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72 research outputs found
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OurOwnsKIN: The Development of 3D-Printed Footwear Inspired by Human Skin
OurOwnsKIN 1 is a research project exploring the interplay between man, material, and machine to create innovative footwear design constructions inspired by human skin. The aim is to harness the capabilities of 3D printing in preparation for future biotechnologies
The Power to Action Change Together
How can we reshape power? This session enables us as Art & Design educators to start practising what we preach. We can only teach our students about equality, diversity, inclusivity, and widening participation by setting the example with our own staff power structures. The session will encourage participants to explore their experience of gender through a series of reflective exercises, rooted in design practice. By collecting and investigating the experiences of academics, we are developing critical action research methods that address inequalities and are designed to filter down to the student experience, addressing attainment levels and the subsequent representation in our industries
Soundtrack Loudness as a Depth Cue in Stereoscopic 3D Media
Assisted by the technological advances of the past decades, stereoscopic 3D cues are currently being integrated both in interactive and non-interactive media. Arguably, the main focus of this effort is placed on the creation of an increased sense of visual depth. Considering that human perception relies heavily on the audiovisual integration rather than on visual information alone, it is rather surprising that, in contrast to the evident interest towards the study of realistic 3D audio spatialisation techniques and technologies, relatively little attention has been given so far to the potential effect of the soundtrack on 3D depth perception in terms of the soundtrack. The multisensory nature of human perception suggests that the potential of sound design as a means to influence depth perception in the stereoscopic 3D visual world is worthy of further exploration.
This study reports on our research into the possibilities of using alterations of the volume levels of the soundtrack as a means of affecting the perception of visual depth while viewing stereoscopic 3D animation clips. Based on previous findings indicating that the volume level of the soundtrack may be related to the perception of visual depth, a series of experiments further explored the effectiveness of this auditory cue. Results suggest that, under certain conditions, differences in volume levels of the soundtrack could influence the judgement of visual depth in a way that is opposite to real life expectations. It is suggested that different, more metaphorical perceptual mechanisms are in play when viewing stereoscopic 3D presentations than in real life. In this context, we conclude that stereoscopic 3D media can benefit from further exploration of the effectiveness of certain auditory cues as a means to enhance and support the perception of depth within the 3D environment
Information Privacy and Emerging Technologies in the U.A.E. Current State and Research Directions
The rapid developments in the front of emerging technologies, such as Big Data, Cloud Computing, and Internet of Things, pose certain challenges for societies that are trying to keep up with the changes these technologies introduce. As a consequence, significant concerns are being raised in relation to such developments. One of the most widely debated and discussed issue in relation to the latter, has to do with the potential threats to personal information privacy. This paper briefly introduces some of the related emerging technologies and explores some of the expressed concerns on information privacy and disclosure in the U.A.E. in this context. In addition, related research themes that could be interesting to explore in the future are being identified, with a focus on the local socioeconomic environment
Designing Interfaces for Creative Learning Environments using the Transreality Storyboarding Framework
Modern creatives, producing different media within multiple mediums, could benefit from transmedia-based methodologies that ensure core standards in effective interface design and storyboarding adopted in the production of creative works. This is relevant for students learning creative disciplines and professionals prototyping briefs within the creative industries. Students and professionals must learn to creatively fulfil a brief, express a story or narrative in a transmedia experience space that employs three components that work with different realities, senses and interactions. An approach addressing these components is formalised by the authors into the Transreality Storyboarding Framework (TSF). The first component maps eight realities that students must learn to tell stories across, the Eight Realities Design Methodology (ERDM). The second component, (PAIRS), focuses on the design of user interfaces and experiences (UI/UX) connecting people into creative works, exploring the inclusion of Passive, Active, Interactive, Responsive and Shared interactions. The third component is Contextology, a methodology for exploring how different kinds of senses engage with the narrative within those creative realities. Case studies in Architecture, Art & Design, Engineering, Training as well as Fashion are reviewed showing how workflows used aspects of these approaches for effective storytelling and engaging creative and educational experiences
Illustration research
Defining illustration practice, principles and methods. A framework for researching as an illustrator
Soundtrack Loudness as a Depth Cue in Stereoscopic 3D Media
Assisted by the technological advances of the past decades, stereoscopic 3D cues are currently being integrated both in interactive and non-interactive media. Arguably, the main focus of this effort is placed on the creation of an increased sense of visual depth. Considering that human perception relies heavily on the audiovisual integration rather than on visual information alone, it is rather surprising that, in contrast to the evident interest towards the study of realistic 3D audio spatialisation techniques and technologies, relatively little attention has been given so far to the potential effect of the soundtrack on 3D depth perception in terms of the soundtrack. The multisensory nature of human perception suggests that the potential of sound design as a means to influence depth perception in the stereoscopic 3D visual world is worthy of further exploration.
This study reports on our research into the possibilities of using alterations of the volume levels of the soundtrack as a means of affecting the perception of visual depth while viewing stereoscopic 3D animation clips. Based on previous findings indicating that the volume level of the soundtrack may be related to the perception of visual depth, a series of experiments further explored the effectiveness of this auditory cue. Results suggest that, under certain conditions, differences in volume levels of the soundtrack could influence the judgement of visual depth in a way that is opposite to real life expectations. It is suggested that different, more metaphorical perceptual mechanisms are in play when viewing stereoscopic 3D presentations than in real life. In this context, we conclude that stereoscopic 3D media can benefit from further exploration of the effectiveness of certain auditory cues as a means to enhance and support the perception of depth within the 3D environment
Triple Helix in Higher Education in the U.A.E.: Current Standing and Research Directions
The observation that the skills and attributes of Higher Education graduates in the U.A.E. are not matching the requirements and needs of the local industry and government is rather common and publicly expressed on several occasions. This has a number of implications in the local job market, with the most obvious of being that the management of the local businesses, especially the large ones, are hesitant to hire graduates. One of the
questions arising from such a situation is whether the local Higher Education Institutions (HEIs) offer the correct curriculum in their programs in order to meet the needs of the local industries and government organizations. The aim of this study is to contextualize
the current standing of the main pillars of Higher Education in the country, namely: accreditation of the local educational institutions, the educational institutions themselves, the local industry and businesses, and the local society in its entirety. Based
on this foundation, it is expected that this study will function as a guide for more thorough and structured studies exploring the implications of the observed discrepancies between higher education delivery and local demand. Ultimately, such efforts will enable local HEIs to create and deliver programs that are much more in line with corporate demands and government strategic plans in the region
Accumulate
The Accumulate charity works in collaboration with Ravensbourne University London to deliver creative workshops to people affected by homelessness and living in hostels and temporary accomodation, Accumulate uses creativity as a tool of empowerment to build skills, resilience and wellbeing for its participants and helps them to fulfil their social, cultural and personal
potential. Through creative engagement and exploration Accumulate enables its participants to increase their wellbeing and, in the longer term, facilitates them onto their journey into education, employment and training