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Cyberart incorporates interactive systems within artistic practices. The foundation for a theory of artistic production and creativity becomes expanded on the basis of a biological implication that is not dependent solely on aesthetic judgment. To communicate with computers and their high performance software stimulates artists’ imagination and there are types of interface or hardware that connect the natural system (especially the body) to the internal life of computers.  相似文献   
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Public participation is a key component in environmental planning and design. Yet too often, architects and planners are not equipped with effective tools and visualisation techniques to generate meaningful public input. Architects and planners are increasingly turning to computer technology; computer imaging can be used to support exploration of alternatives by enabling community members to visualise opportunities and scenarios before committing to a course of action (McClure, 1997). This paper explains how a Geographic Information System (GIS) and an artist played critical roles in a participatory planning process in Chicago's Pilsen neighbourhood. The GIS provided community leaders, planners, architects and designers with an interactive visualisation of the neighbourhood context. It also provided examples of design prototypes in relation to their geographic context. The artist, on the other hand, translated neighbourhood residents' ideas into quick sketches, merging their ideas and thoughts into a shared neighbourhood vision. Both of these elements – the GIS and the human artist – provided a means for residents to visualise past, present, and future neighbourhood conditions, enabling them to have a greater voice in the design of their neighbourhood. Our findings suggest that effective visualisation may be achieved through combining traditional and computerised visualisation tools, and that effective visualisation could assist in bridging the gap between professional designers and non-designers.  相似文献   
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‘Beyond their instrumental functions', writes Rivka Oxman in an article about design, creativity and innovation (2013), ‘advanced digital and computational environments are also becoming tools for thinking design’. At the leading edge of creativity and innovation design does not only speculate the plausible, possible or potential, but pragmatically inserts such futures into the present (as Whitehead says any ‘immediate existence’ (1962) must). Using concepts mainly from Deleuze, Guattari, Spinoza and Simondon, I will position such design speculation as pragmatic, divergent, complex and emergent. That is, as manifesting the technical mentalities (Simondon) that provide the milieu in which we can show what we ‘might be capable of’ (Stengers).  相似文献   
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Professions are not only primary targets of institutional change, but also key contributors to innovation processes. By focusing on how the knowledge needed in support of innovation is professionalised and reaches accepted modes of organising work, the paper examines the interplay between the emergence of a new professional domain and the institutional dynamics of the industry(ies) within which professionals operate. To this aim, we propose a reflection on the mechanisms that underpin the professionalisation of design activities in food industries. Empirical evidence draws attention to those practices that allow knowledge originated in different contexts to be socialised and converge towards the same institutional umbrella, that is, a new professional domain. The degree to which such professionalisation resonates with extant professions literature is discussed.  相似文献   
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Pioneering psychology and co-design research has highlighted the potential that multi-user virtual environment (MUVE) may help architects’ exploratory creativity that is a recursive search to discover an optimal match of novel and appropriate solutions. However, it has been not reported hitherto in what ways MUVE helps or obstructs architects’ exploratory creativity in individual and collaborative modes of collaboration. To investigate this issue, we compared MUVE and sketching media in face-to-face and remote collaboration modes, involving 22 pairs of architecture major students. Based on interview and video-observation, we discovered that (1) in MUVE, anthropomorphic avatars, which other media do not have, enabled individual and collaborative explorations to discover unexpected affordances of new solutions, with evaluation on physical properties and layouts of solutions. In addition, (2) co-presence with collaborator’s avatars enabled inspiration on new ways of problem-solving and puzzle-making through shared design processes and events, with co-evaluation on social aspects of design solutions. (3) Co-presence in a shared environment also allowed mutual co-exploration that promotes emerging creative solutions, with co-modification on design errors. As barriers of MUVE, (4) avatar’s immersion caused inconvenient perception to explore large-scaled environments and track collaborators’ different experiences, but the barriers were not reported in remote collaboration.  相似文献   
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Computer graphics are used by architects mainly for presentation purposes. However, the rapid pace of the development of computer technology enables more creative applications. This research proposes the use of dynamically simulated computer graphics as an evaluation tool for architectural design. Since buildings are living entities, whole life cycles of buildings should be dynamically simulated in highly visualised virtual environments to evaluate the future performance of prospective designs. Two areas that seem especially promising for near future (evaluation of user-building interaction and visualisation of environmental factors) are mentioned and some proposals are presented for the future use of dynamic simulations in virtual environments.  相似文献   
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张兴国  周挺 《新建筑》2011,(4):108-111
德国鲁尔区旧工业区的空间转型已进入到一个新的阶段,通过介绍埃森市及其所在的鲁尔区2010欧洲文化之都的产生背景和活动开展情况.了解德国旧工业区转型是如何与文化活动相结合,并最终推动产业及空间转型的.以期为同样面临产业转型的中国类似城市和地区提供借鉴和参考.  相似文献   
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