Search results for: Creative problem-based play
Commenced in January 2007
Frequency: Monthly
Edition: International
Paper Count: 724

Search results for: Creative problem-based play

634 The Key Factors in Shipping Company’s Port Selection for Providing Their Supplies

Authors: Sedigheh Zarei

Abstract:

The aim of this research is to identify the key factors in shipping company’s port selection in order to providing their requirement. To identify and rank factors that play the main role in selecting port for providing the ship requirement, at the first step, data were collected via Semi-structured interviews, the aim was to generate knowledge on how shipping company select the port and suppliers for providing their needs. 37 port selection factors were chosen from the previous researches and field interviews and have been categorized into two groups of port's factor and the factors of services of suppliers companies. The current study adopts a questionnaire survey to the main shipping companies' operators in Iran. Their responses reveal that level of services of supplying companies and customs rules play the important role in selecting the ports. Our findings could affect decisions made by port authorities to consider that supporting the privet sections for ship chandelling business could have the best result in attracting ships.

Keywords: Port selection, ship supplier, ship chandler, provision.

Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 6524
633 Applying Participatory Design for the Reuse of Deserted Community Spaces

Authors: Wei-Chieh Yeh, Yung-Tang Shen

Abstract:

The concept of community building started in 1994 in Taiwan. After years of development, it fostered the notion of active local resident participation in community issues as co-operators, instead of minions. Participatory design gives participants more control in the decision-making process, helps to reduce the friction caused by arguments and assists in bringing different parties to consensus. This results in an increase in the efficiency of projects run in the community. Therefore, the participation of local residents is key to the success of community building. This study applied participatory design to develop plans for the reuse of deserted spaces in the community from the first stage of brainstorming for design ideas, making creative models to be employed later, through to the final stage of construction. After conducting a series of participatory designed activities, it aimed to integrate the different opinions of residents, develop a sense of belonging and reach a consensus. Besides this, it also aimed at building the residents’ awareness of their responsibilities for the environment and related issues of sustainable development. By reviewing relevant literature and understanding the history of related studies, the study formulated a theory. It took the “2012-2014 Changhua County Community Planner Counseling Program” as a case study to investigate the implementation process of participatory design. Research data are collected by document analysis, participants’ observation and in-depth interviews. After examining the three elements of “Design Participation”, “Construction Participation”, and” Follow–up Maintenance Participation” in the case, the study emerged with a promising conclusion: Maintenance works were carried out better compared to common public works. Besides this, maintenance costs were lower. Moreover, the works that residents were involved in were more creative. Most importantly, the community characteristics could be easy be recognized.

Keywords: Participatory design, Deserted spaces, Community building, Reuse.

Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 1250
632 The Genesis of the Art of the Kazakh Sals, Seris and Paluans in Characteristic Comparison to European Histriones and Russian Skomorkhs

Authors: D. Dosbatyrov

Abstract:

This article is a piece of the doctoral thesis "Syncretism of traditional Kazakh culture in the light of the innovation direction of circus and choreographic art of Kazakhstan and its integration into the world civilization", and reveals the features of the creative personalities of the traditional culture of shamans, sals, seris, paluans in the comparative characteristic of the European histriones and Russian skomorokhs.

Keywords: circus, histriones, shamans, skomorkhs

Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 1562
631 Designing Creative Events with Deconstructivism Approach

Authors: Maryam Memarian, Mahmood Naghizadeh

Abstract:

Deconstruction is an approach that is entirely incompatible with the traditional prevalent architecture. Considering the fact that this approach attempts to put architecture in sharp contrast with its opposite events and transpires with attending to the neglected and missing aspects of architecture and deconstructing its stable structures. It also recklessly proceeds beyond the existing frameworks and intends to create a different and more efficient prospect for space. The aim of deconstruction architecture is to satisfy both the prospective and retrospective visions as well as takes into account all tastes of the present in order to transcend time. Likewise, it ventures to fragment the facts and symbols of the past and extract new concepts from within their heart, which coincide with today’s circumstances. Since this approach is an attempt to surpass the limits of the prevalent architecture, it can be employed to design places in which creative events occur and imagination and ambition flourish. Thought-provoking artistic events can grow and mature in such places and be represented in the best way possible to all people. The concept of event proposed in the plan grows out of the interaction between space and creation. In addition to triggering surprise and high impressions, it is also considered as a bold journey into the suspended realms of the traditional conflicts in architecture such as architecture-landscape, interior-exterior, center-margin, product-process, and stability-instability. In this project, at first, through interpretive-historical research method and examining the inputs and data collection, recognition and organizing takes place. After evaluating the obtained data using deductive reasoning, the data is eventually interpreted. Given the fact that the research topic is in its infancy and there is not a similar case in Iran with limited number of corresponding instances across the world, the selected topic helps to shed lights on the unrevealed and neglected parts in architecture. Similarly, criticizing, investigating and comparing specific and highly prized cases in other countries with the project under study can serve as an introduction into this architecture style.

Keywords: Creativity, deconstruction, event.

Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 1848
630 The Experience of Middle Grade Teachers in a Culture of Collaboration

Authors: Tamara Tallman

Abstract:

Collaboration is a powerful tool for professional development and central for creating opportunities for teachers to reflect on their practice. However, school districts continue to have difficulty both implementing and sustaining collaboration. The purpose of this research was to investigate the experience of the teacher in a creative, instructional collaboration. The teachers in this study found that teacher-initiated collaboration offered them trust and they were more open with their partners. An interpretative phenomenological analysis was used for this study as it told the story of the teacher’s experience. Interpretative Phenomenological Analysis was chosen for this study to capture the complex and contextual nature of the teacher experience from a creative, instructional collaborative experience. This study sought to answer the question of how teachers in a private, faith-based school experience collaboration. In particular, the researcher engaged the study’s participants in interviews where they shared their unique perspectives on their experiences in relation to this phenomenon. Through the use of interpretative phenomenological analysis, the researcher interpreted the experiences of each participant in an attempt to gain deeper insight into how teachers made sense of their understanding of collaboration. In addition to the researcher’s interpreting the meaning of this construct for each research participant, this study gave a voice to the individual experiences and positionality of each participant at the research site. Moreover, the key findings presented in this study shed light on how teachers within this particular context participated in and made sense of their experience of creating an instructional collaborative. The research presented the findings that speak to the meaning that each research participant experienced in their relation to participating in building a collaborative culture and its effect on professional and personal growth. The researcher provided recommendations for future practice and research possibilities. The research findings demonstrated the unique experiences of each participant as well as a connection to the literature within the field of teacher professional development. The results also supported the claim that teacher collaboration can facilitate school reform. Participating teachers felt less isolation and developed more teacher knowledge.

Keywords: Collaboration, professional development, teacher, growth.

Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 536
629 Deixis and Personalization in Ad Slogans

Authors: Anne A. Christopher

Abstract:

This study examines the use of the persuasive strategy of deixis and personalization in advertising slogans. This rhetorical/ stylistic and linguistic strategy has been found to be widely used in advertising slogans for over a century. A total of five hundred advertising slogans of multinational companies in both product and service sectors were obtained. The analysis reveals the 3 main components of this strategy as being deictic words, absolute uniqueness and personal pronouns. The percentage and mean of the use of the 3 components are tabulated. The findings show that advertisers have used this persuasive strategy in creative ways to persuade consumers to buy their products and services.

Keywords: Advertising slogans, deixis, personalization, persuasive strategy.

Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 4193
628 Portable Virtual Piano Design

Authors: Yu-Xiang Zhao, Chien-Hsing Chou, Mu-Chun Su, Yi-Zeng Hsieh

Abstract:

The purpose of this study is to design a portable virtual piano. By utilizing optical fiber gloves and the virtual piano software designed by this study, the user can play the piano anywhere at any time. This virtual piano consists of three major parts: finger tapping identification, hand movement and positioning identification, and MIDI software sound effect simulation. To play the virtual piano, the user wears optical fiber gloves and simulates piano key tapping motions. The finger bending information detected by the optical fiber gloves can tell when piano key tapping motions are made. Images captured by a video camera are analyzed, hand locations and moving directions are positioned, and the corresponding scales are found. The system integrates finger tapping identification with information about hand placement in relation to corresponding piano key positions, and generates MIDI piano sound effects based on this data. This experiment shows that the proposed method achieves an accuracy rate of 95% for determining when a piano key is tapped.

Keywords: virtual piano, portable, identification, optical fibergloves.

Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 1691
627 A study of Cancer-related MicroRNAs through Expression Data and Literature Search

Authors: Chien-Hung Huang, Chia-Wei Weng, Chang-Chih Chiang, Shih-Hua Wu, Chih-Hsien Huang, Ka-Lok Ng

Abstract:

MicroRNAs (miRNAs) are a class of non-coding RNAs that hybridize to mRNAs and induce either translation repression or mRNA cleavage. Recently, it has been reported that miRNAs could possibly play an important role in human diseases. By integrating miRNA target genes, cancer genes, miRNA and mRNA expression profiles information, a database is developed to link miRNAs to cancer target genes. The database provides experimentally verified human miRNA target genes information, including oncogenes and tumor suppressor genes. In addition, fragile sites information for miRNAs, and the strength of the correlation of miRNA and its target mRNA expression level for nine tissue types are computed, which serve as an indicator for suggesting miRNAs could play a role in human cancer. The database is freely accessible at http://ppi.bioinfo.asia.edu.tw/mirna_target/index.html.

Keywords: MicroRNA, miRNA expression profile, mRNAexpression profile, cancer genes, oncogene, tumor suppressor gene

Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 1476
626 Business Skills Laboratory in Action: Combining a Practice Enterprise Model and an ERP-Simulation to a Comprehensive Business Learning Environment

Authors: Karoliina Nisula, Samuli Pekkola

Abstract:

Business education has been criticized for being too theoretical and distant from business life. Different types of experiential learning environments ranging from manual role-play to computer simulations and enterprise resource planning (ERP) systems have been used to introduce the realistic and practical experience into business learning. Each of these learning environments approaches business learning from a different perspective. The implementations tend to be individual exercises supplementing the traditional courses. We suggest combining them into a business skills laboratory resembling an actual workplace. In this paper, we present a concrete implementation of an ERP-supported business learning environment that is used throughout the first year undergraduate business curriculum. We validate the implementation by evaluating the learning outcomes through the different domains of Bloom’s taxonomy. We use the role-play oriented practice enterprise model as a comparison group. Our findings indicate that using the ERP simulation improves the poor and average students’ lower-level cognitive learning. On the affective domain, the ERP-simulation appears to enhance motivation to learn as well as perceived acquisition of practical hands-on skills.

Keywords: Business simulations, experiential learning, ERP systems, learning environments.

Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 1098
625 A Computer Aided Model for Supporting Design Education

Authors: Leyla Y. Tokman, Rusen Yamaçlı

Abstract:

Educating effective architect designers is an important goal of architectural education. But what contributes to students- performance, and to critical and creative thinking in architectural design education? Besides teaching architecture students how to understand logical arguments, eliminate the inadequate solutions and focus on the correct ones, it is also crucial to teach students how to focus on exploring ideas and the alternative solutions and seeking for other right answers rather than one. This paper focuses on the enhancing architectural design education and may provide implications for enhancing teaching design.

Keywords: Architectural education, design studio, teaching method, GUI-Graphical User Interface.

Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 1793
624 The HDH Model for the Development of Creative Structural Thinking and Its Applications to Other Systems

Authors: Mosseri Avraham

Abstract:

Teaching structures and structural design in architectural studies is considered a difficult mission due to complex reasons and circumstances. This article proposes a new conceptual model (HDH) for teaching structures and structural design in architectural studies. Because of its systems-thinking orientation it is also relevant and applicable to other fields and systems. The HDH model was developed in order to encourage the integration of science and art, especially in relation to structures, in architectural studies.

Keywords: Structural Thinking, Conceptual Design, Teaching Structures, Systems Thinking.

Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 1365
623 Case Studies in Three Domains of Learning: Cognitive, Affective, Psychomotor

Authors: Zeinabsadat Haghshenas

Abstract:

Bloom’s Taxonomy has been changed during the years. The idea of this writing is about the revision that has happened in both facts and terms. It also contains case studies of using cognitive Bloom’s taxonomy in teaching geometric solids to the secondary school students, affective objectives in a creative workshop for adults and psychomotor objectives in fixing a malfunctioned refrigerator lamp. There is also pointed to the important role of classification objectives in adult education as a way to prevent memory loss.

Keywords: Adult education, affective domain, cognitive domain, memory loss, psychomotor domain.

Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 7085
622 Co-Creational Model for Blended Learning in a Flipped Classroom Environment Focusing on the Combination of Coding and Drone-Building

Authors: A. Schuchter, M. Promegger

Abstract:

The outbreak of the COVID-19 pandemic has shown us that online education is so much more than just a cool feature for teachers – it is an essential part of modern teaching. In online math teaching, it is common to use tools to share screens, compute and calculate mathematical examples, while the students can watch the process. On the other hand, flipped classroom models are on the rise, with their focus on how students can gather knowledge by watching videos and on the teacher’s use of technological tools for information transfer. This paper proposes a co-educational teaching approach for coding and engineering subjects with the help of drone-building to spark interest in technology and create a platform for knowledge transfer. The project combines aspects from mathematics (matrices, vectors, shaders, trigonometry), physics (force, pressure and rotation) and coding (computational thinking, block-based programming, JavaScript and Python) and makes use of collaborative-shared 3D Modeling with clara.io, where students create mathematics knowhow. The instructor follows a problem-based learning approach and encourages their students to find solutions in their own time and in their own way, which will help them develop new skills intuitively and boost logically structured thinking. The collaborative aspect of working in groups will help the students develop communication skills as well as structural and computational thinking. Students are not just listeners as in traditional classroom settings, but play an active part in creating content together by compiling a Handbook of Knowledge (called “open book”) with examples and solutions. Before students start calculating, they have to write down all their ideas and working steps in full sentences so other students can easily follow their train of thought. Therefore, students will learn to formulate goals, solve problems, and create a ready-to use product with the help of “reverse engineering”, cross-referencing and creative thinking. The work on drones gives the students the opportunity to create a real-life application with a practical purpose, while going through all stages of product development.

Keywords: Flipped classroom, co-creational education, coding, making, drones, co-education, ARCS-model, problem-based learning.

Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 439
621 Flood-Induced River Disruption: Geomorphic Imprints and Topographic Effects in Kelantan River Catchment from Kemubu to Kuala Besar, Kelantan, Malaysia

Authors: Mohamad Muqtada Ali Khan, Nor Ashikin Shaari, Donny Adriansyah Bin Nazaruddin, Hafzan Eva Bt Mansoor

Abstract:

Floods play a key role in landform evolution of an area. This process is likely to alter the topography of the earth’s surface. The present study area, Kota Bharu is very prone to floods extends from upstream of Kelantan River near Kemubu to the downstream area near Kuala Besar. These flood events which occur every year in the study area exhibit a strong bearing on river morphological set-up. In the present study, three satellite imageries of different time periods have been used to manifest the post-flood landform changes. The pre-processing of the images such as subset, geometric corrections and atmospheric corrections were carried-out using ENVI 4.5 followed by the analysis processes. Twenty sets of cross sections were plotted using software Erdas 9.2, ERDAS and ArcGis 10 for the all three images. The results show a significant change in the length of the cross section which suggest that the geomorphological processes play a key role in carving and shaping the river banks during the floods. 

Keywords: Flood Induced, Geomorphic imprints, Kelantan river, Malaysia.

Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 2359
620 E-Education in Multicultural Setting: The Success of Mobile Learning

Authors: Subramaniam Chandran

Abstract:

This paper explains how mobile learning assures sustainable e-education for multicultural group of students. This paper reports the impact of mobile learning on distance education in multicultural environment. The emergence of learning technologies through CD, internet, and mobile is increasingly adopted by distance institutes for quick delivery and cost-effective purposes. Their sustainability is conditioned by the structure of learners as well as the teaching community. The experimental study was conducted among the distant learners of Vinayaka Missions University located at Salem in India. Students were drawn from multicultural environment based on different languages, religions, class and communities. During the mobile learning sessions, the students, who are divided on language, religion, class and community, were dominated by play impulse rather than study anxiety or cultural inhibitions. This study confirmed that mobile learning improved the performance of the students despite their division based on region, language or culture. In other words, technology was able to transcend the relative deprivation in the multicultural groups. It also confirms sustainable e-education through mobile learning and cost-effective system of instruction. Mobile learning appropriates the self-motivation and play impulse of the young learners in providing sustainable e-education to multicultural social groups of students.

Keywords: E-Education, mobile learning, multiculturalism.

Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 2000
619 Automatic Music Score Recognition System Using Digital Image Processing

Authors: Yuan-Hsiang Chang, Zhong-Xian Peng, Li-Der Jeng

Abstract:

Music has always been an integral part of human’s daily lives. But, for the most people, reading musical score and turning it into melody is not easy. This study aims to develop an Automatic music score recognition system using digital image processing, which can be used to read and analyze musical score images automatically. The technical approaches included: (1) staff region segmentation; (2) image preprocessing; (3) note recognition; and (4) accidental and rest recognition. Digital image processing techniques (e.g., horizontal /vertical projections, connected component labeling, morphological processing, template matching, etc.) were applied according to musical notes, accidents, and rests in staff notations. Preliminary results showed that our system could achieve detection and recognition rates of 96.3% and 91.7%, respectively. In conclusion, we presented an effective automated musical score recognition system that could be integrated in a system with a media player to play music/songs given input images of musical score. Ultimately, this system could also be incorporated in applications for mobile devices as a learning tool, such that a music player could learn to play music/songs.

Keywords: Connected component labeling, image processing, morphological processing, optical musical recognition.

Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 1875
618 Design and Development of an Innovative Advertisement Display with Flipping Mechanism

Authors: Raymond Yeo K. W., P. Y. Lim, Farrah Wong

Abstract:

Attractive and creative advertisement displays are often in high demand as they are known to have profound impact on the commercial market. In the fast advancement of technology, advertising trend has taken a great leap in attracting more and more demanding consumers. A low-cost and low-power consumption flipping advertisement board has been developed in this paper. The design of the electrical circuit and the controller of the advertisement board are presented. A microcontroller, a Darlington Pair driver and a unipolar stepper motor were used to operate the electrical flipping advertisement board. The proposed system has been implemented and the hardware has been tested to demonstrate the capability of displaying multiple advertisements in a panel.

Keywords: Advertisement board, microcontroller, stepper motor.

Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 2049
617 Analysis on the Game-Playing Tendency of SNGs (Social Network Games) users by Gender

Authors: Jooyeon Yook, Wonjun Ko

Abstract:

As the Social network game(SNG) is rising dramatically worldwide, an interesting aspect has appeared in the demographic analysis. That is the ratio of the game users by gender. Although the ratio of male and female users in online game was 60:40% previously, the ratio of male and female users in SNG stood at 47:53% which shows that the ratio of female users is higher than that of male users. Here, it should be noted that 35% in those 53% female users are the first-time users of game. This fact suggests that women who were not interested in game previously has taken an interest in SNG. Notwithstanding this issue, there have been little studies on the female users of SNG although there are many studies that analyzed the tendency of female users- online game play. This study conducted the analyzed how the game-playing tendency of SNG gamers was manifested in the game by gender. For that, this study will identify the tendency of SNG users by gender based on the preceding studies that analyzed the online game users by gender. The subject of this study was confined to the farm and urban construction simulation games which were offered based on the mobile application platform. Regarding the methodology of study, the first focus group interview(FGI) was conducted with the male and female users who had played games on Social network service(SNS) until recently. Later, the second one-on-one in-depth interview was conducted to gain an insight into the psychological state of the subjects.

Keywords: Social network Game, Gender, Play inclination, Game psychology

Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 1682
616 The Client-Supplier Relationship in Managing Innovation: Delineating Defence Industry First Mover Challenges within the Government Contract Competition

Authors: Edward Pol

Abstract:

All companies are confronted with the need to innovate in order to meet market demands. In so doing they are challenged with the dilemma of whether to aim to be first into the market with a new innovative product, or to deliberately wait and learn from a pioneers’ mistakes; potentially avoiding higher risks. It is therefore important to critically understand from a first mover advantage and disadvantage perspective the decision-making implications of defence industry transformation onset by an innovative paradigm shift. This paper will argue that the type of industry characteristics matter, especially when considering what role the clients play in the innovation process and what their level of influence is. Through investigation of qualitative case study research, this inquiry will focus on first mover advantages and first mover disadvantages with a view to establish practical and value-added academic findings by focusing on specific industries where the clients play an active role in cooperation with the supplier innovation. The resulting findings will help managers to mitigate risk in innovative technology introduction. A selection from several defence industry innovations is specifically chosen because of the client–supplier relationship that typically differs from traditional first mover research. In this instance, case studies will be used referencing vertical-take-off-and-landing defence equipment innovations. 

Keywords: innovation, pioneer, first mover advantage, first mover disadvantage, risk

Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 400
615 Harrison’s Stolen: Addressing Aboriginal and Indigenous Islanders Human Rights

Authors: M. Shukry

Abstract:

According to the United Nations Declaration of Human Rights in 1948, every human being is entitled to rights in life that should be respected by others and protected by the state and community. Such rights are inherent regardless of colour, ethnicity, gender, religion or otherwise, and it is expected that all humans alike have the right to live without discrimination of any sort. However, that has not been the case with Aborigines in Australia. Over a long period of time, the governments of the State and the Territories and the Australian Commonwealth denied the Aboriginal and Indigenous inhabitants of the Torres Strait Islands such rights. Past Australian governments set policies and laws that enabled them to forcefully remove Indigenous children from their parents, which resulted in creating lost generations living the trauma of the loss of cultural identity, alienation and even their own selfhood. Intending to reduce that population of natives and their Aboriginal culture while, on the other hand, assimilate them into mainstream society, they gave themselves the right to remove them from their families with no hope of return. That practice has led to tragic consequences due to the trauma that has affected those children, an experience that is depicted by Jane Harrison in her play Stolen. The drama is the outcome of a six-year project on lost children and which was first performed in 1997 in Melbourne. Five actors only appear on the stage, playing the role of all the different characters, whether the main protagonists or the remaining cast, present or non-present ones as voices. The play outlines the life of five children who have been taken from their parents at an early age, entailing a disastrous negative impact that differs from one to the other. Unknown to each other, what connects between them is being put in a children’s home. The purpose of this paper is to analyse the play’s text in light of the 1948 Declaration of Human Rights, using it as a lens that reflects the atrocities practiced against the Aborigines. It highlights how such practices formed an outrageous violation of those natives’ rights as human beings. Harrison’s dramatic technique in conveying the children’s experiences is through a non-linear structure, fluctuating between past and present that are linked together within each of the five characters, reflecting their suffering and pain to create an emotional link between them and the audience. Her dramatic handling of the issue by fusing tragedy with humour as well as symbolism is a successful technique in revealing the traumatic memory of those children and their present life. The play has made a difference in commencing to address the problem of the right of all children to be with their families, which renders the real meaning of having a home and an identity as people.

Keywords: Aboriginal, audience, Australia, children, culture, drama, home, human rights, identity, indigenous, Jane Harrison, memory, scenic effects, setting, stage, stage directions, Stolen, trauma.

Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 1565
614 Role of Director's Philosophical Approach in Cinematographic Expression

Authors: Sedat Cereci

Abstract:

The original idea for a feature film may come from a writer, director or a producer. Director is the person responsible for the creative aspects, both interpretive and technical, of a motion picture production in a film. Director may be shot discussing his project with his or her cowriters, members of production staff, and producer, and director may be shown selecting locales or constructing sets. All these activities provide, of course, ways of externalizing director-s ideas about the film. A director sometimes pushes both the film image and techniques of narration to new artistic limits, but main responsibility of director is take the spectator to an original opinion in his philosophical approach. Director tries to find an artistic angle in every scene and change screenplay into an effective story and sets his film on a spiritual and philosophical base.

Keywords: Director, role, film, approach, opinion.

Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 1487
613 Media Facades Utilization for Sustainable Tourism Promotion in Historic Places: Case Study of the Walled City of Famagusta, North Cyprus

Authors: Nikou Javadi, Uğur Dağlı

Abstract:

The importance of culture and tourism in the attractiveness and competitiveness of the countries is central, and many regions are evidencing their cultural assets, tangible and intangible, as a means to create comparative advantages in tourism and produce a distinctive place in response to the pressures of globalization. Culture and tourism are interlinked because of their obvious combination and growth potential. Cultural tourism is a crucial global tourism market with fast growing. Regions can develop significant relations between culture and tourism to increase their attractiveness as places to visit, live and invest, increasing their competitiveness. Accordingly, having new and creative approach to historical areas as cultural value-based destinations can improve their conditions to promote tourism. Furthermore, in 21st century, media become the most important factor affecting the development of urban cities, including public places. As a result of the digital revolution, re-imaging and re-linkage public places by media are essential to create more interactions between public spaces and users, interaction media display, and urban screens, one of the most important defined media. This interaction can transform the urban space from being neglected to be more interactive space with users, especially the pedestrians. The paper focuses on The Walled City of Famagusta. As many other historic quarters elsewhere in the world, is in a process, of decay and deterioration, and its functionally distinctive areas are severely threatened by physical, functional, locational, and image obsolescence at varying degrees. So the focus on the future development of this area through tourism promotion can be an appropriate decision for the monument enhancement of the spatial quality in Walled City of Famagusta. In this paper, it is aimed to identify the effects of these new digital factors to transform public spaces especially in historic urban areas to promote creative tourism. Accordingly, two different analysis methods are used as well as a theoretical review. The first is case study on site and the second is Close ended questionnaire, test many concepts raised in this paper. The physical analysis on site carried out in order to evaluate the walled city restoration for touristic purpose. Besides, theoretical review is done in order to provide background to the subject and cleared Factors to attract tourists.

Keywords: Historical areas, Media Facade, Sustainable tourism, Walled city of Famagusta.

Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 2181
612 Principles of Editing and Story Telling in Relation to Editorial Graphic Design

Authors: Melike Taşcıoğlu

Abstract:

This paper aims to combine film-editing principles with basic design principles to explore what graphic designers do in terms of storytelling. The sequential aspect of film is designed and examined through the art of editing. Examining the rules, principles and formulas of film editing can be a used as a method by graphic designers to further practice the art of storytelling. There are many publications and extensive research on design basics; however, time, pace, dramatic structure and choreography are not very well defined in the area of graphic design. In this era of creative storytelling and interdisciplinary collaboration, not only film editors, but also graphic designers and students of art and design should understand the theory and practice of editing to be able to create a strong mise-en-scène and not only a mise-en-page.

Keywords: Design principles, editing principles, editorial design, film editing, graphic design, storytelling.

Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 2545
611 A method for Music Classification Based On Perceived Mood Detection for Indian Bollywood Music

Authors: Vallabha Hampiholi

Abstract:

A lot of research has been done in the past decade in the field of audio content analysis for extracting various information from audio signal. One such significant information is the "perceived mood" or the "emotions" related to a music or audio clip. This information is extremely useful in applications like creating or adapting the play-list based on the mood of the listener. This information could also be helpful in better classification of the music database. In this paper we have presented a method to classify music not just based on the meta-data of the audio clip but also include the "mood" factor to help improve the music classification. We propose an automated and efficient way of classifying music samples based on the mood detection from the audio data. We in particular try to classify the music based on mood for Indian bollywood music. The proposed method tries to address the following problem statement: Genre information (usually part of the audio meta-data) alone does not help in better music classification. For example the acoustic version of the song "nothing else matters by Metallica" can be classified as melody music and thereby a person in relaxing or chill out mood might want to listen to this track. But more often than not this track is associated with metal / heavy rock genre and if a listener classified his play-list based on the genre information alone for his current mood, the user shall miss out on listening to this track. Currently methods exist to detect mood in western or similar kind of music. Our paper tries to solve the issue for Indian bollywood music from an Indian cultural context

Keywords: Mood, music classification, music genre, rhythm, music analysis.

Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 3414
610 The Management of Media Literacy Development for Thai Students

Authors: Supranee Wattanasin

Abstract:

The purpose of this research was to enhance student’s media literacy. The process was divided into 4 periods: the first phase was to hold the meeting for 100 representatives from various institutions in Thailand; the second phase allowed them to design activities to be used in their institutions; the third implemented activities to reach other target groups; and the last phase was to summarize results. It was found that the participants had clear understanding on media literacy. They knew well about the media. In other words, they knew the difference between creative media and bad ones. Students could use analytical process when searching for information. Thus, the project enabled the students to use analytical thinking skills in designing new activities. Therefore, they could creatively integrate Thai folk song with short movies and cartoons. To increase students’ media literacy, there should be chances for them to gain first-hand experience.

Keywords: Management, development, media literacy, Thai students.

Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 681
609 The Role of Ideophones: Phonological and Morphological Characteristics in Literature

Authors: Cristina Bahón Arnaiz

Abstract:

Many Asian languages, such as Korean and Japanese, are well-known for their wide use of sound symbolic words or ideophones. This is a very particular characteristic which enriches its lexicon hugely. Ideophones are a class of sound symbolic words that utilize sound symbolism to express aspects, states, emotions, or conditions that can be experienced through the senses, such as shape, color, smell, action or movement. Ideophones have very particular characteristics in terms of sound symbolism and morphology, which distinguish them from other words. The phonological characteristics of ideophones are vowel ablaut or vowel gradation and consonant mutation. In the case of Korean, there are light vowels and dark vowels. Depending on the type of vowel that is used, the meaning will slightly change. Consonant mutation, also known as consonant ablaut, contributes to the level of intensity, emphasis, and volume of an expression. In addition to these phonological characteristics, there is one main morphological singularity, which is reduplication and it carries the meaning of continuity, repetition, intensity, emphasis, and plurality. All these characteristics play an important role in both linguistics and literature as they enhance the meaning of what is trying to be expressed with incredible semantic detail, expressiveness, and rhythm. The following study will analyze the ideophones used in a single paragraph of a Korean novel, which add incredible yet subtle detail to the meaning of the words, and advance the expressiveness and rhythm of the text. The results from analyzing one paragraph from a novel, after presenting the phonological and morphological characteristics of Korean ideophones, will evidence the important role that ideophones play in literature. 

Keywords: Ideophones, mimetic words, phonomimes, phenomimes, psychomimes, sound symbolism.

Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 1050
608 The Design Process of an Interactive Seat for Improving Workplace Productivity

Authors: Carlos Ferreira, Paulo Freitas, Valentim Freitas

Abstract:

Creative industries’ workers are becoming more prominent as countries move towards intellectual-based economies. Consequently, the nature and essence of the workplace needs to be reconfigured so that creativity and productivity can be better promoted at these spaces. Using a multidisciplinary approach and a user-centered methodology, combining product design, electronic engineering, software and human-computer interaction, we have designed and developed a new seat that uses embedded sensors and actuators to increase the overall well-being of its users, their productivity and their creativity. Our contribution focuses on the parameters that most affect the user’s work on these kinds of spaces, which are, according to our study, noise and temperature. We describe the design process for a new interactive seat targeted at improving workspace productivity.

Keywords: Human-computer interaction, usability, user interface, creativity, ergonomics.

Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 993
607 A Support System Applicable to Multiple APIs for Haptic VR Application Designers

Authors: Masaharu Isshiki, Kenji Murakami, Shun Ido

Abstract:

This paper describes a proposed support system which enables applications designers to effectively create VR applications using multiple haptic APIs. When the VR designers create applications, it is often difficult to handle and understand many parameters and functions that have to be set in the application program using documentation manuals only. This complication may disrupt creative imagination and result in inefficient coding. So, we proposed the support application which improved the efficiency of VR applications development and provided the interactive components of confirmation of operations with haptic sense previously. In this paper, we describe improvements of our former proposed support application, which was applicable to multiple APIs and haptic devices, and evaluate the new application by having participants complete VR program. Results from a preliminary experiment suggest that our application facilitates creation of VR applications.

Keywords: VR application, Support system, Haptic devices, Haptic APIs.

Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 1309
606 Studying Efficiency of Digital Technology Facilitated Assessment Techniques in Higher Education

Authors: B. Ferdousi

Abstract:

This study examines the adoption of digital technology in academic assessment or e-assessment in higher education. The main focus of this research is to determine the impact of advanced digital technology on different assessment techniques such as formative assessment and summative assessment. The goal of this study is to critically evaluate the selection of different assessment methods using digital technology to enhance assessment for more effective learning. Given the increasing use of digital technology in the assessment of students' achievement in the learning process, this research is significant. Based on a literature review of different assessment techniques using technology, this study focuses on the formative and summative techniques of e-assessment. The paper offers an in-depth analysis of the innovative and creative use of digital technology in assessment. The findings of this research will enhance knowledge and in-depth understanding of using technology in assessment, especially in active learning environments, in higher academic institutions.

Keywords: E-assessment techniques, assessment for learning, assessment of learning, digital technology.

Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 74
605 The Effect of Iconic and Beat Gestures on Memory Recall in Greek’s First and Second Language

Authors: Eleni Ioanna Levantinou

Abstract:

Gestures play a major role in comprehension and memory recall due to the fact that aid the efficient channel of the meaning and support listeners’ comprehension and memory. In the present study, the assistance of two kinds of gestures (iconic and beat gestures) is tested in regards to memory and recall. The hypothesis investigated here is whether or not iconic and beat gestures provide assistance in memory and recall in Greek and in Greek speakers’ second language. Two groups of participants were formed, one comprising Greeks that reside in Athens and one with Greeks that reside in Copenhagen. Three kinds of stimuli were used: A video with words accompanied with iconic gestures, a video with words accompanied with beat gestures and a video with words alone. The languages used are Greek and English. The words in the English videos were spoken by a native English speaker and by a Greek speaker talking English. The reason for this is that when it comes to beat gestures that serve a meta-cognitive function and are generated according to the intonation of a language, prosody plays a major role. Thus, participants that have different influences in prosody may generate different results from rhythmic gestures. Memory recall was assessed by asking the participants to try to remember as many words as they could after viewing each video. Results show that iconic gestures provide significant assistance in memory and recall in Greek and in English whether they are produced by a native or a second language speaker. In the case of beat gestures though, the findings indicate that beat gestures may not play such a significant role in Greek language. As far as intonation is concerned, a significant difference was not found in the case of beat gestures produced by a native English speaker and by a Greek speaker talking English.

Keywords: First language, gestures, memory, second language acquisition.

Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 1227