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991.
This article examines the relationship between chess games and chess problems (‘compositions’) in order to describe the chess problem as art. Arguing that the chess problem is a manipulation of game form guided by human aesthetic principles (e.g. Schiller's ‘beauty’ and Wimsatt's ‘human condition’), the article draws a parallel between art derived from games and art derived from nature. This parallel has important implications in circumstances where a natural world is replaced by a virtual world and nature is, in some sense, ‘lost’ to the artist. The article argues that, in such circumstances, the interactive and ‘concreative’ nature of digital media – particularly digital games – allows for unabated aesthetic production.  相似文献   
992.
This article investigates how transdisciplinary approaches to curriculum design on a taught masters programme in creative technologies enhance digital creativity in students. Drawing on the experience of developing and running the Masters in Creative Technologies (MA/MSc) at the Institute of Creative Technologies at De Montfort University, Leicester, we explore a number of areas relating to transdisciplinary teaching and learning in higher education, including: how digital technologies enable students to work in a transdisciplinary manner; how working creatively with technology enables transdisciplinary modes of working; and the ways in which transdisciplinarity, enabled by digital technologies, has affected the creative practice of learners. The article discusses how the programme has developed a climate for creativity, and outlines how the knowledge and skills gained during a creative technologies-related transdisciplinary programme meet the needs of a changing workplace.  相似文献   
993.
ABSTRACT

This study focuses on the decisive role played by the digital design environment in the cognitive design process and design thinking. To analyse the cognitive role of digital design tools, we carried out a protocol analysis of conventional design sketching and a 3D sculpture tool. Cognitive evaluation was a differentiating factor when considering the contextual role of the 3D sculpture tool in subsequent evaluations, non-sequential evaluations for conversion, and passive approaches within the design process. Cognitive evaluation played the following roles: validation, extension, navigation, exploration, and confirmation. The navigation, exploration, and extension roles played by non-sequential evaluation were mainly related to inductive design thinking. Finally, the types of cognitive evaluation and their roles when using the 3D sculpture tool were different, according to the design thinking type. This study explored the multidimensional roles of cognitive evaluation using a 3D sculpture tool and its relationship with design thinking types.  相似文献   
994.
Abstract

With a growing number of embedded digital experiences in arts and heritage settings, creating a broad global field, this article focuses on the use of mobile phones in the engagement of humans with the cultural heritage of public spaces, specifically those that require a promenade from one outdoor space to another. This article discusses findings from a recent promenade initiative, commissioned for a UK arts festival, along with a review of literature, to critically engage with growing evidence of the diverse ways in which technology is integrated at direct user level. Concepts of ‘hybrid spaces’ and ‘user agency’ are discussed, along with the ‘performativity’ of spaces. Central to the discussion is the function of narrative in engaging the participant to construct new perspectives, which are facilitated by the mediating role of personal media devices between subject, narrative, space and community.  相似文献   
995.
ABSTRACT

Aesthetic techniques are increasingly used by marketeers to create enticing digital products. In this paper, I work with the aesthetic experiences of one audience group to consider the psychological impact of living in a culture where digital devices are deliberately designed to influence behaviour. I argue that aesthetic encounters can help with understanding the impact of the interplay between visual stimulus, affect and digital culture, in ways that may support situated understandings of mental distress in a digital age. I show how audiences respond to the artist-led research project Are We All Addicts Now? arguing that they generate ideas connected to submersion and being overwhelmed as a means of reporting on their own personal experiences of living in a digital culture that seeks to influence behaviour. The findings may have value for designers, curators and artists invested in understanding the experiential impact of digital devices.  相似文献   
996.
The increasing architecture complexity of data converters makes it necessary to use behavioral models to simulate their electrical performance and to determine their relevant data features. For this purpose, a specific data converter simulation environment has been developed which allows designers to perform time-domain behavioral simulations of pipelined analog to digital converters (ADCs). All the necessary blocks of this specific simulation environment have been implemented using the popular Matlab simulink environment. The purpose of this paper is to present the behavioral models of these blocks taking into account most of the pipelined ADC non-idealities, such as sampling jitter, noise, and operational amplifier parameters (white noise, finite DC gain, finite bandwidth, slew rate, and saturation voltages). Simulations, using a 10-bit pipelined ADC as a design example, show that in addition to the limits analysis and the electrical features extraction, designers can determine the specifications of the basic blocks in order to meet the given data converter requirements.  相似文献   
997.
在形态滤波算子和形态结构元素的基础上,提出采用不同结构的结构元素级联形成广义数学形态滤波器,实现风电机齿轮箱振动信号的降噪方法.用一个既有振幅调制,又有相位调制的非平稳信号仿真了故障齿轮箱的齿轮振动信号,对仿真信号采用提出的广义数学形态滤波器进行了处理.处理结果表明,提出的广义数学形态滤波器能有效消除噪声,用于对风电机齿轮箱的故障检测是可行的.  相似文献   
998.
泸定水电站大坝反滤料生产系统承担着50万m3反滤料的生产任务.该系统在设计过程中,对料源情况、反滤料质量技术要求和大坝填筑工期进度等客观条件进行了深入分析和充分论证,最终确定了反滤料生产系统的生产能力(毛料400 t/h、成品料350 t/h)和建设规模,提出了有针对性的工艺流程.目前该系统已建成投产,产品质量稳定,满足设计要求.  相似文献   
999.
武长松  吴文吉  田可 《东北水利水电》2011,29(8):53-54,66,72
为了解水库的泥沙淤积现状,采用RTK技术和数字测深技术,并使二者相配合实现同步测量,使其在大比例尺地形测量中得到成功应用,测绘质量和工作效率明显提高,测量成本显著降低.本文以黄河刘家峡水库坝前1:200水下地形测量的生产实践为例,叙述了大比例尺水下地形测量实施过程和测量所取得的成果及体会,为今后的水库水下地形测量积累了...  相似文献   
1000.
采用BP神经网络模型对沈阳仙女河污水处理厂曝气生物滤池出水水质进行预测,将运行数据分为训练样本和测试样本,对神经网络模型的预测值和实测值进行t检验发现两者之间无显著差异,结果表明,神经网络模型可以对BAF处理系统的出水水质预测及运行管理提供参考。  相似文献   
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