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This book gathers the papers of the PUDCAD Universal Design Practice Conference: Game + Design Education, organized by Istanbul Technical University and held online on June 24-26, 2020. The conference represented one of the key events of the Practicing Universal Design Principles in Design Education through a CAD-Based Game (PUDCAD) project, which developed a design game on a CAD-based platform, enabling students and designers to learn about universal design principles and develop accessible and innovative design ideas. As such, the PUDCAD project met one of the foremost goals of the European Commission, making sure the inclusion and efficient accessibility for people with disabilities into everyday life. The main topics of the conference include: universal design and education, universal design and user experience, game and design studies, gamification, virtual reality experiment, e-learning in design, and playful spaces and interfaces. The contributions, which were selected by means of a rigorous international peer-review process, highlight numerous exciting ideas that will spur novel research directions and foster multidisciplinary collaboration among different specialists.
This book gathers peer-reviewed papers presented at the 1st International and Interdisciplinary Conference on Digital Environments for Education, Arts and Heritage (EARTH2018), held in Brixen, Italy in July 2018. The papers focus on interdisciplinary and multi-disciplinary research concerning cutting-edge cultural heritage informatics and engineering; the use of technology for the representation, preservation and communication of cultural heritage knowledge; as well as heritage education in digital environments; innovative experiments in the field of digital representation; and methodological reflections on the use of IT tools in various educational contexts. The scope of the papers ranges f...
Global warming and the resulting climate change affecting our cities the most.For this reason, planners and designers have started to introduce different approaches to make cities more sustainable and livable. This book contains new theories, approaches and practices that scientists dealing with physical planning and design.
This Companion offers a multi-disciplinary approach to literature on film and television. Writers are drawn from different backgrounds to consider broad topics, such as the issue of adaptation from novels and plays to the screen, canonical and popular literature, fantasy, genre and adaptations for children. There are also case studies, such as Shakespeare, Jane Austen, the nineteenth-century novel and modernism, which allow the reader to place adaptations of the work of writers within a wider context. An interview with Andrew Davies, whose work includes Pride and Prejudice (1995) and Bleak House (2005), reveals the practical choices and challenges that face the professional writer and adaptor. The Companion as a whole provides an extensive survey of an increasingly popular field of study.
The disability lobby has successfully pushed for discrimination to be outlawed but 'institutional disablism' will not be stamped out without a political commitment to changing public attitudes, according to a new report from Demos called Disablism. Another part of the Disability Discrimination Act relating to employment comes into force in October 2004, but as the Demos report shows, disabled people suffer much more extreme forms of discrimination and oppression in all parts of their lives."Legislation is only a start and compared to other equality agendas disability is behind the game. There is a long way to go before equality is achieved," say the authors of the report, Paul Miller, Sophia...
From ancient Greece to Frank Lloyd Wright, studiola to smoking rooms, chimney boards to cocktail cabinets, and papier-mâché to tubular steel, the Encyclopedia of Interior Design provides a history of interior decoration and design from ancient times to the present day. It includes more than 500 illustrated entries covering a variety of subjects ranging from the work of the foremost designers, to the origins and function of principal rooms and furnishing types, as well as surveys of interior design by period and nationality all prepared by an international team of experts in the field. Entries on individuals include a biography, a chronological list of principal works or career summary, a primary and secondary bibliography, and a signed critical essay of 800 to 1500 words on the individual's work in interior design. The style and topic entries contain an identifying headnote, a guide to main collections, a list of secondary sources, and a signed critical essay.
This book focuses on the global quality of the design of systems that people interact with during their work activities and daily lives; a quality that involves the globality of people’s experience – physical, sensory, cognitive and emotional. It presents a concise and structured overview of the ergonomic approach to planning, and of methodological and operational tools from ergonomic research that can more directly and concretely contribute to the design process. The book also explores physical ergonomics and cognitive ergonomics, which are essential components of design culture. The final section addresses the main design problems and intervention criteria regarding the design of envir...
Using his own drawings, diagrams and photographs, author Trevor Yorke explains in an easy to understand manner, all aspects of the Victorian house and provides a definitive guide for those who are renovating, tracing the history of their own house or simply interested in this notable period of history.
This book provides an introduction and overview of the rapidly evolving topic of game user experience, presenting the new perspectives employed by researchers and the industry, and highlighting the recent empirical findings that illustrate the nature of it. The first section deals with cognition and player psychology, the second section includes new research on modeling and measuring player experience, the third section focuses on the impact of game user experience on game design processes and game development cycles, the fourth section presents player experience case studies on contemporary computer games, and the final section demonstrates the evolution of game user experience in the new era of VR and AR. The book is suitable for students and professionals with different disciplinary backgrounds such as computer science, game design, software engineering, psychology, interactive media, and many others.
This comprehensive, up-to-date, and accessible text on idiom use, learning, and teaching approaches the topic with a balance of sound theory and extensive research in cognitive linguistics, psycholinguistics, corpus linguistics, and sociolinguistics combined with informed teaching practices. Idioms is organized into three parts: Part I includes discussion of idiom definition, classification, usage patterns, and functions. Part II investigates the process involved in the comprehension of idioms and the factors that influence individuals’ understanding and use of idioms in both L1 and L2. Part III explores idiom acquisition and the teaching and learning of idioms, focusing especially on the ...