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The importance of research and education in design continues to grow. For example, government agencies are gradually increasing funding of design research, and increasing numbers of engineering schools are revising their curricula to emphasize design. This is because of an increasing realization that design is part of the wealth creation of a nation and needs to be better understood and taught. The continuing globalization of industry and trade has required nations to re-examine where their core contributions lie if not in production efficiency. Design is a precursor to manufacturing for phy- cal objects and is the precursor to implementation for virtual objects. At the same time, the need for sustainable development is requiring design of new products and processes, and feeding a movement towards design - novations and inventions. There are now three sources for design research: design computing, design cognition and human-centered information technology. The foun- tions for much of design computing remains artificial intelligence with its focus on ways of representation and on processes that support simulation and generation. Artificial intelligence continues to provide an environm- tally rich paradigm within which design research based on computational constructions can be carried out. Design cognition is founded on concepts from cognitive science, an even newer area than artificial intelligence. It provides tools and methods to study human designers in both laboratory and practice settings.
From simple cases such as hook and latch attachments found in
Velcro to articulated-wing flying vehicles, biology often has been
used to inspire many creative design ideas. The scientific
challenge now is to transform the paradigm into a repeatable and
scalable methodology. Biologically Inspired Design explores
computational techniques and tools that can help integrate the
method into design practice. By exploring these fundamental theories, techniques and tools
for supporting biologically inspired design, this volume provides a
comprehensive resource for design practitioners wishing to explore
the paradigm, an invaluable guide to design educators interested in
teaching the method, and a preliminary reading for design
researchers wanting to investigate bioinspired design. "
The importance of research and education in design continues to grow. For example, government agencies are gradually increasing funding of design research, and increasing numbers of engineering schools are revising their curricula to emphasize design. This is because of an increasing realization that design is part of the wealth creation of a nation and needs to be better understood and taught. The continuing globalization of industry and trade has required nations to re-examine where their core contributions lie if not in production efficiency. Design is a precursor to manufacturing for phy- cal objects and is the precursor to implementation for virtual objects. At the same time, the need for sustainable development is requiring design of new products and processes, and feeding a movement towards design - novations and inventions. There are now three sources for design research: design computing, design cognition and human-centered information technology. The foun- tions for much of design computing remains artificial intelligence with its focus on ways of representation and on processes that support simulation and generation. Artificial intelligence continues to provide an environm- tally rich paradigm within which design research based on computational constructions can be carried out. Design cognition is founded on concepts from cognitive science, an even newer area than artificial intelligence. It provides tools and methods to study human designers in both laboratory and practice settings.
From simple cases such as hook and latch attachments found in Velcro to articulated-wing flying vehicles, biology often has been used to inspire many creative design ideas. The scientific challenge now is to transform the paradigm into a repeatable and scalable methodology. Biologically Inspired Design explores computational techniques and tools that can help integrate the method into design practice. With an inspiring foreword from Janine Benyus, Biologically Inspired Design contains a dozen chapters written by some of the leading scholars in the transdisciplinary field of bioinspired design, such as Frank Fish, Julian Vincent and Jeannette Yen from biology, and Amaresk Chakrabarti, Satyandra Gupta and Li Shu from engineering. Based in part on discussions at two workshops sponsored by the United States National Science Foundation, this volume introduces and develops several methods and tools for bioinspired design including: Information-processing theories, Natural language techniques, Knowledge-based tools, and Functional approaches and Pedagogical techniques. By exploring these fundamental theories, techniques and tools for supporting biologically inspired design, this volume provides a comprehensive resource for design practitioners wishing to explore the paradigm, an invaluable guide to design educators interested in teaching the method, and a preliminary reading for design researchers wanting to investigate bioinspired design.
A guide to both theory and practice of blended learning offering rigorous research, case studies, and methods for the assessment of educational effectiveness. Blended learning combines traditional in-person learning with technology-enabled education. Its pedagogical aim is to merge the scale, asynchrony, and flexibility of online learning with the benefits of the traditional classroom-content-rich instruction and the development of learning relationships. This book offers a guide to both theory and practice of blended learning, offering rigorous research, case studies, and methods for the assessment of educational effectiveness. The contributors to this volume adopt a range of approaches to blended learning and different models of implementation and offer guidelines for both researchers and instructors, considering such issues as research design and data collection. In these courses, instructors addressed problems they had noted in traditional classrooms, attempting to enhance student engagement, include more active learning strategies, approximate real-world problem solving, and reach non-majors. The volume offers a cross-section of approaches from one institution, Georgia Tech, to provide both depth and breadth. It examines the methodologies of implementation in a variety of courses, ranging from a first-year composition class that incorporated the video game Assassin's Creed II to a research methods class for psychology and computer science students. Blended Learning will be an essential resource for educators, researchers, administrators, and policy makers. Contributors Joe Bankoff, Paula Braun, Mark Braunstein, Marion L. Brittain, Timothy G. Buchman, Rebecca E. Burnett, Aldo A. Ferri, Bonnie Ferri, Andy Frazee, Mohammed M. Ghassemi, Ashok K. Goel, Alyson B. Goodman, Joyelle Harris, Cheryl Hiddleson, David Joyner, Robert S. Kadel, Kenneth J. Knoespel, Joe Le Doux, Amanda G. Madden, Lauren Margulieux, Olga Menagarishvili, Shamim Nemati, Vjollca Sadiraj, Donald Webster
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