepts that transmute incrementally from raw mental presentations in the inner world of their creators into physical objects in the external world. A framework and associative models for concept management, processing, formation and transformation are introduced and discussed. The framework comprises a set of major phases of concept development from primitive mental images into final materialized products. Concept derivation represents the core of the concept processing framework. Consequently, it is represented as the main nexus between knowledge abstraction and product materialization in design. Nine methods of concept generation and eight elements of concept translation into tangible design products are described and discussed. The concept generation and translation process are illustrated by examples of model implementation.","PeriodicalId":181387,"journal":{"name":"Int. J. Art Cult. Des. Technol.","volume":"31 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125082862","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Designing a Culturally Relevant Television Brand Identity Using Culture-Orientated Design Model","authors":"E. Appiah, Joseph Atta Danquah","doi":"10.4018/ijacdt.2020010103","DOIUrl":"https://doi.org/10.4018/ijacdt.2020010103","url":null,"abstract":"The adoption of digital television broadcasting across the world has heavily affected TV market size and also shifted viewer preferences towards foreign rather than local programmes. The challenge for stakeholders is how to preserve local cultural values in the new digital platforms, where consumers decide what and how they watch. Using Moalosi's culture-orientated model, this qualitative study looks at the extraction and categorization of relevant Ghanaian sociocultural values enshrined in concepts of human dignity that translate into sociocultural values. It analysis and translates the values into brand ident (identity) design features at the early stage of design. Results indicate that fusing associated sociocultural values into TV brand channel ident design connects consumers to their traditions. TV idents creatively associated with sociocultural values make a brand unique and relevant in this multichannel era.","PeriodicalId":181387,"journal":{"name":"Int. J. Art Cult. Des. Technol.","volume":"27 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122311083","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Visualization Elements of Shadow Play Technique Movement and Study of Computer Graphic Imagery (CGI) In Wayang Kulit Kelantan","authors":"Dahlan Bin Abdul Ghani","doi":"10.4018/jacdt.2011010105","DOIUrl":"https://doi.org/10.4018/jacdt.2011010105","url":null,"abstract":"In the attempt to preserve and safeguard the unique heritage of Wayang Kulit (Shadow Play), UNESCO has designated it as a Masterpiece of Oral and Intangible Heritage of Humanity on 7th November 2003. Wayang Kulit Kelantan in Malaysia is threatened with imminent extinction. This paper reviews the critical situation of Wayang Kulit Kelantan in Malaysia. The visualization and movement of Wayang Kulit Kelantan is described in four major aspects, which are the puppets, shadows, screen for shadow projection (Kelir), and its light source. It also reviews the comparison methods and techniques between Wayang Kulit Kelantan traditional shadow play and Computer Graphics Imagery (CGI) used as a prototype design in Wayang Kulit Kelantan.","PeriodicalId":181387,"journal":{"name":"Int. J. Art Cult. Des. Technol.","volume":"69 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129586116","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}