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1

Carlsson, Linnea. "Visual Planning in construction : a study of its use in construction projects." Thesis, KTH, Fastigheter och byggande, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-96390.

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Abstract The purpose of this master thesis is to investigate of what use the method Visual Planning can be in the construction industry in general and in the design phase of construction projects in particular.   The investigation and empirical part of the thesis has been based on semi-structured interviews with process developers, design managers and designers from Swedish companies where Visual Planning is used. The interviews have been the base for a comparative case study with the aim of providing an overview of how the method is currently used, interpreted, experienced and perceived in the Swedish construction industry and by its professionals. The master thesis has been made in collaboration with the Swedish consultancy firm Tyréns AB in Stockholm.   The results of the interviews differ on an individual level. The majority of the respondents are however positive and believe in the future of the methods. All respondents stress the lacking documentation, however, as the major difficulty. Several respondents have stressed the difficulties of working in a scattered team due to the analogue format as a shortcoming of the method as well. The biggest benefits stated are the easy accessible overview provided and the clarification of commitments, due to the active participation of the design participants, the analogue format, and the way of mapping of the information process.   It has been found that Visual Planning can be of use as a support in the process of construction project management, since it may facilitate the understanding of how to reach objectives and provide an easy accessible overview of the progress and status of a project. It should however be viewed as a complement to the process of construction project management, and not as a replacement. In conclusion it may facilitate earlier problem solving, since commitment is raised, which in the end facilitates the project to stay within budget as well as to meet the deadline.<br>Sammanfattning Syftet med detta examensarbete är att utreda vilken nytta metoden Visuell Planering kan vara av i byggbranschen i allmänhet och projekteringsfasen av byggprojekt i synnerhet.   Undersökningen har baserats på semi-strukturerade intervjuer med processutvecklare, projekteringsledare och projektörer från företag inom den svenska byggsektorn där Visuell Planering används. Intervjuerna har utgjort grunden för en jämförande fallstudie med avseendet att skapa en överblick och insyn i hur metoden i dagsläget används, tolkas och upplevs i den svenska byggbranschen och av yrkesverksamma i branschen. Examensarbetet har genomförts i samarbete med konsultföretaget Tyréns AB i Stockholm.   Intervjuresultaten varierar på individnivå. Majoriteten av intervjupersonerna är dock positiva och tror på metodens framtid. Alla tillfrågade beskriver den låga mängden dokumentation som det största problemet hos metoden. Flera yrkesverksamma beskriver även metodens tillkortakommanden då arbete bedrivs i spridda team. En följd av metodens analoga format.  Den genererade lättöverskådliga helhetsbilden och förtydliganden av åtagande och engagemang, som följd av projektmedlemmarnas aktiva deltagande, det analoga formatet och sättet som informationsprocessen kartläggs beskrivs som det största vinsterna.   Det har framkommit att Visuell Planering kan vara av användning och fungera som ett stöd i byggprojektledning, då metoden underlättar förståelse för hur mål ska uppnås och skapar en lättuppfattad bild av ett projekts status och framåtskridande. Metoden bör dock ses som ett komplement i processen av byggprojektledning och projekteringsledning, snarare än en ersättning. Visuell Planering kan slutligen främja problemlösningen i tidigare skeden, då känslan av förpliktelse, åtagande och engagemang höjs, vilket i sin tur skapar bättre möjligheter för projektet att hålla sig inom budget så väl som att möta deadline.
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Castro, Ivana Figueiredo de Oliveira Aquino. "A multimídia na apresentação de projetos de arquitetura e design de interiores: a comunicação com o público idoso." Universidade Federal do Maranhão, 2016. http://tedebc.ufma.br:8080/jspui/handle/tede/1682.

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Submitted by Rosivalda Pereira (mrs.pereira@ufma.br) on 2017-06-23T17:49:04Z No. of bitstreams: 1 IvanaOliveira.pdf: 2640003 bytes, checksum: 9d8db6b179f97c205f4440e522a58001 (MD5)<br>Made available in DSpace on 2017-06-23T17:49:04Z (GMT). No. of bitstreams: 1 IvanaOliveira.pdf: 2640003 bytes, checksum: 9d8db6b179f97c205f4440e522a58001 (MD5) Previous issue date: 2016-08-23<br>Demographic revolution experienced worldwide resulting from considerable growth of elderly population in various countries brings with it a growing concern with life quality of the older population. It is known that it is extremely important to adapt residential environments to new conditions and limitations of elderly in order to preserve their autonomy and prevent accidents. Thus, it is noticeable the importance of activities done by Architecture and Interior Design professionals next to this audience, which raises the issue of communication difficulties between the professional and the client, considering that the graphic language used is not dominated by the layman who often just does not understand what is being proposed in the project. Therefore, this research aims to evaluate three projects presentation media: humanized technical drawings in 2D, static prospects for the environment in 3D, and digital simulation of a "virtual tour" through the planned environment, in order to verify which one establishes more effective communication with the public in question, by providing them with a greater understanding of information contained within the projects. For this, we used a qualitative approach with emphasis on a case study, in which fifteen elderly were submitted to presentations followed by open standardized interviews, which enabled the evaluation regarding the understanding and preference of each one of them. At the end, one can see that technical drawings, even if presented in a humanized way, do not allow proper understanding for the elderly, not being considered a proper tool for submitting projects to the public. The static prospects for the environment in 3D promote greater understanding when it was compared to the first media, however, the virtual ride simulation was the media which enabled greater understanding by the respondents, but then it was realized the existence of variables that can influence this result, such as the sex and age of the participants. Thus, architects and interior designers need to pay attention to the various existing forms of project communication in order to choose appropriate ways to the context in which communication will be inserted, considering the peculiarities of the target audience.<br>A revolução demográfica vivenciada em todo o mundo, resultante do considerável crescimento da população idosa nos mais diversos países, acarreta uma preocupação crescente com a qualidade de vida na terceira idade. Sabe-se que é de extrema relevância a adaptação dos ambientes residenciais às novas condições e limitações do idoso, a fim de preservar a sua autonomia e prevenir acidentes. Sendo assim, constata-se a importância da atuação dos profissionais de Arquitetura e Design de Interiores junto à esse público e levanta-se a questão da dificuldade de comunicação entre o profissional e o cliente, tendo em vista que a linguagem gráfica utilizada não é dominada pelo leigo, que acaba, muitas vezes, por não entender o que está sendo proposto no projeto. Diante disso, esta pesquisa tem por objetivo, avaliar três mídias de apresentação de projetos: desenhos técnicos humanizados em 2D, perspectivas estáticas do ambiente em 3D e a simulação digital de "passeio virtual" pelo ambiente planejado, a fim de verificar qual delas estabelece uma comunicação mais eficaz com o público em questão, proporcionando-lhes uma maior compreensão das informações contidas nos projetos. Para isso, utilizou-se de uma abordagem qualitativa com ênfase em um estudo de caso, em que quinze idosos foram submetidos às apresentações seguidas de entrevistas padronizadas abertas, que viabilizavam a avaliação da compreensão e preferência de cada um deles. Ao fim, pode-se perceber que os desenhos técnicos, mesmo que apresentados de forma humanizada, não possibilitam a compreensão adequada do idoso, não sendo uma ferramenta indicada para a apresentação de projetos à esse público. As perspectivas estáticas em 3D promoveram uma maior compreensão quando comparada à primeira mídia, no entanto a simulação de passeio virtual foi a que possibilitou um maior entendimento por parte dos entrevistados, embora tenha-se percebido a existência de variáveis que podem influenciar neste resultado, como é o caso do sexo e faixa etária dos participantes. Sendo assim, arquitetos e designers de interiores precisam atentar-se as diversas formas existentes de comunicação do projeto para escolher os meios adequados ao contexto em que a comunicação estará inserida, considerando as peculiaridades do público em questão.
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Ben, Youssef Rami, and Samuel Myhrer. "Sustainable Value Creation for Stakeholders During a Projects Life Cycle : A Structured Visual Tool for Communication and Collaborative Decision-Making." Thesis, KTH, Fastigheter och byggande, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-297960.

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The importance of sustainable development within the construction industry and its environmental and social impacts as well as economic significance has become more apparent over recent years. A key factor perceived as contributing to an organization’s business success is the integration of environmental, social, and economic issues into decision-making processes. The pressure from stakeholders regarding their expectations on sustainability has risen, and the importance of understanding the stakeholders’ opinions and perspectives in a construction project while simultaneously maintaining sustainable project management increases. The aim of this thesis is to analyze how stakeholder sustainability expectations can be promoted and achieved during a construction project life cycle and related building process stages by supporting the project manager using a specifically designed visual tool. This will be investigated by answering three research questions proposed in the Introduction chapter (page 5). The visual tool is created with the focus on defining and establishing sustainability parameters based on stakeholder expectations. The tool should be applicable to a broad variety of construction projects with different focus on stakeholder expectations. Furthermore, a theoretical framework has been developed as part of the analysis based on existing theories; the Business Model Canvas (Osterwalder &amp; Pigneur, 2010), Global Performance Framework (International Civil Aviation Organization, 2009) and Stakeholder Theory. The proposed framework and its visual tool component are a means to support a project manager with stakeholder communication, collaboration and informed decision-making. The visual tool is adapted to include a common language and structure to enhance the communication and collaboration amongst key stakeholders and support a project manager with ensuring that the construction project is focused on achieving sustainability results expected by the stakeholders.<br>Betydelsen av hållbar utveckling inom byggbranschen och dess miljö- och sociala påverkan samt den ekonomiska betydelsen har blivit tydligare de senaste åren. En nyckelfaktor som uppfattas som bidragande till en organisations finansiella framgångar är integreringen av miljömässiga, sociala och ekonomiska frågor i beslutfattningsprocessen. Trycket från intressenter gällande deras förväntningar på hållbarhet har ökat, och betydelsen av att uppfatta intressenternas åsikter och perspektiv inom ett byggnadsprojekt – och samtidigt upprätthålla hållbar projektledning – har ökat. Syftet med denna studie är att analysera hur intressenters hållbarhets förväntningar kan främjas och uppnås under ett byggnadsprojekts livscykel och relaterat till byggnadsprocess steg genom att stödja projektledaren med användning av ett specifikt designat visuellt verktyg. Detta kommer att undersökas genom att svara på tre forskningsfrågor föreslagna i introduktionskapitlet (sida 5). Det visuella verktyget är skapat med fokuset på att definiera och etablera hållbarhets parametrar baserat på intressenters förväntningar. Verktyget ska kunna tillämpas på en mängd olika byggnadsprojekt med olika fokus på intressenters förväntningar. Ett teoretiskt ramverk har utvecklats som del av analysen baserat på redan existerande teorier; Business Model Canvas (Osterwalder &amp; Pigneur, 2010), Global Performance Framework (International Civil Aviation Organization, 2009) och Intressentmodellen. Det föreslagna ramverket och dess visuella verktyg som utgör en av dess komponenter, är ett sätt att stödja en projektledare med intressentkommunikation, samverkan och informerat beslutsfattande. Det visuella verktyget har anpassats till att inkludera ett gemensamt språk och struktur för att förbättra kommunikation och samarbetet bland nyckelintressenter och stödja en projektledare med att säkerställa att ett byggprojekt har som fokus att uppnå förväntade hållbarhetsresultat.
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Körting, Guilherme. "A importância da cultura e do repertório cultural do designer gráfico no desenvolvimento de projetos de comunicação visual." reponame:Biblioteca Digital de Teses e Dissertações da UFRGS, 2014. http://hdl.handle.net/10183/115284.

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Os valores e a cultura dos designers fazem parte do processo projetual e podem ser considerados de extrema relevância, visto que a cultura do designer pode ser uma fonte de inovação e de criatividade no decorrer do processo projetual do design. Este trabalho aborda o papel das referências culturais do designer gráfico no seu processo de trabalho. Busca descrever como os designers gráficos atuantes no estado do Rio Grande do Sul, mais precisamente na cidade de Porto Alegre, percebem o efeito de suas atividades culturais e de seu ambiente cultural em seu repertório e na sua prática projetual. O estudo busca caracterizar a relação entre a cultura do designer e a prática de design gráfico, identificar a presença do repertório cultural no discurso dos designers gráficos e identificar os fatores que emergem como relevantes no discurso dos designers gráficos. Para isso foram realizadas entrevistas com seis designers gráficos atuantes em Porto Alegre. A análise das entrevistas sugere que, em todos os casos, o desenvolvimento profissional está relacionado com o repertório cultural, ficando claro o quanto esses designers reconhecem que sua atividade profissional é afetada por seu repertório e ambiente cultural. Foram identificados sete fatores que emergem como relevantes no discurso dos designers gráficos e que podem explicar suas trajetórias profissionais: formação orientada a uma profissão criativa desde a infância; busca por uma atividade criativa; influência das artes plásticas; conhecimento de outras culturas (viagens, história); aprendizagem por meio de troca com colegas experientes; ampliação constante do repertório (eventos culturais, cursos); e relacionamento com clientes.<br>Values and culture of designers are part of design process and can be considered extremely relevant, since a culture of designer can be a source of innovation and creativity during design process of design. This study approaches the role of cultural references of graphic designer in their work process. Search describe how graphic designers actants in Rio Grande do Sul state, more precisely in the city of Porto Alegre, perceived the effect of their cultural activities and their cultural environment in their repertoire and their design practice. This study aims to characterize the relationship between culture of design and graphic design practice, identify presence of cultural repertoire in graphic designers' discourse and identify factors that emerge as relevant in the discourse of graphic designers. For that interviews with six graphic designers actants in Porto Alegre. Analysis of interviews showed that, in all cases, the professional development is related with cultural repertoire, becoming clear how much these designers recognize that their professional activity is affected by your repertoire and cultural environment. Seven factors were identified that emerge as relevant in the graphic designers’ discourse and may explain their professional trajectories: formation oriented to creative profession since childhood; search for creative activity; influence of visual arts; knowledge of other cultures (travel, history); learning through exchanges with experienced colleagues; constantly expanding repertoire (cultural events, courses); and customer relationships.
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Florin, Ulrika. "Konstnärskap i samspel: : om skapande arbetsprocesser i myndighetsledda samverkansprojekt." Doctoral thesis, Mälardalens högskola, Innovation och produktrealisering, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:mdh:diva-27899.

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Artists in interaction: creation processes in official collaborative projects is a doctoral thesis that explores the creation processes of artists, when the project owner defines the purpose, theme and framework. The area is explored from the artists' perspective and the overall research question deals with the opportunities and obstacles that artists face when working in collaborative projects. To be able to explore the artists' working processes, in which sketches and models were tools, concepts from the visual research field were combined with knowledge theories that derive from the area of practice-based research. The knowledge theories draw on an updated understanding of ancient philosophy developed by, among others, the philosopher Martha Nussbaum. Rudolf Arnheim’s concepts of visual thinking are also vital for the interpretation of the visuals. The results indicate that skills in different sketching techniques build trust and enable communication. However, the artists experienced that it was more difficult to integrate the more indefinable parts of their knowledge, which relates to improvisation and intuition, even though this was highlighted as the most vital force in their working processes. The consequence is that the artists have not always followed their artistic intentions, which in some cases also meant compromising the quality of the works of art  they produced. The collaboration between the artists and the project-owner representatives could be more enriching for both parties if the artists' implicit knowledge is respected as a resource and given some room, although this may involve certain risks. The study also provides results regarding the interpretation of models and sketches, and discusses in what way different sketches can support (or hinder) communication in different stages of a design process, i.e. what aspects are important to consider when sketches are used to support communication. Particularly interesting is that the findings demonstrate that spoken and written language has a significant impact on how sketches are interpreted; the use of verbal language is therefore an important factor in presentations built on visuals.<br>Avhandlingen Konstnärskap i samspel: om skapande arbetsprocesser i myndighetsledda samverkansprojekt undersöker konstnärers arbetsprocesser i projekt där uppdragsgivaren formulerat tema, syfte och ramar för gestaltningsarbetet. Genom tre fallstudier har konstnärers arbetsprocesser i samverkansprojekt, med inriktning på utställning och gestaltning i musei- och kulturmiljö undersökts. Den övergripande frågeställningen behandlar vilka möjligheter och begränsningar konstnärer upplever i sin praktik i myndighetsledda samverkansprojekt. Materialet till studien har samlats in via intervjuer, observationer, artefakter och dokument. Till artefakter räknas skisser, modeller och verk. För att undersöka konstnärernas arbetsprocesser, där olika typer av skisser är ett verktyg, har teorier från det visuella fältet kombinerats med teorier om praktisk kunskap. Från det visuella fältet är Rudolf Arnheims teorier om visuellt tänkande centrala och vad gäller kunskapsteorier är utgångspunkten en samtida tolkning av Aristoteles teori om olika kunskapsformer som utvecklats av bland andra filosofen Martha Nussbaum. På en övergripande nivå visar studien att skicklighet i hantering av olika skisstekniker möjliggör kommunikation och skapar förtroende, medan mer svårbeskrivbara delar av konstnärers kunnande med improvisation och intuition som vitala krafter är svårare att integrera i samverkansprojekten. Följden av detta är att konstnärerna inte alltid valt att genomdriva sina intentioner i projekten till fullo, vilket i ett par fall också inneburit avkall på gestaltningens kvalitet. Samverkan mellan offentliga uppdragsgivare och representanter från den kreativa sektorn (som konstnärerna i projekten representerar), skulle kunna bli mer berikande för båda parter om konstnärers implicita kunnande ses som en resurs och om uppdragsgivaren ger utrymme för improvisation, även om detta innebär visst risktagande. Studien förmedlar också ny empiribaserad kunskap beträffande olika skiss- och presentationsformers funktion i kommunikationsakten mellan konstnär (skissproducent) och uppdragsgivare (beställare). Detta kan komma till nytta i flera sammanhang där skissmaterial används vid presentationer av idéer, i kommunikationen med en beställare eller som ett verktyg i grupprocesser. Intressant nog demonstrerar resultaten också att talat och skrivet språk har stor inverkan på hur skisser tolkas. Därför är detta en viktig aspekt att beakta i presentationer som inkluderar visuella material, både för skissproducent och beställare.
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RODRIGUES, ROBERTA PORTAS GONCALVES. "DESIGN COURSE COMPLETION PROJECT - VISUAL COMMUNICATION: A CASE STUDY." PONTIFÍCIA UNIVERSIDADE CATÓLICA DO RIO DE JANEIRO, 2009. http://www.maxwell.vrac.puc-rio.br/Busca_etds.php?strSecao=resultado&nrSeq=15113@1.

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COORDENAÇÃO DE APERFEIÇOAMENTO DO PESSOAL DE ENSINO SUPERIOR<br>PROGRAMA DE SUPORTE À PÓS-GRADUAÇÃO DE INSTS. DE ENSINO<br>Observar o desenvolvimento de projetos de alunos em Design é um ótimo exercício na busca afinarmos as diretrizes de uma instituição de ensino com o real processo percorrido pelos alunos. A presente pesquisa é um estudo de caso realizado com alunos da disciplina Planejamento, Projeto e Desenvolvimento - Comuicação Visual Conclusão (PPD-CV Conclusão), última disciplina de projeto do curso de Design da PUC-Rio, habilitação Comunicação Visual, pertencente ao currículo em vigor para alunos que ingressaram por vestibular até 2007. Durante o segundo semestre de 2007 e o primeiro semestre de 2008, o desenvolvimento dos projetos dos alunos da turma da professora tutora Izabel de Oliveira foi observado com o objetivo de identificar nas etapas percorridas pelos alunos, lacunas que pudessem ser trabalhadas. No processo destacamos 4 projetos que são apresentados à luz de fundamentação teórica, trazendo um olhar crítico sobre os processos percorridos pelos alunos.<br>The development of projects by Design students is an excellent exercise when it comes to searching for the gaps to be covered in an attempt to finetune the guidelines of a teaching institution based on the real progress made by its students. This research involves a case study conducted with students of the PPD-CV Conclusion Course, the last subject in the Design course at PUC-Rio, Visual Communications Major, belonging to the curriculum prior to 2007. During the second semester of 2007 and the first semester of 2008, the researchers observed the development of the projects by students from the class of Tutor Professor Izabel de Oliveira with the objective of identifying the stages completed by the same as they develop their projects, gaps that could be worked. In order to ensure a critical perspective on the completed processes, the researchers highlight four projects that are presented based on a theoretical foundation.
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Forrett, Steven Lawrie. "Movie poster advertisements: A relevance theory persepctive." CSUSB ScholarWorks, 2007. https://scholarworks.lib.csusb.edu/etd-project/3236.

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The purpose of this thesis is to examine ten movie posters while hypothesizing whether or not their tagline texts could interest a reader. A linguistic framework Relevance Theory, is used in the analysis of this project.
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Doupovec, Clara. "Not so mysterious : A visual communication project exploring transformative economic alternatives." Thesis, Linnéuniversitetet, Institutionen för design (DE), 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-104114.

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Not so mysterious is a poster project exploring transformative alternatives to a growth-oriented economy, and experimenting with applying the idea of free and accessible to the visual process. In this report I present my personal background for the project, the systemic alternatives Doughnut Economics, wellbeing economy and The Transition Movement, and tie these together with local small-scale initiatives in my surroundings. I argue that system change can and is happening locally and I try to demystify change. I do this both through writing and through my visual project work which is also presented in this report.
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Nemoto, Nilsson Rebecka Mirai. "Crisis Retold : A Design Research Project Exploring the Narrative of War Crisis in Sweden." Thesis, Linnéuniversitetet, Institutionen för design (DE), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-86078.

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This written report is part of a design research project which explores crisis as a narrative and how it is communicated within the Swedish public sphere. The project delves into the complexity surrounding Sweden’s national emergency preparedness to war crisis on a holistic level to gain a perspective on the different interplay of power structures. The written report includes a contextual analysis of Sweden’s 2018 brochure If Crisis or War Comes (Om krisen eller kriget kommer) to draw a parallel connection between past and present narratives. The design research process is conducted through artistic and designerly experimentations as a way of exploring and mapping the topic’s complexity. The design research project uses a Swedish emergency shelter room (skyddsrum) as an artistic and overarching metaphor of the cumulated research. The aim of the design research project is to instigate critical thinking and dialogue surrounding the narrative of war crisis from the perspective of change.
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Styf, Emma. "Visual Communication between Truck Drivers and the Surroundings : - A Master’s Thesis Project for Increasing Communication and Reducing Accidents between HGV and VRUs." Thesis, Luleå tekniska universitet, Institutionen för ekonomi, teknik och samhälle, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-69786.

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In recent years, accidents between trucks and other vehicles have decreased while accidents be-tween trucks and vulnerable road-users have increased. The reason for this is unknown, which is why this Master’s Thesis project was initiated. The project is a co-operation between two students from two different universities, LTU and KTH, done for Volvo GTT in Gothenburg. A user study containing interviews and co-rides has been executed with truck drivers in the Gothenburg area during the autumn of 2017. A survey was also sent to different organizations for cyclists, motorcyclists, car drivers and to Facebook groups for the two universities. Critical situations mentioned by the truck drivers were chosen with the help of the survey answers from other road-users. Right hand turns with a truck that crosses a bike lane and intersections with a zebra crossing were the situations the project focused on, based on the Volvo Trucks Safety Report 2017 which stated those situations as the most dangerous. Serious accidents occurring when a truck turns right is when vulnerable road-users end up under the truck’s back wheels, which cuts corners. This made the project focus on trying to find a solution that could reduce this type of accident. The project also concentrated on increasing the commu-nication at intersections, based on the survey comments where it became clear that eye contact is insufficient, which led to focus on communication between trucks and fellow road-user instead. Through benchmarking, literature reviews and idea generation the final concept solution was cre-ated and developed after a workshop. The final concept solution is a turning projection that visualizes the dangerous area when a truck is turning and a light matrix in the front grille for increasing the understanding, visually, of the truck driver’s intentions of slowing down or speeding up. The final concept solution contains a zebra crossing projection in the front of the truck to facilitate the communication today, and in the future to even replace eye contact and gestures done between truck driver and fellow road-users at crossings. Further development of the concept solution includes choices and adaption of available technology and research concerning legislation for color usage on lights and projections to the front and sides of the trucks.
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Maury, Donna Lynne, and Mary Ann Burke. "Educational use of video tape and cable to communicate information." CSUSB ScholarWorks, 1998. https://scholarworks.lib.csusb.edu/etd-project/1450.

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As educators, communicating timely, important information to parents and to the community is a challenge. By using video technology, the ability to convey such information is not only possible but rather simple. Taking it one step further, utilizing cable television allows for the transmission of a variety of information to every living room in our community.
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Andrighetto, Gustavo Vitelo. "Elicitação de requisitos de projeto em design de comunicação visual." reponame:Biblioteca Digital de Teses e Dissertações da UFRGS, 2017. http://hdl.handle.net/10183/179456.

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A investigação de requisitos de projeto é uma atividade essencial da prática do design, associada a configuração do problema de projeto. Contudo, a técnica para esta atividade é muitas vezes desafiadora para os designers que possuem uma orientação para a resolução de problemas ao invés da configuração dos mesmos. Identificar todos os requisitos durante o estágio inicial de um projeto, seria o cenário ideal de trabalho para um designer. É amplamente aceito que a natureza do processo de design ocorre através da co-evolução do problema-solução, o que indica a existência da redefinição de requisitos durante o curso de um projeto. Entretanto, requisitos constantemente redefinidos em um projeto podem ser prejudiciais tanto na perspectiva do designer quanto do seu cliente, pois afetam na gestão do projeto e desgastam relação entre os envolvidos. Com o objetivo de compreender melhor este fenômeno e as suas causas, esta pesquisa, portanto, investigou como os designers de comunicação visual lidam com os requisitos de projeto, e com as suas respectivas mudanças durante o curso de um processo O método utilizado foi baseado no protocolo de Haug (2015), que investigou o mesmo tema, mas com designers de produto. Nove entrevistas foram realizadas com diferentes designers, que tiveram áudio digitalmente gravado, e posteriormente foram transcritas e analisadas. Como resultado, foi constatada a aplicabilidade do protocolo de Haug (2015) em design de comunicação visual, a descoberta de relações entre as categorias de mudanças de requisitos, e o desenvolvimento de duas ferramentas para auxiliarem o designer a compreender o seu processo de trabalho, e como adotar uma estratégia adequada para desempenhar o seu processo de trabalho de acordo com o seu próprio perfil e o do seu cliente.<br>The investigation of project requirementes is an essencial task in design activity, also associated with problem setting. However this technique is often challenging for designers, wich are problem solving oriented instead of problem setting. The identification of all project requirements at the biginning of a project would be the ideal scenario for a designer. Nevertheless design activity is more like the evolution of problem-solution, pointing that project requirements are redefined during a design process. Requiremetns redefinitions during a design process, can be harmful for both designer and his client, because it affects their project managment and also their relationship. Aiming to better understand this phenomena and it’s causes, this research investigated how visual communication designers work performing the elicitation of project requirements and deal with requirement redefinition during their projects. The method used was based on Haug’s (2015) protocol, who investigated the same subject, but with product designers. Nine designers were interviewed with the audio digitally recorder, and afterwards all interviews were transcripted and analyzed. As a result, it was found that Haug’s (2015) protocol was applicable to visual communication design, a connection between the categorys of changing project requirements was drawn, and tools were developed to help designers decide for a process strategy between the different client ant their own profiles.
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Le, Falher Olivier. "Mettre en forme le travail artistique : les ressources de l’incertitude dans l’accueil en résidence d’artistes plasticiens." Thesis, Avignon, 2010. http://www.theses.fr/2010AVIG1096/document.

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Depuis une trentaine d’années, les artistes plasticiens ont eu à se familiariser avec une panoplie de dispositifs de soutien public qui s’inscrivent en amont des œuvres, dans le processus même de création. Or ces formes d’intervention supposent une planification des ressources, des délais et des résultats à atteindre qui entre en contradiction avec la spécificité du travail artistique, faiblement prévisible dans son cours et son issue. Le soutien public du travail artistique peut-il se concilier avec une telle incertitude ? La thèse donne une réponse positive à cette question, en s’appuyant sur l’accueil en résidence d’artistes plasticiens en France, forme emblématique de socialisation du temps et de l’espace de travail des artistes. Ce terrain permet d’étudier le travail artistique à partir des ensembles de documents qui le mettent en forme et l’instituent. En mobilisant les sciences de l’information et de la communication, l’analyse compare ainsi, en première partie, deux discours sur les résidences énoncés par l’Etat, puis en deuxième partie, les textes d’un échantillon d’appels à candidature destinés aux artistes. Dans les deux cas, la recherche fait apparaître une tension entre des conceptions divergentes du travail artistique, selon que l’artiste est consacré dans une pure posture d’expérimentation et de recherche, ou qu’il s’inscrit dans une relation d’échange finalisée, plus proche de la commande ou de l’animation. L’analyse se prolonge en troisième partie en se focalisant sur les résidences d’artistes plasticiens à Marseille. A travers l’étude des chaînes de « médiations de production », depuis la sélection des artistes jusqu’à l’exposition de leurs œuvres en passant par les commentaires sur leurs projets, l’indétermination du travail artistique apparaît comme une ressource pour les responsables des structures, qui peuvent ainsi faire valoir leur expertise dans l’intervalle qui sépare les prémisses d’une oeuvre de sa version définitive. Croisant l’analyse de discours, l’observation participante et les entretiens, la recherche propose finalement d’envisager l’incertitude comme une composante conventionnelle, à la fois routinière et prévisible, du soutien public du travail artistique<br>During the last thirty years, visual artists have had to familiarize themselves with a wide range of public support devices that operate long before the art works are completed and that are part of the creation process itself. This kind of partnership requires advance planning of the resources, the duration and the goals to be achieved, all of which seem in contradiction with the specificity of an artist’s work, where both the process and the final result are never entirely predictable. Can public support policies for artistic creation fit into this kind of uncertainty ? I answer this question positively, basing myself on a study of Artist in Residence programs for visual artists in France. Such programs are a typical means of socializing both the time and the space of an artist’s work. Thus I examine the artistic work by studying the documents which both shape and institutionalize it. Through the Communication Sciences, I first compare two official texts on Artist in Residence programs, and secondly I examine a corpus of calls for applications sent out to visual artists. In both cases I highlight the tension between two contrasting visions of artistic work. Either the artist is recognized for his experimentation and his research alone, or he is engaged for a commissioned work within a well-defined cultural program. In the third part of this study, I look at the Artist in Residence programs for visual artists in the city of Marseille. I examine the different mediations along the chain of artistic production, from the selection of the artist through to the exhibiting of the finished work(s), and including the commentaries around the project. We see that the uncertainty surrounding the artistic creation appears, in fact, to be a means for those in charge of these programs to share their expertise (and actively participate) within the period of time that separates the beginning of an art work from its finished version. This thesis, by associating the discourse analysis and the qualitative methods (observations and interviews), posits that the uncertainty discussed above is, in fact, a conventional, predictable and routine dimension of public support for artistic creation
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Albert, Kimberly Joy. "Using music therapy and visuals to facilitate language in exceptional preschoolers." CSUSB ScholarWorks, 2007. https://scholarworks.lib.csusb.edu/etd-project/3245.

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The purpose of this project is to explore the effectiveness of combining music and visual supports as a means of facilitating communication in exceptional preschoolers. The results indicate that music and visual supports have some merit for increasing verbal responses.
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Dee, Meaghan. "VISIBLE TRACE A series of selected projects reflecting my graduate school experience, my interest in mark making, typographic collage, and serendipity." VCU Scholars Compass, 2011. http://scholarscompass.vcu.edu/etd/2448.

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Zunka, Ondřej. "Prezentace společnosti za využití animované infografiky." Master's thesis, Vysoké učení technické v Brně. Fakulta podnikatelská, 2014. http://www.nusl.cz/ntk/nusl-224721.

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The point of this dissertation is a creation of motion graphics video which functions as an in-depth presentation of Visual Unity services. The output is a video of approx. two minutes in length which the company will make use of as an information basis for prospective clients during international conference participation and other new business initiatives. The result is a functional proposal addressing spectrum of areas throughout the company.
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Gardner, Tamara Marie. "School web sites: Are they effective at communicating to the public or just the newest trend?" CSUSB ScholarWorks, 1999. https://scholarworks.lib.csusb.edu/etd-project/1647.

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Perez, Quintero Camilo E. "In-Between the Frames: Contesting Stigmas of Violence and Illness Through Digital Storytelling (a Visual Social Semiotic Analysis of Pasolini en Medellin and the PD Narrative Project)." Ohio University / OhioLINK, 2019. http://rave.ohiolink.edu/etdc/view?acc_num=ohiou1565285316168429.

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Shintani, Emi. "Teaching film to enhance brain compatible-learning in English-as-a-foreign language instruction." CSUSB ScholarWorks, 2003. https://scholarworks.lib.csusb.edu/etd-project/2403.

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These learning strategies have presented a theoretical framework for applying brain-based learning to EFL teaching. The model is based on the holistic principles of brain based learning rather than memorization of skills and knowledge as has been previously employed in EFL instruction.
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Hjellström, Martin, and Richard Paulsson. "En informationsfilm för Kils slakteri : ”Det är skillnad på kött och kött”." Thesis, Karlstads universitet, Avdelningen för sociala studier, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:kau:diva-14558.

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Kils slakteri är ett slakteri med stora anor i Värmland. De har sedan nystarten 2010 sakta men säkert vuxit sig större och levererar köttprodukter till olika butiker och inrättningar, men även till gemene man via deras egna charkuteri. Företaget har starka värderingar och arbetar för att skapa en lokal profil där de strävar efter en spårbarhet genom hela kedjan, från uppfödning till konsument vilket skiljer dem från de stora konkurrenterna.   Vi har fått i uppdrag av Kils slakteri att skapa en informationsfilm som ska uppfylla deras önskemål som innebär att öka medvetenheten hos konsumenterna, och att marknadsföra företagets värderingar och budskap till målgruppen på ett så tilltalande sätt som möjligt. Slutprodukten skall ligga uppe på Kils slakteris hemsida och kommer att vara ca 6 minuter lång.   Vi har gjort en kvantitativ enkätundersökning med 100 respondenter ur vår kunds egendefinerade målgrupp. Syftet med enkäten var inte att ta reda på målgrupp, utan snarare att ta reda på vad den existerande målgruppen trodde sig kunna om köttproduktion och konsumtion, samt vad de hade för åsikter och attityder gentemot köttindustrin. Detta gjordes för att vi skulle se vilka punkter som var viktigast att framhäva extra i infomationsfilmen.   Informationsfilmen är uppdelad i fyra olika scener som är sammankopplade i kronologisk ordning. Varje scen berör en av de fyra viktigaste huvudfrågorna för vår kund som är: Djuruppfödning, kötthantering, försäljning/kundkontakt och till sist tillagning av kött. Man får som betraktare följa med genom hela processen, som berättas med hjälp av en kvinnlig berättarröst. Denna röst har även en roll i att knyta ihop de olika scenerna i filmen. Två personer från slakteriet finns även med i filmen där de berättar närmare i detalj om de olika momenten. Den första scenen är på bondgården, den andra i styckeriet, den tredje i butiken och den fjärde och sista utspelar sig i en trädgård där tillagningen sker.<br>Kils slakteri is a slaughterhouse with great traditions in Värmland. They have grown slow and steady since the reopening in 2010 and they deliver meat products to an array of different supermarkets and institutions, as well as to regular households through their own charcuterie. The company possesses strong values and works towards maintaining a local profile, in which they strive to create transparency through the whole process from breeding of the animals to the finished product for the consumer, which differ from the competitors in the business.   We have been given the task to create an infomercial that will meet Kils slakteris wishes with the film, which is to increase the consumer’s awareness, promote the companies values and reach out with their message to their audiences in the most appealing way possible. The end product will be displayed on their homepage and will be approximately 6 minutes long.   We made a survey with 100 respondents from our clients target audience. The purpose with the survey was not to estimate which people who are a part of the target audience, but to gain knowledge about what the target audience thought they knew about meat production and consumption, as well as to get an insight to what attitudes they had towards the meat industry. We used the answers from the survey as an indicator to which factors that needed most attention in the film.   The infomercial is divided in to four different scenes that are linked together in a chronological order. Each scene concerns one of four main topics which are: breeding, tenderization of meat, sales/costumer contact and last the cooking of meat. As a viewer you get to tag along a journey through the whole process, which is narrated by a female voice who also fills the purpose of binding the scenes together. Two representatives from the slaughterhouse is also present in the film to act as themselves as they talk about the main topics in detail. The first scene takes place at the farm, the second in the slaughter house, the third in the charcuterie and the fourth and last is a cooking scene in a backyard.
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Borges, Priscila Monteiro. "Mensagens cifradas: a construção de linguagens diagramáticas." Pontifícia Universidade Católica de São Paulo, 2010. https://tede2.pucsp.br/handle/handle/5310.

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Made available in DSpace on 2016-04-26T18:18:42Z (GMT). No. of bitstreams: 1 Priscila Monteiro Borges.pdf: 6772362 bytes, checksum: 3a8d5ef35b81d5f7015f326ffcbe4d8a (MD5) Previous issue date: 2010-05-25<br>Fundação de Amparo a Pesquisa do Estado de São Paulo<br>When the verbal language becomes an actual written text, it acquires particular qualities from the visual language system. Therefore, it becomes necessary to investigate the representative power of a visual form in a verbal written text. The verbal written system visuality combine two writing functions: the communicative function and the visual poetics. The first characterizes the verbal system, and it is also present on the oral verbal language. The second is a particular quality from written systems expressed on calligraphy and typography. In order to investigate the representative function of the visual aspects on the verbal written text, we selected some typefaces that modify the letter shape, making it difficult to read. These typefaces emphasize the text visuality and create its own way to communicate visually; written with them, the verbal text starts to communicate visually as well. The visual form communicability of these typefaces is revealed by semiotic analysis of them, considering both the form of each character and the texts written with them. To analyze the sign communicative process, we adopted Peirce s semiotic. This theory was developed as a philosophical discipline composed of a classification model that logically indicates all the possible semioses. Having a general logical structure, Peirce s semiotic can be applied to any sign. Its classification model is grounded on continuity and relation of categories, which express the enchainment of different sign aspects. Although Peirce s semiotic has these qualities, many semiotic applications use the sign classes as they were a tight classification to which the sign might fit, turning it into a formalist theory. To avoid this problem we created our own method of analysis, which is based on a visual model, also proposed by us, that emphasizes the continuity and the dynamics of the sign process. This method is based on the 66 classes of sign, which is not well known and which is poorly explored, because it was only suggested by Peirce. This classification reveals a complex set of related classes that must be carefully analyzed. The 66 classes show an extensive gradation between classes, consequently emphasizing the continuity of the sign process. For these reasons, we were convinced that this system had an analytical power that could be explored. Despite the difficult problems and controversial topics, we decided to create a method of analysis with it and to dedicate a large amount of time working on this theory. Consequently, this research has two branches: one dedicated to the theoretic studies and to the development of the analytical method; the other, devoted to the application of the method, aiming to reveal the representative power of the visual forms on verbal written texts<br>Quando a linguagem verbal materializa-se em formas de escrita, ela adquire características particulares do sistema de linguagem visual. Torna-se, então, necessário investigar o poder significativo das formas visuais em textos verbais. A visualidade do sistema de escrita verbal agrega duas funções da escrita: a comunicativa e a poética visual. A função comunicativa caracteriza o sistema verbal, estando também presente na linguagem verbal oral. Já a função poética visual é particular aos sistemas escrita, sendo expressa pela caligrafia manual e pela tipografia. Com o objetivo de investigar a função representativa dos aspectos visuais da escrita verbal, selecionamos fontes tipográficas que transformam a forma das letras, dificultando a leitura. Essas fontes destacam a visualidade da escrita e desenvolvem uma forma de comunicação visual própria. Com elas, o texto escrito verbal passa a comunicar visualmente. Mostraremos a comunicabilidade dessas formas visuais por meio de análises semióticas das fontes tipográficas e dos textos escritos com elas. Para analisar o processo comunicativo desses signos, adotamos a semiótica peirceana, pois essa teoria foi desenvolvida como uma disciplina filosófica composta de um padrão de classificação que indica logicamente todas as semioses possíveis. Sua estrutura lógica geral pode ser aplicada a qualquer tipo de signo, seu padrão de classificação fundamentado na continuidade e relação das categorias explicita o intrincamento de diferentes aspectos do signo. Apesar dessas características, muitas aplicações da semiótica peirceana utilizam as classes de signos como categorias estanques às quais os signos devem encaixar-se, tornando-a formalista. Para evitar esse problema, desenvolvemos um método próprio de análise, baseado em um modelo visual proposto por nós, que ressalta a continuidade e a dinâmica do processo sígnico. Esse método utiliza as 66 classes de signos, uma classi- ficação pouco conhecida e explorada, pois foi apenas sugerida por Peirce. Essa classificação revela um complexo conjunto de padrões relacionados que precisam ser cautelosamente analisados. As 66 classes mostram extensa gradação entre as classes, consequentemente enfatizam a continuidade do processo sígnico. Por esses motivos, apesar das dificuldades apresentadas por um sistema pouco trabalhado e controverso, apostamos no potencial analítico dele e dedicamos longo período ao seu desenvolvimento teórico para, então, criar um método de análise. Consequentemente, essa pesquisa segue duas linhas. Uma teórico-formal, dedicada ao aprofundamento teórico e ao desenvolvimento de um método de análise, e uma linha empírico-teórica, empenhada na aplicação desse método com o objetivo de revelar o poder de significação da linguagem visual em formas de escrita verbal
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Sjöström, Ebba, and Anton Winström. "Förbättringsförslag av VPP : ett verktyg för planering och kommunikation mellan platsledning och yrkesarbetare." Thesis, Tekniska Högskolan, Högskolan i Jönköping, JTH, Byggnadsteknik och belysningsvetenskap, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-40700.

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Syfte: Visuella verktyg kan hjälpa till att minska de mänskliga fel som sker på arbetsplatsen samt skapa en kortare informationstid. Informationen erhålls betydligt snabbare och mer korrekt genom att visualisera informationskanalen där foton, scheman, posters, grafiska bilder och färgkodning är fungerande visuella verktyg. Byggföretagen har, för att effektivisera sina arbetsplatser, tagit fram visuella verktyg, bland annat Visuell Planering Produktion (VPP). Målet med detta examensarbete är att undersöka hur planering och kommunikation mellan platsledning och yrkesarbetare ute i produktionen kan förbättras med stöttning av VPP. För att få svar på det har tre frågeställningar tagits fram:1. Vad är det huvudsakliga syftet med användning av VPP?2. Hur fungerar den dagliga planeringen och kommunikationen idag?3. Hur kan VPP förbättras för att bli ett mer användbart verktyg att tillämpa för platsledningen i produktionen?Metod: Tre metoder är valda för att kunna svara på de tre frågeställningarna. Kvalitativa intervjuer med platschef, arbetsledare och lagbas, dokumentanalys och observationer i samband med intervjuer.Resultat: Planeringen och kommunikation mellan platsledning och yrkesarbetare kan förbättras med hjälp av VPP, dock endast om platsledningen får den utbildning de behöver för att använda verktyget på rätt sätt. Det är även viktigt att platsledningen får anpassa verktyget efter sina behov.Konsekvenser: Verktyget med sina tavlor och möten har i dagsläget förbättringspotential, tre brister med verktyget är: Det saknas information och utbildning till platsledningen på arbetsplatserna Det nya arbetssättet ses inte som mer positivt än det nuvarande Nuvarande utformning på bodarna innefattar platsbristFör att verktyget ska bli bättre finns det vissa punkter som är extra tydliga i resultatet där empirin och analysen ligger till grund för förbättringsförslaget. Förbättringen bör innehålla: Mer ingående utbildningar till platsledningen och mer lättillgänglig information En grundlig förklaring till verktygets användning och dess fördelar Varje projekt ska kunna anpassa VPP för det aktuella projektetBegränsningar: Det teoretiska ramverket kunde inkluderat begrepp som Lean, där VPP har sin grundtanke. Intervjurespondenterna saknade i viss mån erfarenhet och kunskap kring VPP och detta kan spegla en mer generell verklighet kring ämnet.<br>Purpose: Visual tools can help reduce the human errors that occur in the workplace and create a shorter information time. The information is obtained significantly faster and more accurately by visualizing the information channel where photos, schedules, posters, graphics and color coding are visual tools that are used. To make their workplaces more effective, a construction company has developed a visual tool named Visual Planning Production (VPP). VPP aims to visualize the project and its workflows with various kinds of boards for easier communication between the management and workers. The aim of this study is to investigate how planning and communication between management and craftsmen in production can be improved with the support of VPP. Three questions has been created:1. What is the main purpose of using VPP?2. How does the daily planning and communication work today?3. How can VPP be improved to become a more useful tool to apply for the site management in production?Method: Three methods were selected to answer the three questions. Qualitative interviews with site management and craftsmen leader, document analysis and observations on projects.Findings: Planning and communication between site management and craftsmen can be improved with the help of VPP. This only applies if the site management is given the education they need to use the tool properly. It is also important that the site management can adapt the tool to its project needs. VPP will then provide the transparency and foresight that the project needs to work.Implications: The tool with its boards and meetings currently has potential of improvement. Three examples of difficulties with the tool is: There is no information and education for the site management The new way of working is not seen as more positive than the current one There isn’t space enough in the rooms to hang the boardsThe findings from the analysis tells us what about the tool that can be improved. Some of these points are: A more thorough education for the site management and accessible information A thorough explanation of the use of the tool and its benefits To be able to customize equipment and meetings as needed in the projectsLimitations: The theoretical framework could include concepts like Lean, where VPP has its roots. A general verging of reality is not applicable to this report as the report only concerns two projects in the same geographical area. Interviewers lacked some experience and knowledge about VPP, and this may reflect on a more general reality about the subject.
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Casasus, Serge. "De nouveaux artefacts pour la gestion des compétences : l'émergence de "la cartographique"." Thesis, Paris, CNAM, 2019. http://www.theses.fr/2019CNAM1224/document.

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Les compétences sont des objets de gestion complexes mais indispensables à l’employeur pour spécifier ses besoins et au travailleur pour tracer son profil. Agrégées en postes, emplois, métiers, elles forment des cadres transactionnels dans un espace constitué d’objets abstraits et de leurs liens. Cette thèse vise à affirmer la centralité d’un dispositif cartographique à travers l’examen : des bénéfices d’une mise au net de cet espace, notamment face à la transformation numérique ; du recours indispensable à un artefact médiateur technologique ; du rôle de cartographe, le maître d’oeuvre de la fonction RH, investie de la médiation et de la régulation sociales. La recherche s’appuie sur un parcours professionnel dans le domaine RH et, sur le plan méthodologique, croise les besoins de la gestion des compétences avec les apports de la cartographie moderne. Elle aboutit à une proposition méthodologique pour cartographier des espaces abstraits, appuyée par un démonstrateur internet SaaS<br>Skills are complex management objects which are essential to define employers’ needs and draw one’s profile and wishes. Aggregated in positions, jobs, professions, they form a transactional framework in a space of abstract artefacts and their links. This thesis aims to assert the centrality of a mapping device by examining: the benefits of a clearing of this space, especially trough digital transformation; the indispensable support of technological artefacts to help a person or a group, to identify, decide, evolve in this space; the role of cartographer to be taken by the human resources function. The research is based on a professional career in the field of human resources and methodologically, crosses needs around the notion of competence with the contributions of modern cartography (GIS, geomatics, data visualisation). It leads to a synthesis by the design of a SaaS platform demonstrator, and a cartographic methodology for abstract space
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Florin, Ulrika. "Från idé till gestaltningsförslag : fallstudie från Projekt Konstpaus." Licentiate thesis, Mälardalens högskola, Akademin för innovation, design och teknik, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:mdh:diva-10679.

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Populär sammanfattning I vårt samhälle finns många offentliga konstverk. Dessa verk har kommit till på olika sätt men gemensamt är att konstverken i de allra flesta fall upphandlats med utgångspunkt i någon form av skiss. Skissen föregår det kommande konstverket och tjänar som underlag för beslut om upphandling av verket i full skala. Kunskapen om hur skisser kan tydas varierar och dessutom förekommer flera typer av skisser som var för sig fordrar olika sorters insikter av betraktaren (beslutsfattaren) för att kunna tolkas. Det övergripande temat för avhandlingen är kommunikationsprocesserna i relation till utvecklingen av 12 konstnärers gestaltningsförslag, tävlingsbidrag, samt hur juryns bedömning av dessa ser ut. Studien är baserad på material insamlat från de deltagande konstnärernas processer i Projekt Konstpaus, ett projekt delfinansierat av EU. Syftet med studien är att öka förståelsen för hur konstnärer utformar sina gestaltningsförslag, samt hur dessa förslag används och värderas. För att göra detta har tävlingsbidragen analyserats och konstnärerna intervjuats. Konstnärliga gestaltningsprocesser har synliggjorts liksom kommunikationen mellan beställare och konstnär.Bland annat har det framkommit att det finns en större potential att förmedla ett komplext gestaltningsinnehåll till en jury med stöd av digitala skisser, än vid användande av traditionella skisser. Det har visat sig att det kommande konstverkets kvaliteter blir synliga, men också att de brister som finns i gestaltningen tydliggörs i 3D- skisserna. Liksom teknologier tidigare i historien haft sin påverkan på bildutvecklingen, tolkningen och seendet har också övergången till digitala skisstekniker denna inverkan. Det har också visat sig att den text som tillhör respektive tävlingsbidrag haft avgörande betydelse för utfallet av jurybedömningen. Muntliga och skriftliga presentationer, bilagor och brev har påverkat juryn i sina beslut.Studien har också visat hur konstnärer kan tolka och förmedla resultat av en inventering och genom sina skisser förmedla dessa tolkningar. Konsten som tolkare av miljö, tid och tanke, kan gestalta information om en plats och i och med detta också fungera värnande för ett samhälles identitet i olika faser av en utveckling.Studien har bidragit med en djupare inblick i konstnärliga gestaltningsprocesser och hur de kan beskrivas samt i och med detta också en fördjupad förståelse i allmänhet av kreativa processer.<br>Abstract The overall intention of this research project is to increase knowledge regarding design processes in general and artists' design processes specifically. The research is carried out as a case study based on the sketch processes that took place within Projekt Konstpaus (The Art Break Project). The sketches, or suggested designs, are the main objective for analysis and consideration in this study. Projekt Konstpaus (The Art Break Project) is a development pro­ject partially financed by the European Union (EU). The vision of the project embodied equality, multiculturalism and sustainable community development. The municipality of Strängnäs, Sweden was the leading partner in the project and provided the necessary support for the project idea, financing and infrastructure. The innovative aim of the project was to have various groups of people from different backgrounds working together in the same processes. The project team consisted of several artists and people with university educations, such as archaeologists, cultural geographers, biologists and geologists. The main objective of the project team was to provide the basis for the construction of a culturally inspired walking and bicycle path. Several rest spots/rest stops (“konstpauser”) designed with artistic cha­racter and influenced primarily by the municipality’s extensive nature/cul­tural heritage will be found along the path (which has been approved for construction). One initial task of the project team was to make an inventory of the nature and culture artifacts within the project area as a means of promoting na­ture/culture preservation for the benefit of future generations through information sharing. The walking/bicycle path will be accessible to all, with special provision for physically challenged individuals. The intention is to provide an environment for both quietude and physical recreation. The artists within the project embedded their artistic interpretations of the inventory and communicated them by suggesting artistic designs (sketches) related to the planned path. A jury then considered the sketches. Sketch, text, models and jury decisions (regarding the designs) are the objective of this research. The analysis of the material (sketches, texts, models and jury decisions, both oral and written) exposes the artistic processes. It is also the key to understanding the messages the artists intend to convey through their suggested designs. It is important to realize the significance (specific characteristics) of different types of sketches to be able to make decisions based on sketch materials. When sketches are examined, this awareness is central to making the right decision. In this study, three different types of sketches are examined, and the reading of each type is discussed. When studying the suggested designs, insight was gained regarding the differences between using computer-aided design and traditional sketch tools. Knowledge was also increased concerning the development of sketch techniques generally, and when using computers specifically. A dualism of sight and seeing in terms of the visualization of an idea exists, and it is discussed in the light of empirical examples. It is also placed in relation to important technological steps taken earlier in history. The use of Camera Obcura as a helpful tool for composition is one such step. The use of this tool impacted on how the inner view was changed and, with that, manners of expression as well. This is seen in the composition of paintings and the use of language. Our thinking is influenced by what we see, and that, in turn, influences our thoughts. In our contemporary western paradigm, our commonly-held definition of "seeing" is influenced by computer-gained visual representations and the processes used when producing them. The study confirms that while this particular type of sketch exposes the suggested design idea a bit clearer than traditional sketches, it also reveals errors in the suggested designs. I have also found that both written and spoken language routes the interpretation of sketch material. In terms of understanding how the suggested designs are chosen by a jury, this component (the spoken or written language) was seen in the empirical material revealed in this study. It was also theoretically confirmed. Together with an overall insight into the artistic processes, this study confirms the possibility of using artists in a development process. In this project, the process was to promote na­ture and culture preservation. It is valuable to integrate diverse areas of knowledge in the same process. This is true in both a social and an environmental sense. Finally, findings in this analysis confirm that artists are able to convey messages through their suggested designs (sketches). Those messages include interpretations of place, space, history and findings related to the project area.
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Hung, Li-Chuan, and 洪麗娟. "Communication Models of Visual Design Outsourcing Projects in a Digital Environment." Thesis, 2006. http://ndltd.ncl.edu.tw/handle/ytq5jq.

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碩士<br>國立臺灣科技大學<br>設計研究所<br>94<br>Outsourcing service is provided by contractors with the manpower and material resources to fulfill tasks fully or partly of an enterprise. It can allocate appropriately resources and technology of the enterprise to provide maximum benefit. Outsourcing of visual communication design projects enables an enterprise to dedicate itself to core competitiveness, to avoid over-expansion, and to lower cost for higher profit and more valuable use of capital investment. This research carried out in-depth interviews of ten domestic enterprises to understand the present communication situation of the enterprises’ visual design outsourcing projects under a digital environment. On the stage of design preparation, emails, IM and video conferencing could be used as confirmation backups of writing communication, and showed promise as instant detailed communication media for time efficiency. On the stage of design execution, the digital environment was mature and emails became the main communication medium, especially to those visual design outsourcing projects that presented mainly on printing. Emails and IM were used to communicate directly from concept design to proof confirmation. As to former complex task procedures, a lot of correction time was saved because of computerization and the control of project management was refined. On the stage of design production, Traditional face-to-face communication and telephone connection were still mainly used. The digital communication environment changed all supplies and demands, effectively reduced more costs for enterprises. In the face of present situations, this research put forward concrete proposals for outsourcing visual design projects as follows. 1.On the stage of design preparation, video conferencing could effectively reduce communication errors. 2.On the stage of design execution, multiple on-line corrections could focus on the implementation of original design concepts. 3.On the stage of design production, specialists could be authorized to carry out random check on the spot and use vedio conferencing or send back image files for feedback and confirmation.
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Box, Helen. "Homeless, sticky design. Strategies for visual, creative, investigative projects. Deriving and applying collecting, ordering and positioning as a critical language and a design approach between visual communication design and visual research." 2007. http://hdl.handle.net/2100/614.

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University of Technology, Sydney. Faculty of Design, Architecture and Building<br>My research takes place against the backdrop of the design research debate ongoing since the 1990s. This debate highlighted the potential contributions that design artefacts and practice could make in a scholarly and professional research context. Despite numerous interesting possibilities, the discussions taking place in the design research community largely do not attend to contemporary Visual Communication Design practices and outcomes. In this research, I specifically focus on outcomes taking place at the margins of the Visual Communication field, which, though peripheral, are both admired and engaging, and what this research entitles ‘sticky’. Eleven projects are examined including, for example, one that collected the ephemera serving as the impromptu bookmarks in the books shelved in a university library, yielding the meticulous inventory of three hundred scraps of paper listed by Dewey decimal classification number. Despite their ‘stickiness’, I found that these outcomes are in fact only partially accounted for by key authorities in Visual Communication Design: despite a strong graphic language these projects are not concerned to convey an unmistakable message directed to a particular audience. Instead other discussions taking place in the sociological sub-field of Visual Research, which values the open-ended inquiry of the observable features of everyday subject matter, seemed more relevant. Ultimately however, in view of other expectations – a theoretical framework and sustained textual analysis – these ‘sticky’ projects similarly confound Visual Research. Consequently I realised that these ‘sticky’ projects are ‘homeless’ and, to indicate the partial explanations provided by Visual Communication Design and Visual Research, I tagged them ‘creative, investigative, visual projects’. This research thus sets out to derive a language to attend to such ‘sticky’ but ‘homeless’ creative, investigative, visual projects. I explored diverse literature and additional visual work – on topics such as the origins of the encyclopaedia, the tendency to make lists, psychological explanations for keeping personal collections, scientific visualizations, French Poetry, experimental travel, where to file UFOs in a picture archive, information management, the anatomy of the human heart, documentary photography and post–modern cartography. By bringing this interdisciplinary analysis to bear on the set of ‘sticky’, ‘homeless’, creative, investigative, visual projects, I derived a language of Collecting, Ordering and Positioning. From this tripartite model a design strategy was then extrapolated which I applied to produce an original creative, investigative, visual project, called BikeWork, which involved the participation of sixty-five cyclists and production of a series of three posters. This research concludes by speculating that the value of a creative, investigative, visual approach – vivid and systematic though fragmentary and approximate – is its agency. Accordingly I finally recommend that future ‘sticky’ researchers further explore the distinctive appeal of a vivid and fragmentary approach. THE ‘HOMELESS’, ‘STICKY’ DESIGN IN QUESTION Eleven key projects are discussed. Collecting Lipstick (Greene 2001) Why Are All These Books Orange? (Siegel 2004) The Last Periods of Some Books (magnified 4266%) (Buchanan-Smith 2003 [2002]) The Bicycle, Cross, and Desert (Weed 2005) A Coming Of Age Reading Checklist (McMullen 2004) The Readers Before Us (Waller & Beard 2002) Ordering Periodic Breakfast Table (Weese & Halpern 2001) Endcommercial: Reading the City (Böhm, Pizzaroni & Scheppe 2002) I [heart] [heart] (Daly 2007 [2005]) Positioning Newsmap (Weskamp 2004) NameVoyager (Wattenberg & Wattenberg 2004-2005)
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Burton, Kathryn Lee. "A chronology of an interior design project emphasizing various graphic communication methods." Thesis, 1991. http://hdl.handle.net/1957/38035.

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An interior design project was completed by the researcher on the campus of Oregon State University. The purpose of the project was to participate in, direct and record the design process of an interior design project with an emphasis on the use of graphic communication methods. A chronology detailed the entire project and the various graphic communication methods used during the design process. An evaluation of the project compared the graphic communication methods used during the project with a previously developed model which outlined various stages of the design process and the graphic communication methods appropriate to each stage in the process. In most cases the design project followed the model closely.<br>Graduation date: 1991
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Rato, Maria João Capela Telo. "O propósito da pesquisa nos projetos de artes visuais: desenho e fotografia no ensino secundário." Master's thesis, 2015. http://hdl.handle.net/10437/6738.

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Orientação: Maria João Castelbranco da Silveira<br>Neste trabalho, no seguimento do estágio em ensino no ano letivo de 2012/13 procura-se partir do projeto artístico enquanto ferramenta de aprendizagem para alunos da disciplina de Desenho do Curso de Artes Visuais do Ensino Secundário, ressaltando a importância das interrogações iniciais, ou seja, dos pontos de partida de um percurso que se pretende educativo pela pesquisa. Focando o pressuposto pedagógico de que a metodologia de projeto permite estimular a participação ativa dos alunos no processo de aprendizagem, o estudo considera criticamente o propósito inicial de um trabalho de projeto artístico. Descrevem-se as atividades levadas a cabo com os alunos, tendo por base, por um lado, estratégias metacognitivas que têm como central a prática do desenho e da fotografia, orientadas por uma vontade de epistemologia visual. E por outro lado, estratégias metodológicas de acordo com as características das linguagens da arte, insistindo-se na concretização prática da significação de conceitos. Os objetivos pretendidos com este trabalho foram alcançados, tendo-se demonstrado com os alunos a conexão a ter em conta entre as características das linguagens visuais e os temas a considerar em projetos ou unidades didáticas de Artes Visuais.<br>In this study, following the practice in school context with a 10th year Drawing class, in the academic year 2012/2013, the artistic project makes allowance for a learning process tool to Secondary Visual Arts students, emphasizing the importance of the starting points in a process aiming at education through research. The pedagogical plan is focused on a methodology that allows to stimulate the active involvement of the students in their learning process once that the study considers the initial purpose of the artistic project work according to a critical review. The activities carried out by the students are described as based, on one hand on metacognitive strategies centered on drawing and photography that are directed towards visual epistemology and on the other hand on methodological strategies in accordance with the languages of art characteristic traits. The objectives set to this study were achieved through the demonstration with the students of the importance and validity of the aforementioned projects regarding critical connections between the visual languages and the topics to be considered in the Visual Arts school projects.
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Alves, João Miguel Freire. "O museu virtual Google Art Project : um estudo de caso em contexto de ensino-aprendizagem da educação visual." Master's thesis, 2013. http://hdl.handle.net/10400.2/5570.

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A educação na arte e pela arte confere a todos os seus intervenientes a estimulação da sua criatividade e da sua consciência cultural, proporcionando meios para se exprimirem e participarem ativamente no mundo que nos rodeia. A integração das tecnologias de informação e comunicação no processo de ensino-aprendizagem veio alargar o papel que a arte pode desempenhar neste processo, promovendo novas formas de aprender, de ensinar e de pensar. Assim, a utilização de ambientes virtuais em contexto educativo tem revelado um enorme potencial, sobretudo ao nível da comunicação e da interação entre alunos e obras de arte. Neste sentido, considerou-se importante desenvolver um estudo de caso em contexto de sala de aula da Educação Visual, promovendo uma aprendizagem baseada na articulação entre a observação, interpretação e análise da obra de arte e o museu virtual. Assim o principal objetivo deste estudo foi avaliar as potencialidades do Google Art Project, enquanto objeto de aprendizagem, na promoção da aprendizagem na área da literacia em artes. Para além disso, procurámos ainda avaliar se a utilização de ferramentas multimédia como o referido Google Art Project e o Quadro Interativo, constituem fatores de motivação na aprendizagem da disciplina de Educação Visual. Do ponto de vista metodológico desenvolvemos uma estratégia baseada na investigação-ação. Procurámos, por um lado, descobrir e compreender o significado de uma realidade vivida por um grupo de alunos e, por outro lado, refletir sobre a prática educativa com o intuito de a melhorar e transformar. Este estudo envolveu cinco turmas do sexto ano do ensino público. Para a recolha de dados utilizámos técnicas baseadas na conversação e na observação, no questionário e nas notas de campo. Os resultados deste estudo revelam que as ferramentas tecnológicas utilizadas podem efetivamente contribuir para a promoção da aprendizagem dos alunos na área da Educação Visual, mais concretamente ao nível do domínio da literacia artística, da representação e da interpretação visual.<br>Education in arts and for art provides students with the stimulation of their creative ability and their cultural awareness, offering them the means to express themselves and actively participate in the world around them. The integration of information and communication technologies in the teaching-learning process widened the role that art may have in this process fostering new ways of learning, teaching and thinking. Thus, the use of virtual environments in educational contexts has shown tremendous potential, particularly in terms of communication and interaction between students and works of art. In this sense, we considered important to develop a case study on the teaching-learning context of Arts Education, promoting learning based on the articulation between observation, interpretation and analysis of art pieces and the virtual museum. The aim of this study was to assess the potential of the Google Art Project, as a learning object, in the promotion of learning skills in arts literacy. Furthermore, we also tried to know if the use of multimedia tools like Google Art Project and Interactive White Board is a motivating influence in Arts Education. In a methodological point of view we developed a strategy based on research-action. On one hand we have attempted to discover and understand the meaning of a reality lived by a group of students and, on the other hand, reflect upon the education practice with the goal of improving and transforming it. This study involved five classes of year six of a public school during a school year. For data collection we used techniques based on conversation and analysis, questionnaire and field notes. The results of this study show that the technological tools used may effectively contribute to promote students’ knowledge in Arts Education and specifically in the arts literacy domain, visual representation and interpretation.
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Tůmová, Aneta. "Výtvarná výchova a komunita." Master's thesis, 2018. http://www.nusl.cz/ntk/nusl-390447.

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Thesis deals with possibility of development cooperation, engagement and interpersonal relationships through artistic projects. How can arts education promote children's interest in their neighbourhoods and learn them engagement? This is main a question in this thesis. The theoretical part describes the methods and approaches that are related to the cooperation in art education. The thesis search for contemporary art projects focused on community development and local changes and interpret them. The practical part describes own project, focused to the city of Dačice. The main ideas of the project are based on the official transfer of the city from Moravia to Bohemia. The aim of the project is not only to promote children's interest in their place of neighbourhoods and to lead them to engagement and cooperation, but also to lead them to reflect their identity. Keywords: community, school, visual culture, collaborative art, art education, communication, cooperation, interpretation, interdisciplinarity, project
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31

Nageeb, Meena. "The Effectiveness of the Hybrid Graphical Representation Method in Visually Combining and Communicating Logical and Spatial Relationships between Scheduled Activities." Thesis, 2012. http://hdl.handle.net/1969.1/ETD-TAMU-2012-05-11042.

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This research endeavor investigated the possibility to combine the visual advantages of both graphical schedule visualization methods, the Linked Gantt Charts (LGC) and Flowline graphs (FLG), derived from the activity-based and location-based scheduling systems, to help resolve some of their shortcomings by capitalizing on their combined strengths. In order to accomplish the goal of the research, a graphical representation system that combines these two scheduling visualization methods, LGC and FLG, is developed. Afterwards, the research attempted to empirically validate the ability of the proposed tool to visually communicate and combine logical and spatial relationships between scheduled activities. This is compared to comprehending the same information by looking at a stand-alone LGC or FLG. The accuracy and time, of deciphering various details of a sample project schedule, are used as parameters to evaluate the proposed scheduling visualization tool, and compare it to the existing LGC and FLG systems. The Hybrid Graphical Representation (HGR) is the tool developed by this research to combine Linked Gantt Chart bars from the activity-based scheduling approach, and flow-lines from the location-based scheduling approach. The HGR concept is founded on the basic idea that both LGC and FLG share a common X-axis, Time. The only difference is in a LGC the Activities are listed on the Y-axis, while the FLG shows Locations on the Y-axis. This research proposed adding a third dimension to the FLG, listing the project Activities on a Z-axis. Viewing the HGR 3D graph from the top, the user will observe the Gantt bars with Time on the X-axis and the Activities listed on the Z-axis. Observing the schedule from the front view, the user will see the flow-lines developed from the location-based scheduling approach with Locations on the Y-axis and Time on the X-axis. After conducting a series of online surveys measuring the time and accuracy of using a prototype HGR schedule, it was found that the users were able to reap the benefits of both scheduling approaches (LGC and FLG), and visually link and communicate information concerning the activities' logical relationships and spatial relationships. However, it took the participants a relatively longer time to achieve that higher accuracy utilizing the HGR tool.
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32

Leitão, Renata Marques. "Culture as a project: design, self-determination and identity assertion in indigenous communities." Thèse, 2017. http://hdl.handle.net/1866/19971.

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Donaldson-Selby, Gavin Hugh. "Photorealistic visualisation of urban greening in a low-cost high- density housing settlement." Thesis, 2005. http://hdl.handle.net/10413/3380.

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Apartheid housing policies of the pre-1994 South African government, and the low-cost highdensity housing programmes of the post-1994 government, has given rise to numerous urban environmental problems, some of which could be addressed in a cost-effective and sustainable manner through urban greening, while simultaneously promoting biodiversity. Public participation in the planning of urban greening has been identified as being of vital importance, without which urban greening projects run a high, and expensive, risk of failure. Previous studies indicate that the greening priorities of residents in low-cost high-density housing settlements may differ considerably from those of managers and experts tasked with the protection and extension of the natural environment resource base. A system of participatory decision support is therefore required to reconcile the greening requirements of the community, and the ecological benefits of biodiversity. If language, literacy, map literacy and numeracy difficulties are to be avoided, and a sense of place or belonging is to be invoked, such a participatory decision support system should, ideally, be visually based, and capable of generating realistic eye-level depictions of the urban landscape. New computer-based landscape visualisation applications, which can directly utilise GIS, CAD and DEM data to produce detailed photo-realistic viewsheds, were deemed better suited to the task of visualising urban greening than existing GIS based mapping systems, CAD and traditional landscape visualisation methods. This dissertation examines the process of constructing a 3D computer model of the Mount Royal low-cost high-density housing settlement, situated in the eThekwini Municipality, KwaZulu-Natal, South Africa. Visualisations including terrain, natural features, indigenous vegetation, houses and roads were produced and submitted, with a questionnaire, to experts from different disciplines, Mount Royal residents and neighbors. Results from the expert survey indicate moderate support for visualisation in professional decision-making. However, both experts and residents expressed strong support for the accuracy and credibility ofthe visualisations, as well as for their potential in a participatory decision support system.<br>Thesis (M.Sc.)-University of KwaZulu-Natal, Pietermaritzburg, 2005.
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(10664183), Raj Pradip Birewar. "Generative Design for Construction Site Layout Planning." Thesis, 2021.

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<p>The construction industry contributes significantly to the GDP of the United States, attributing to its growth at an unprecedented rate. Efficient planning on all stages of construction is the only way to combat dynamic obstructions and deliver projects on time. The first element involved in the planning phase deals with the layout of the Construction Site. It significantly regulates the pace at which construction operations function and directly affects the time, cost, and safety linked to the successful delivery of the target project. Hence, it is paramount to ensure that every component of the construction site maneuvers with the utmost productivity. One such equipment that occupies significant attention while carrying out the CSLP process is Tower Crane. Tower crane optimization is pivotal to ensure proper lifting and handling of materials, and warrant conflict-free work zones. This research, therefore, aims to optimize its position by maximizing the lift ability. To achieve the goals, Generative Design- a paradigm that integrates the constructive features of mathematical and visual optimization techniques, is used to develop a relatively comprehensible prototype. The first part of the research, thus, utilized Generative Design on two construction sites- one from the United States and one from India. After implementing the visual programming algorithm, an improvement of 40% was warranted in the lift score. A pool of potential alternatives was explored and supplemented by the trade-off illustrations. The concept of trade-off was substantiated by allowing a framework for prioritization of lift cycles, and facilitating a holistic decision-making process. To evaluate the usability, 12 participants were chosen based on their previous experience with tower crane operations. The participants witnessed a live demonstration of the algorithm, answered a Likert scale questionnaire, and appeared for an open-ended interview to provide feedback about the proposed Generative Design technique. After carrying out narrative analysis for the usability aspect- it has been unanimously observed that the technique has extreme efficiency of usage and can evidently prevent the occurrence of errors. The study concludes by providing recommendations to augment the significance and usability of Generative Design for tower crane position optimization. </p><br>
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(8790986), Swaroop Ashok. "Construction Decision making using Virtual Reality." Thesis, 2020.

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<p>We make decisions every day, some with the potential for a huge impact on our lives. This process of decision-making is crucial not only for individuals but for industries, including construction. Unlike the manufacturing industry, where one can make certain decisions regarding an actual product by looking at it in real time, the nature of construction is different. Here, decisions are to be made on a product which will be built somewhere in the near future. The complex and interim nature of construction projects, along with factors like time essence, increasing scale of projects and multitude of stakeholders, makes it even more difficult to reach consensus. Incorporating VR can aid in getting an insight on the final product at the very beginning of the project life cycle. With a visual representation, the stakeholders involved can collaborate on a single platform to assess the project, share common knowledge and make choices that would produce better results in all major aspects like cost, quality, time and safety. This study aims at assessing decision-making in the earlier stages of construction and then evaluating the performance of immersive and non-immersive VR platforms.</p> <br> <p> </p>
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Stasko, Carly. "A Pedagogy of Holistic Media Literacy: Reflections on Culture Jamming as Transformative Learning and Healing." Thesis, 2009. http://hdl.handle.net/1807/18109.

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This qualitative study uses narrative inquiry (Connelly & Clandinin, 1988, 1990, 2001) and self-study to investigate ways to further understand and facilitate the integration of holistic philosophies of education with media literacy pedagogies. As founder and director of the Youth Media Literacy Project and a self-titled Imagitator (one who agitates imagination), I have spent over 10 years teaching media literacy in various high schools, universities, and community centres across North America. This study will focus on my own personal practical knowledge (Connelly & Clandinin, 1982) as a culture jammer, educator and cancer survivor to illustrate my original vision of a ‘holistic media literacy pedagogy’. This research reflects on the emergence and impact of holistic media literacy in my personal and professional life and also draws from relevant interdisciplinary literature to challenge and synthesize current insights and theories of media literacy, holistic education and culture jamming.
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