Academic literature on the topic 'Guild design'

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Journal articles on the topic "Guild design"

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Tian, Yu Lan, and Wen Yan Zhang. "Study on Air Conditioning System Design Method of Recreational Guild Hall Based on Architecture Environment Requirement." Advanced Materials Research 243-249 (May 2011): 4983–87. http://dx.doi.org/10.4028/www.scientific.net/amr.243-249.4983.

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Recreational guild hall usually has the characteristic of the special architectural form, complex architectural adornment and high requirement of indoor temperature/humidity, airflow distribution, noise and lighting. Air conditioning system design was optimized based on architecture environment requirement of recreational guild hall. The method was applied on the air conditioning system design of Nanjing Longjing recreational guild hall and the effect is satisfactory.
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Vindstad, O. P. L., S. B. Hagen, J. U. Jepsen, L. Kapari, T. Schott, and R. A. Ims. "Phenological diversity in the interactions between winter moth (Operophtera brumata) larvae and parasitoid wasps in sub-arctic mountain birch forest." Bulletin of Entomological Research 101, no. 6 (2011): 705–14. http://dx.doi.org/10.1017/s0007485311000277.

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AbstractPopulation cycles of the winter moth (Operophtera brumata) in sub-arctic coastal birch forests show high spatiotemporal variation in amplitude. Peak larval densities range from levels causing little foliage damage to outbreaks causing spatially extensive defoliation. Moreover, outbreaks typically occur at or near the altitudinal treeline. It has been hypothesized that spatiotemporal variation in O. brumata cycle amplitude results from climate-induced variation in the degree of phenological matching between trophic levels, possibly between moth larvae and parasitoids. The likelihood of mismatching phenologies between larvae and parasitoids is expected to depend on how specialized parasitoids are, both as individual species and as a guild, to attacking specific larval developmental stages (i.e. instars). To investigate the larval instar-specificity of parasitoids, we studied the timing of parasitoid attacks relative to larval phenology. We employed an observational study design, with sequential sampling over the larval period, along an altitudinal gradient harbouring a pronounced treeline outbreak of O. brumata. Within the larval parasitoid guild, containing seven species groups, the timing of attack by different groups followed a successional sequence throughout the moth's larval period and each group attacked 1–2 instars. Such phenological diversity within parasitoid guilds may lower the likelihood of climate-induced trophic mismatches between victim populations and many/all of their enemies. Parasitism rates declined with increasing altitude for most parasitoid groups and for the parasitoid guild as a whole. However, the observed spatiotemporal parasitism patterns provided no clear evidence for or against altitudinal mismatch between larval and parasitoid phenology.
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Larner, Justin, Keith Cheverst, Matthew MacDonald, Cefn Hoile, and Angus Soutar. "The open source guild: creating more sustainable enterprise?" Journal of Management Development 36, no. 1 (2017): 71–80. http://dx.doi.org/10.1108/jmd-10-2014-0134.

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Purpose The purpose of this paper is to report on an action research project with two emergent micro-businesses that explored how their business model connected with the principles of open source. Design/methodology/approach The authors first gained initial qualitative data to establish the core values of each micro-business, which the authors then explored in the context of open source and business models in two design workshops with each organisation. Findings The authors developed the open source guild business model, which has the elements of: building a focal micro-business with resources secured through the guild, promoting learning and development through apprenticeship, promoting shared values through a commons of experience and capturing value by protecting key intellectual property. Research limitations/implications This research was undertaken with two emergent micro-businesses in the North West of England. Further research will be needed to establish the wider applicability of the open source guild model. Practical implications The open source guild model can be a mechanism for an emergent micro-business to create a community around their values and grow their business without conventional external investment of resources. Originality/value This research contributes to the literature on business models based on open source and how these models can be sustainable in terms of the quadruple bottom line, which extends the triple bottom line to include personal values and meaning.
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Gu, Rui Jie, He Yang, Ying Jie Zhang, Zhi Yuan Fang, Yu Lin Fan, and Dong Xiao Feng. "Study on the Pretightening Assembly Moving Beam of Open-Die Forging Hydraulic Press." Advanced Materials Research 399-401 (November 2011): 1779–84. http://dx.doi.org/10.4028/www.scientific.net/amr.399-401.1779.

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The FE model of the pretightening assembly moving beam of open-die forging hydraulic press is built with FE simulation software ABAQUS in the study. With the FE model, the force status of pretightening assembly moving beam is studied. Then the pretightening force of assembly moving beam is further studied and the computing method of pretightening force is given. The main achievements of the study include: Under pretightening, the stress of main moving beam is very low and that of guild sleeves is also lower than the allowable stress. Under center loading, the stress of the center field of main moving beam is higher and that of guild sleeves is almost same to that of pretightening. Under eccentric loading, the stress of same deviation field of main moving beam is higher and the effect of pretightening force on the stress of main moving beam is very small. The stress distribution of guild sleeves with different pretightening force is same and the effect of pretightening force on its strength is very low. The pretightening force of tension rod can be computed with the force of press, the allowable eccentric value of the workpiece, the distance between up guild section and down guild section of guild sleeve and the quantity of tension rods. The results of the study are very useful to design and install the pretightening assembly moving beam of open-die forging hydraulic press.
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Marcketti, Sara B., and Jean L. Parsons. "Design Piracy and Self-Regulation: The Fashion Originators' Guild of America, 1932-1941." Clothing and Textiles Research Journal 24, no. 3 (2006): 214–28. http://dx.doi.org/10.1177/0887302x06293071.

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Lamikiz, Xabier. "Transatlantic Networks and Merchant Guild Rivalry in Colonial Trade with Peru, 1729 – 1780: A New Interpretation." Hispanic American Historical Review 91, no. 2 (2011): 299–331. http://dx.doi.org/10.1215/00182168-1165226.

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Abstract This article takes a fresh look at merchant networks that linked Spain and colonial Peru in the central decades of the eighteenth century. Spain’s trade with its American colonies has been studied primarily in the light of mercantilistic policies design to revive the exchanges. Much attention has been paid to the fierce rivalry between the merchant guilds of both sides of the Atlantic (those of Cádiz, Mexico City, and Lima), and their efforts to exert control over the trade, suggesting that transoceanic networks had a minor impact. In contrast, this article stresses the role of collaboration and mutual understanding between American and Iberian merchants. The adoption of a direct route linking Cádiz and Lima via Cape Horn in the 1740s, and the subsequent rise of a new, more competitive pattern of trade compelled merchants to build up sustained transatlantic networks that required a high level of personal trust. By using a previously unstudied cache of confiscated letters, this article shows that transatlantic travel, friendship, common regional and ethnic origin, and the increasing flow of information played a far more important part in the articulation of Spanish colonial trade than any merchant guild rivalry. These networks helped bring both sides of the Atlantic closer than they had ever been.
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Maltz, Diana. "LIVING BY DESIGN: C. R. ASHBEE'S GUILD OF HANDICRAFT AND TWO ENGLISH TOLSTOYAN COMMUNITIES, 1897–1907." Victorian Literature and Culture 39, no. 2 (2011): 409–26. http://dx.doi.org/10.1017/s1060150311000064.

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Shortly before C. R. Ashbee transplanted a hundred and fifty Cockneys to Chipping Campden, Gloucestershire, in 1902 to form a utopian arts-and-crafts community, two other back-to-the-land settlements were also established, one located outside the market town of Stroud, a mere bicycle ride away from Ashbee and his guild. These Tolstoyan colonies – Purleigh, founded in 1896 in Essex, and Whiteway, founded in 1898 in the Cotswolds – fostered goals of fellowship and the simplification of life, as had been modeled by Henry Thoreau, Ralph Waldo Emerson, and Walt Whitman in the United States and Edward Carpenter in Britain. Yet, whereas Ashbee was inspired by the model of William Morris and nostalgia for a pre-industrial England, English Tolstoyans looked not to craft, but to a less Aesthetic “bread labor” as a respite from modernity's corruption. Visiting Whiteway in 1904, Ashbee observed the Tolstoyans’ struggles to live off the land and commented, “they hold the other end of the stick we are ourselves shaping at Campden” (qtd. in MacCarthy 100). As his metaphor implied, both groups shared utopian aspirations, but Whiteway's settlers had sought the perfection of life from another vantage point and through other means. Ashbee regarded the austerity of their lives with distance and, as we will see, even with some distaste. Nevertheless, some features of the guildsmen's lifestyle at Chipping Campden mirrored those at Whiteway. This essay uses memoirs and fictions by C. R. Ashbee, his spouse, Janet Ashbee, and the Tolstoyans to disentangle the threads of “Aestheticism” and “simplification,” and to mark places of their conflation.
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Pio, Dorothea V. V., Frank M. Clarke, Iain MacKie, and Paul A. Racey. "Echolocation Calls of the Bats of Trinidad, West Indies: Is Guild Membership Reflected in Echolocation Signal Design?" Acta Chiropterologica 12, no. 1 (2010): 217–29. http://dx.doi.org/10.3161/150811010x504716.

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Gao, Yun, and Xian Heng Zeng. "Analysis and Simulation on Automobile Airbag Compression Test." Applied Mechanics and Materials 380-384 (August 2013): 140–43. http://dx.doi.org/10.4028/www.scientific.net/amm.380-384.140.

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During the compression test of automobile safety airbag, traditional methods cannot analyze the process with detail, because it takes human, vehicle and airbag as a macrocosm, so it cannot give out the instantaneous diversification. The method of finite element analysis was used to show the detailed process with infinitesimal analysis, with which, precise model is build. The curve of air pressure varies with time, the Volume of airbag varies with time and the Acceleration curve varies with time was analyzed. The outcome showed that this method can analyze the process action of airbag perfectly, and maybe it can guild the improvement of the airbag design.
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L. Kitching, R. "Biodiversity - political responsibilities and agendas for research and conservation." Pacific Conservation Biology 1, no. 4 (1994): 279. http://dx.doi.org/10.1071/pc940279.

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Global and national authorities have devised international conventions and national strategies for biodiversity management which commit them to a variety of courses of action in diversity inventory and management. In many instances these refer to "species", displaying a naivety about the nature of "species" and our knowledge of species' taxonomy and diversity. Questions arise about the relative importance of species and this has led to an unfortunate concatenation between the research and management agendas relating to endangered species and those concerning multi-species assemblages. There are compelling reasons for preserving functional ecosystems and the biodiversity they contain: for the maintenance of ecological services, as repositories of biological information, and as a reflection of human conscience and responsibility. Although useful concepts have been defined for evaluating species within such species sets ("keystone species", "guilds", "indicator species", etc.) we lack basic information on the numbers of species within assemblages, which of these species play "keystone" roles, what proportion of any particular ecological guild is vital, and what biological species or sets of species are proper surrogates for measures of overall diversity. A national research agenda must be set which matches national and international commitments with respect to biodiversity and the crucial lack of knowledge in these areas. We need a national strategy for the design and funding of such research activities. Biodiversity management demands a landscape approach, already well developed in Australia, and an on-going involvement of government in overseeing and directing activities.
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Dissertations / Theses on the topic "Guild design"

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Kilburn-Toppin, Jasmine. "Crafting artisanal identities in early modern London : the spatial, material and social practices of guild communities c.1560-1640." Thesis, Royal College of Art, 2013. http://researchonline.rca.ac.uk/1356/.

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In recent decades, scholars have begun to substantially reassess the economic and political significance of the craft guilds of sixteenth and seventeenth century London. Revisionist work by economic historians (Epstein and Prak, 2008), has convincingly overturned the notion that guilds were unanimously restrictive of commercial growth, opposed to innovative practices and exploitative of their members. Several political and social studies (Rappaport, 1989; Archer, 1991; Gadd and Wallis, 2002) have demonstrated the dynamic and philanthropic nature of these corporate bodies, which provided avenues for occupational mobility and charitable support; ensuring that London remained stable despite the extraordinary demographic, financial and social pressures of the final decades of the sixteenth century. The longstanding interpretation of ‘guild decline’ in the early modern era has thus been widely problematized and shown to be anachronistic. This thesis proposes a new methodology for examining the craft guilds of late sixteenth and early seventeenth century London, and suggests that the established scholarship has overlooked the significance of artisanal knowledge, skills and identities in the construction of meaningful communities of workshop practitioners, small-scale merchants, and the regulators of the crafts and trades. In this study, the built environments and material artefacts associated with London guilds are considered as active cultural and social agents (Appadurai; Kopytoff, 1986) which both reflected, and in turn reinforced identity formation, and the ritual and political boundaries of communal life. The changing structure of livery halls, their internal configurations and external designs, and the material furnishings and collections gifted, displayed and utilised within these institutional homes, are shown to be essential means through which guildsmen established competing claims for civic authority and professional artisanal accomplishment. Using textual, visual and material evidence from a range of London craft guilds - primarily, but not exclusively, the Goldsmiths’, Armourers’, Carpenters’ and Pewterers’ Companies - this work examines the physical and epistemological place of artisanal cultures, c.1560-1640. It considers the collaborative processes through which workmanship was evaluated by master craftsmen on early modern building sites, and the political and social value of such artisanal skills, techniques and knowledge within their associated livery halls. It is demonstrated that through the donation of visual and material artefacts to company buildings, and their subsequent use in the convivial, political and religious rites of the guilds, craftsmen were able to shape their reputations and post-mortem legacies. Their material gifts and bequests reveal that guild halls were simultaneously sites of memorisation (Archer, 2001), sociability, craft regulation and artisanal innovation. Within communities of living guildsmen, freemen wished to be remembered as affluent civic philanthropists, guardians of illustrious histories and, crucially, as masters of their respective artisanal practices. The changing spatial and material environments of guild halls are shown to be social products of complex organisations, which honoured both commensality and hierarchy; fraternal values and political and epistemological distinctions. The rebuilding projects of the London livery halls are considered in juxtaposition to the strained spatial and political relationships between guild halls and city workshops, and contemporary efforts to uphold the authority of liverymen to inspect artisanal standards and material quality within the wider urban environment.
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Ezdani, Khan Sabil. "Fantasy eller verklighet? : En studie om individers upplevelser av den interaktion som äger rum inom Guilds i ett online spel." Thesis, Stockholms universitet, Sociologiska institutionen, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:su:diva-102114.

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Studien undersöker spelares sociala upplevelse inom online dataspelet World of Warcraft (Blizard entertainment 2004). Detta görs genom att studera de designförändringar som sker med verktyget "Guild" från 2004 fram tills Juni 2013.Verktyget "Guild" är avsett för att ge spelare ett sätt  att skapa grupper, så kallade "guilder" som kan närmast efterlikna föreningar inom verkliga livet. Studien har haft som syfte att försöka förstå den sociala interaktionen som kan äga rum i olika "Guilder". Det är sedan planerat att använda sig av Simmels teori om interaktion och artikeln "The Metropolis and Mental Life” (1903) för att förstå spelarens upplevelse. Materialet består av tre djupa intervjuer, händelselogg av tekniska förändringar samt två fokus intervjuer från en tidigare studie. Resultatet visar att respondenternas upplevelse kan relateras till tre olika teman som bygger upp funktionen, Medlemskap och Tillgänglighet, Guild identitet samt en instrumentell karaktär. Den instrumentella karaktären beror på den starka sammankopplingen som finns till karaktärsutvecklingen, där de används som ett verktyg för att klara av de aktiviteter som kräver flera spelare. En gruppidentitet skapas i Guilds med hjälp av visuella ändringar, där t.ex. Guild namnet finns ovanför karaktären. Medlemskap samt Tillgänglighet är hur spelare måste gå tillväga för att få ett medlemskap. Samtliga teman har sedan används för att förstå utvecklingen av Guild verktyget. Studien fann att den sociala upplevelsen minskades för respondenterna med utvecklingen av verktyget. Guild verktyget visade sig också förknippas starkt med spelarens karaktärs utveckling. Detta kan bero på att ökningen av potentiella nätverk som Guild funktionen tillför skapar ett behov av automatiska strukturer. Interaktionsprocesser minskar med utvecklingen av verktyget vilket kan göra att den sociala upplevelsen minskar. Guild verktyget har också en design som uppmuntrar ett Instrumentellt användande samtidigt som det ger möjlighet till social interaktion. Denna design leder till att verktyget främst används för interaktionsformer som innefattar Exchange snarare än Sociability.
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Andersson, Erika, and Amanda Norman. "Förtroende och tillit i World of Warcraft : En studie utifrån WoW-användares perspektiv." Thesis, Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-32023.

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Studien behandlar vilka interaktioner en användare behöver tillämpa för att den ska kunna finna eller skapa ett förtroende inom en guild i spelet World of Warcraft. Det övergripande syftet är att se om dessa interaktioner tillämpas på olika sätt beroende på vilken guild en användare är medlem i. Studien har främst utgått ifrån tre guilder och ett antal WoW-användares egna perspektiv, erfarenheter och tankar där undersökningarna har byggts på kvalitativa metoder. De kvalitativa metoderna inkluderade enkäter, scenario, observation och semi- strukturerade intervjuer. Analysen har till stor del utgått ifrån teorierna socialt kapital teorin och flow-teorin. Studien har även granskat hur WoW’s design och funktioner kan påverka en användares interaktioner både i och utanför spelet.<br>This study will show different interactions that a user needs to adjust in order to find and create trust within a guild in the game World of Warcraft. The aim of this study is to see if these interactions are used in different ways depending on which guild a user is a member in. The study is based on three different guilds and a few WoW-users perspectives, experiences and thoughts. The main methods in this study is based on qualitative methods that includes surveys, scenarios, observation and semi-structured interviews. The analysis has been based on two theories, social capital theory and the flow theory. This study has also examined how the design and features of WoW can affect a user's interactions, both in and outside the game.
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Carlini, John. "The design and implementation of a seminar for the purpose of training disciplers to assist disciplees to work through unresolved anger and unresolved guilt." Online full text .pdf document, available to Fuller patrons only, 2000. http://www.tren.com.

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LINDBERG, FRIDA, and EDVIN COLLIN. "A Study of Technical Solutions for IoT End Devicesand an Evaluation Guide for Their Performance." Thesis, KTH, Maskinkonstruktion (Inst.), 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-192340.

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This thesis presents a mechatronics master degree project held at Tritech TechnologyAB by two students from The Royal Institute of Technology (Stockholm, Sweden).It covers a study of the future agenda with IoT (Internet of Things) and the devel-opment of an evaluation framework for designing end devices in IoT systems. Thethesis also presents the leading technical solutions for IoT end devices and a toolfor choosing among available technologies. Lastly, the thesis reports from an in-depth study on power consumption and battery life-span of the two communicationtechniques BLE (Bluetooth Low Energy) and Thread.Data has been collected from literature studies by published authors, company pa-pers and from interviews with experts in the area. This data contributed to thefuture agenda prognosis, the generated evaluation framework and the collected tech-nical information. The attributes constituting the design guidance tool were statedbased on the evaluation framework. The in-depth study was carried out by runningthe two technologies on development boards where data on power consumption wascollected. The future prognosis of the IoT development was found to include 20-50 billiondevices by the year of 2020. The largest design areas appear to be within vehicleindustry, safety systems and home and city automation. Obstacles for the develop-ment seem to be a question about safety and how companies are to create a clearbusiness case out of it. Seven different subgroups of metrics were found constitutingto an evaluation framework and seven communication technologies with compatiblehardware form the basis for the developed design guide tool. In the in-depth study,data on power consumption for BLE and Thread were collected during a simple caseof sensing and transferring temperature data.<br>Denna avhandling presenterar ett examensarbete inom mekatronik gjort på TritechTechnology AB av två studenter från Kungliga Tekniska Högskolan (Stockholm,Sverige). Den omfattar en studie av den framtida prognosen för IoT (Internet ofThings) och utvecklingen av ett ramverk för de minsta enheterna i IoT-system.Avhandlingen presenterar också de ledande tekniska lösningarna för små IoT-enheteroch ett verktyg för att välja bland tillgänglig teknik. Slutligen rapporterar denockså från en mer djupgående studie av energiförbrukning för de två kommunika-tionsteknikerna BLE (Bluetooth Low Energy) och Thread.Data har samlats in från litteraturstudier av publicerade artiklar, företagsartiklaroch från intervjuer med experter inom området. Den informationen har bidragittill slutsatser kring framtiden med IoT, utvecklandet av ramverket och den samladetekniska informationen. Attributen som det utvecklade verktyget är baserat på kom-mer från ramverkets parametrar. Den fördjupade studien genomfördes genom attimplementera de två teknikerna på utvecklingskort där data om energiförbrukningsamlades in. Den framtida prognosen för Internet of Things befanns omfatta 20-50 miljarder en-heter år 2020. Fordonsindustrin, säkerhetssystem och hem -och stadsautomationverkar vara de mest populära områdena för utveckling. De största hindren förutvecklingen är en fråga om säkerhet och hur företag ska kunna skapa en tydligaffärsmodell inom området. Sju olika undergrupper av parametrar befanns utgöraramverket och sju kommunikationsteknik med kompatibel hårdvara ligger till grundför det designade verktyget. I den fördjupade studien samlades uppgifter om en-ergiförbrukningen för BLE och Thread in under ett enkelt fall av avläsning ochöverföring av temperaturdata.
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Johansson, Magnus. "Do Non Player Characters dream of electric sheep? : A thesis about Players, NPCs, Immersion and Believability." Doctoral thesis, Stockholms universitet, Institutionen för data- och systemvetenskap, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:su:diva-89293.

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This is a thesis that deals with the norms and rules of players playing online games together. It is also a thesis about believability, the current capabilities of non-player characters (NPCs) and the attitudes amongst game developers towards dynamic and systemic games AI. The primary theme of this thesis considers which means of communication and coordination in terms of norms and rules are present in groups of players and particularly in guilds and clans playing Massively Multi Online Games (MMOGs) and First Person Shooters (FPSs) respectively. The presence of norms in these types of groups has been overlooked in previous research even though guilds have been addressed to some extent. When rules have been discussed in games research, the actual use, meaning and interpretation behind these rules from a player perspective has been omitted. In this thesis rules and norms are interpreted from a guild and clan perspective as important means for coordination, used in order to keep the group together. The implicit rules are further seen as implicit rules made explicit through guild and clan forums where these groups of players express how to preserve the shared game experience. The absence of rituals, norms and rules has also been studied in temporary groups of one MMOG, with the explanation that existing relations with other players are maintained in these game sessions, but new relations are usually seen as too costly to invest in. The second theme is directed at believability and the state of current NPCs, how immersion is influenced by NPCs that do not act in believable ways. The second theme is also influenced by the first theme, whereby rules and norms are seen as valuable tools for creating believability in NPCs, directly targeting the social layer, a slightly overlooked area of research. The last section is directed at applying the results from the first section, how players play by the rules and norms of the group, and how this could foster believability in NPCs.<br><p>At the time of the doctoral defense, the following papers were unpublished and had a status as follows: Paper 2: In press. Paper 5: In press. Paper 6: In press.</p>
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Kampf, Raymond William. "Fauxtopia." VCU Scholars Compass, 2004. http://scholarscompass.vcu.edu/etd/749.

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To all who come to this fictitious place:Welcome.Fauxtopia is your land. Here, age relives distorted memories of the past, and here, youth may savor the challenge of trying to understand the present. Fauxtopia is made up of the ideals, the dreams and the fuzzy facts which have re-created reality... with the hope that it will be a source of edutainment for all the world.Ray KampfFauxtopia DedicationApril 1st, 2004
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McGuire, Laura. "Space within : Frederick Kiesler and the architecture of an idea." Thesis, 2014. http://hdl.handle.net/2152/30283.

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From 1922-1942, the Austrian-American architect and designer Frederick Jacob Kiesler (1890-1965) designed architecture based on the idea that it must complement the physiological and psychological processes of the human body. In order to reconcile the technological changes wrought by industrialized production with the need for structures that promoted human health, he developed an inspired model for interactive design. His formative experiences in Europe working with De Stijl and the G-Group, along with his exposure to Central European examples of architecture, art, and science set the agenda for his later works. Yet he never stopped experimenting with new concepts that would bolster his essential philosophy of body-generated space. After he immigrated to the United States in 1926, Kiesler’s pursued his ideas about physiological and psychological architecture within a new cultural milieu and a network of encouraging personal connections. He forged relationships with a sympathetic community of émigré industrial designers and architects who promoted his efforts to integrate modern technology with new design idioms. During his first fifteen years in New York City, Kiesler looked to contemporary science as a way to advance a model of flexible architectural design. He also worked at the cutting edge of industrial design research and was an early protagonist of human factors engineering methods. His body-centered methodology stood in opposition to aesthetic and reductive approaches toward modernism and functionalism. Instead of designing according to a priori determinations of what was functional and what was not, Kiesler’s functionalism was based on an iterative design practice that would reveal progressively more useful and universally applicable forms.<br>text
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Wentzel, Dorithea Maria. "Kwasizabantu : a spatial development framework and detail design." Diss., 2006. http://hdl.handle.net/2263/24388.

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The aim of this thesis is to analyse and interpret the existent and future needs of the people and environment of the mission station, Kwasizabantu,to ensure settlement growth that will enhance the social, economical and environmental aspects of the settlement. This will result in a development framework of the whole site, a master plan for the lifespan of the settlement and detailed design of the heart of the settlement.<br>Dissertation (ML(Prof))--University of Pretoria, 2009.<br>Architecture<br>unrestricted
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Weiner, Judith L. "Strategic message design within the context of oral sex integrating guilt appeals and prospect theory /." 2004. http://www.etda.libraries.psu.edu/theses/approved/WorldWideIndex/ETD-659/index.html.

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Books on the topic "Guild design"

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Susanna, Longley, and Boys Michael, eds. Design a garden with Tricia Guild. Viking, 1989.

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Elspeth, Thompson, ed. Tricia Guild pattern. Rizzoli, 2006.

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de, Chabaneix Gilles, and Thompson Elspeth, eds. Tricia Guild in town: Contemporary design for urban living. Rizzoli, 1996.

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Inside the Fisher Body Craftsman's Guild: Contestants recall the great General Motors talent search. McFarland & Company, 2012.

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Jacobus, John. "Boys just wanted to have fun": General Motors' Fisher Body Craftsman's Guild (1930-1968) : nurturer of the creative male soul. J.L. Jacobus, 1998.

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(Firm), Northern Homes. The Founders' Guild: From the craftsmen at Northern Homes. Northern Homes, 1988.

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Stansky, Peter. Redesigning the world: William Morris, the 1880s, and the Arts and Crafts. Society for the Promotion of Science and Scholarship, 1996.

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Stansky, Peter. Redesigning the world: William Morris, the 1880s, and the Arts and Crafts. Princeton University Press, 1985.

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Stansky, Peter. Redesigning the world: William Morris, the 1880s, and the Arts and Crafts. Princeton University Press, 1985.

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Guilt and desire: Religious attitudes and their pathological derivatives. Yale University Press, 1988.

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Book chapters on the topic "Guild design"

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Nørgård, Rikke Toft, and Søren S. E. Bengtsen. "The Worldhood University: Design Signatures & Guild Thinking." In The Thinking University. Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-77667-5_12.

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Stasiewicz-Bieńkowska, Agnieszka. "Pangs of Pleasure, Pangs of Guilt: Girls, Sexuality and Desire." In Palgrave Gothic. Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-71744-5_4.

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Banerjee, Smita. "The Caged Woman: Female Guilt, Desire and Transgression in Bandini (1963)." In 'Bad' Women of Bombay Films. Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-26788-9_11.

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Tongyu, Xu, Zhou Yuncheng, and Cao Yingli. "Topology Analysis and Design of Power Distribution Network Spatial Database Based on GUID Code." In Advanced Technology in Teaching - Proceedings of the 2009 3rd International Conference on Teaching and Computational Science (WTCS 2009). Springer Berlin Heidelberg, 2012. http://dx.doi.org/10.1007/978-3-642-25437-6_14.

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Catalano, Chiara, Salvatore Pasta, and Riccardo Guarino. "A Plant Sociological Procedure for the Ecological Design and Enhancement of Urban Green Infrastructure." In Future City. Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-75929-2_3.

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AbstractUrban green infrastructure could represent an important mean for environmental mitigation, if designed according to the principles of restoration ecology. Moreover, if suitably executed, managed and sized, they may be assimilated to meta-populations of natural habitats, deserving to be included in the biodiversity monitoring networks. In this chapter, we combined automatised and expert opinion-based procedures in order to select the vascular plant assemblages to populate different microhabitats (differing in terms of light and moisture) co-occurring on an existing green roof in Zurich (Switzerland). Our results lead to identify three main plant species groups, which prove to be the most suitable for the target roof. These guilds belong to mesoxeric perennial grasslands (Festuco-Brometea), nitrophilous ephemeral communities (Stellarietea mediae) and drought-tolerant pioneer species linked to nutrient-poor soils (Koelerio-Corynephoretea). Some ruderal and stress-tolerant species referred to the class Artemisietea vulgaris appear to fit well with local roof characteristics, too. Inspired by plant sociology, this method also considers conservation issues, analysing whether the plants selected through our procedure were characteristic of habitats of conservation interest according to Swiss and European laws and directives. Selecting plant species with different life cycles and life traits may lead to higher plant species richness, which in turn may improve the functional complexity and the ecosystem services provided by green roofs and green infrastructure in general.
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Edwards, Clive. "‘Bromsgrove Guild of Applied Arts’." In Nineteenth-Century Design. Routledge, 2021. http://dx.doi.org/10.4324/9780429279492-22.

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Ellcessor, Elizabeth, and Sean C. Duncan. "Forming The Guild." In Developments in Current Game-Based Learning Design and Deployment. IGI Global, 2013. http://dx.doi.org/10.4018/978-1-4666-1864-0.ch014.

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This paper expands on Gee’s (2004) notion of “affinity spaces” by placing them in the context of games, media stars, and their fans and combining cultural studies and new literacies approaches. The Guild, a web series about the misadventures of MMO-players, written by and starring actor, writer, producer, and gamer Felicia Day, is examined. On WatchTheGuild.com, fans of The Guild enact literacy practices, particularly those that align with Day’s activities and star persona, such as media production and critique. These literacy practices are constrained by the limitations of projective identity in the context of star-based affinity spaces. Taking on projective identities within The Guild’s affinity space, individuals are faced with the impossibility of fully achieving the star’s – Day’s – successful identity as simultaneously gamer and media producer. The imbalance in cultural power allows the professionally manufactured star image to remain forever unattainable. This paper proposes reconsidering projective identity to move beyond the affinity space to develop one’s own sense of mastery outside the context of star-based fandom.
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Claes, Koenraad. "Mounting the (Century Guild) Hobby Horse." In The Late-Victorian Little Magazine. Edinburgh University Press, 2018. http://dx.doi.org/10.3366/edinburgh/9781474426213.003.0003.

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This chapter is entirely dedicated to a pioneering little magazine that elaborated on the example of The Germ and the Oxford and Cambridge Magazine (see Chapter 1), the Century Guild Hobby Horse (1884/86–92), which started as the periodical organ of the early Arts &amp; Crafts organisation the Century Guild. To this magazine, the production and design of the material text was as much an opportunity for experiments as its actual contents, a notable aesthetic innovation that was motivated by a notion of artistic artisanship, and that made it a milestone in Victorian print culture. Each issue of the magazine—in which Victorian sages such as Matthew Arnold and John Ruskin made guest appearances— commands for the applied art workers producing it the respect usually reserved for authors and artists working within the category of ‘Fine Art’. So doing, the magazine helped to create a wider appreciation for Fine Printing. After the discontinuation of the Century Guild in 1893, this periodical was temporarily revived by the enterprising publishers at the Bodley Head to boost that firm’s Print-Revivalist credentials. The Hobby Horse is thereby also an early example of how supposedly avant-garde principles are sometimes difficult to distinguish from commercial strategies.
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Dixon, Daniel H., and MaryAnn Christison. "L2 Gamers' Use of Learning and Communication Strategies in Massively Multiplayer Online Games (MMOs)." In CALL Theory Applications for Online TESOL Education. IGI Global, 2021. http://dx.doi.org/10.4018/978-1-7998-6609-1.ch013.

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The purpose of this chapter is twofold: (1) to review the benefits of digital game-based language learning (DGBLL), specifically massively multiplayer online games (MMOs), and (2) to present research investigating the design elements of MMOs that can be beneficial for second language acquisition (SLA). Data were gathered from volunteer ESL learners playing the MMO Guild Wars 2 over the course of four weeks. The findings from the research indicate that MMOs with design elements like Guild Wars 2 are beneficial to SLA primarily because they provide opportunities for interaction in the target language through participation in collaborative problem-solving gaming tasks. The results of the research presented in this chapter show (1) that the requirements of input and output for successful gaming allow for a type of interaction in which the focus on language form leads to modified-output, (2) that players have opportunities to negotiate input as a means of completing in-game tasks, and (3) that in-game tasks resemble well-designed classroom instructional tasks believed to be beneficial for SLA.
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"Space, time and guilt in psychosis." In Intentionality, Desire, Responsibility. BRILL, 2010. http://dx.doi.org/10.1163/9789004191778_005.

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Conference papers on the topic "Guild design"

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Zhao, Yinglin. "Cultural Implication of Dragon Pattern Decorations in Kaifeng Shan-Shaan-Gan Guild Hall Buildings." In 2nd International Conference on Arts, Design and Contemporary Education. Atlantis Press, 2016. http://dx.doi.org/10.2991/icadce-16.2016.218.

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Atre, S., V. Balla, and K. Kate. "Additive Manufacturing in Capstone Design Projects at Materials Innovation Guild @ University of Louisville." In MS&T19. TMS, 2019. http://dx.doi.org/10.7449/2019mst/2019/mst_2019_238_245.

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Atre, S., V. Balla, and K. Kate. "Additive Manufacturing in Capstone Design Projects at Materials Innovation Guild @ University of Louisville." In MS&T19. TMS, 2019. http://dx.doi.org/10.7449/2019/mst_2019_238_245.

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""Gotta Catch `Em All" - Game Design Patterns for Guild Quests in Higher Education." In iConference 2014 Proceedings: Breaking Down Walls. Culture - Context - Computing. iSchools, 2014. http://dx.doi.org/10.9776/14319.

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Liang, Fuxin, and Junxia Yan. "Subject Research Overview of qStudy on the Influence of the Patronage of 'South Central' Folk Kiln Guild in Ming and Qing Dynasties on Ceramic Designq." In 2015 International Conference on Arts, Design and Contemporary Education. Atlantis Press, 2015. http://dx.doi.org/10.2991/icadce-15.2015.87.

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OZTURAN, Emrah. "Transition of a Western dream into an evidence of Guilt: The case of Mekap shoes in Turkey." In 10th International Conference on Design History and Design Studies. Editora Edgard Blücher, 2016. http://dx.doi.org/10.5151/despro-icdhs2016-04_015.

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Carpenter, William. "Construct." In 1995 ACSA International Conference. ACSA Press, 1995. http://dx.doi.org/10.35483/acsa.intl.1995.78.

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The construction process employs design, theory and building into a seamless relationship. Construction is a creative act. Technology is a tool used to reinforce design ideas- not weaken them. Our studio offers challenging social issues expressed through the reality of construction. There is a long legacy of learning through building- from the cathedral guilds to Taliesin, Arcosanti and the Jersey Devil. Learning through building offers a cyclical way to view technology and design simultaneously. This leads to a practical approach where theory is vital for it informs the entire process.
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MacDonald, Erin, and Jinjuan She. "Seven Cognitive Concepts for Successful Sustainable Design." In ASME 2012 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. American Society of Mechanical Engineers, 2012. http://dx.doi.org/10.1115/detc2012-70676.

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For the past forty years, social science researchers have studied how to encourage pro-environmental behaviors such as the adoption of recycling programs, water conservation strategies, and purchase of sustainable products. This article presents a synthesis of these research findings as they relate to the design of sustainable products and technologies. Research from environmental psychology, consumer studies, economics, decision sciences, public policy, and behavioral psychology are organized into cognitive concepts that are crucial to the successful purchase and use of sustainable products. The cognitive concepts reviewed are: responsibility, complex decision-making skills, decision heuristics, the altruism-sacrifice link, trust, cognitive dissonance/guilt, and motivation. Product examples are provided to highlight the role of these cognitive concepts in sustainable design. Design recommendations and relevant design methods are discussed. The recommendations require dynamic and on-going coordination between designers, manufacturers, marketers, and government policy-makers to achieve positive changes in individuals’ behaviors. The success of sustainable products depends on the success of this coordination.
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Bao, Qifang, Ann M. Hughes, Edward Burnell, and Maria C. Yang. "Investigating User Emotional Responses to Eco-Feedback Designs." In ASME 2018 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. American Society of Mechanical Engineers, 2018. http://dx.doi.org/10.1115/detc2018-86208.

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Emotional responses to a product can be critical to influencing how the product will be used. This study explores the emotions that arise from users’ interaction with eco-feedback products, and investigates links between emotions and users’ resource conservation behaviors. In-lab experiments were conducted with 30 participants of varying backgrounds. Each participant was shown sketches of four conceptual designs of eco-feedback products and reported how they would feel and behave in different scenarios using the products. Results showed that taking immediate resource conservation actions such as turning off lights was correlated with negative emotions such as guilt and embarrassment. Users’ evaluations of product aesthetics, usefulness and overall quality, however, were highly correlated with positive emotions, described as satisfied, hopeful, interested and/or excited. Two styles of eco-feedback design, quantitative and figurative, were compared. Figurative designs were observed to evoke much stronger emotions among younger participants than older ones. Ultimately, we hope our findings are useful to the designers of eco-feedback products.
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Saadi, Jana I., and Maria C. Yang. "Motivating Sustainable Behavior Using Cognitive Interventions in Product Design." In ASME 2020 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. American Society of Mechanical Engineers, 2020. http://dx.doi.org/10.1115/detc2020-22464.

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Abstract Designing products to encourage sustainable behavior during their use can have significant influence on their total environmental impact. Cognitive interventions can be used to inform users of the importance of sustainable behavior and make users aware of the resources they consume while evoking positive or negative emotions. The first part of this study investigated two methods of cognitive interventions, information (positively and negatively framed) and feedback, and their effectiveness in encouraging users to reduce their napkin consumption in cafés. The number of napkins per transaction illustrated a short-term behavior change for positive information, a longer-term behavior change for negative information, and no change for feedback. In the second phase of this study, a survey was conducted to understand environmental concerns around napkin consumption and emotions and perceived effectiveness of each intervention. Results from 295 valid survey responses showed that the positively framed informative design reminded users to use less napkins in order to save trees and was dominated by positive emotions such as feeling encouraged. The negative information message informed users to use fewer napkins due to the consequences on the environment and was related to negative emotions such as guilt and worry. The feedback intervention’s message was more informative, reminding users that napkins come from trees and the emotions evoked from the intervention closely resembled that of the control. These findings suggest that information and feedback interventions that evoke emotions can be used to promote sustainable behavior.
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Reports on the topic "Guild design"

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Leis, Sherry. Vegetation community monitoring at Lincoln Boyhood National Memorial: 2011–2019. National Park Service, 2021. http://dx.doi.org/10.36967/nrr-2284711.

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Lincoln Boyhood National Memorial celebrates the lives of the Lincoln family including the final resting place of Abraham’s mother, Nancy Hanks Lincoln. Lincoln’s childhood in Indiana was a formative time in the life our 16th president. When the Lincoln family arrived in Indiana, the property was covered in the oak-hickory forest type. They cleared land to create their homestead and farm. Later, designers of the memorial felt that it was important to restore woodlands to the site. The woodlands would help visitors visualize the challenges the Lincoln family faced in establishing and maintaining their homestead. Some stands of woodland may have remained, but significant restoration efforts included extensive tree planting. The Heartland Inventory and Monitoring Network began monitoring the woodland in 2011 with repeat visits every four years. These monitoring efforts provide a window into the composition and structure of the wood-lands. We measure both overstory trees and the ground flora within four permanently located plots. At these permanent plots, we record each species, foliar cover estimates of ground flora, diameter at breast height of midstory and overstory trees, and tree regeneration frequency (tree seedlings and saplings). The forest species composition was relatively consistent over the three monitoring events. Climatic conditions measured by the Palmer Drought Severity Index indicated mild to wet conditions over the monitoring record. Canopy closure continued to indicate a forest structure with a closed canopy. Large trees (&gt;45 cm DBH) comprised the greatest amount of tree basal area. Sugar maple was observed to have the greatest basal area and density of the 23 tree species observed. The oaks characteristic of the early woodlands were present, but less dominant. Although one hickory species was present, it was in very low abundance. Of the 17 tree species recorded in the regeneration layer, three species were most abundant through time: sugar maple (Acer saccharum), red bud (Cercis canadensis), and ash (Fraxinus sp.). Ash recruitment seemed to increase over prior years and maple saplings transitioned to larger size classes. Ground flora diversity was similar through time, but alpha and gamma diversity were slightly greater in 2019. Percent cover by plant guild varied through time with native woody plants and forbs having the greatest abundance. Nonnative plants were also an important part of the ground flora composition. Common periwinkle (Vinca minor) and Japanese honeysuckle (Lonicera japonica) continued to be the most abundant nonnative species, but these two species were less abundant in 2019 than 2011. Unvegetated ground cover was high (mean = 95%) and increased by 17% since 2011. Bare ground increased from less than 1% in 2011 to 9% in 2019, but other ground cover elements were similar to prior years. In 2019, we quantified observer error by double sampling two plots within three of the monitoring sites. We found total pseudoturnover to be about 29% (i.e., 29% of the species records differed between observers due to observer error). This 29% pseudoturnover rate was almost 50% greater than our goal of 20% pseudoturnover. The majority of the error was attributed to observers overlooking species. Plot frame relocation error likely contributed as well but we were unable to separate it from overlooking error with our design.
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