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Dennis Zuev* The Belt and Road Initiative (BRI) has become the largest infrastructure program in history, and has become a symbol of growing significance of China and its power.
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This study is an attempt to understand and describe the compositional principles of Chaoshan traditional houses (CTH) through a computational space syntax. In this approach, the space syntax is used to describe and verify the compositional rules of Chaoshan houses. Chaoshan rural residence is a classical Lingnan style building in Chaoshan area of eastern Guangdong province, associated with Teo-Swa people, a Han Chinese minority. This study takes the example the prototypes existing in the village of Zhupu, Haojiang District, Shantou city as a case study, to analyse the spatial form of the residences. The Zhupu village houses date from the Qing Dynasty - Qianlong period, around 1700 AD. The hypothesis of this study is that CTH buildings are a result of a space compositional rule system that can be described and replicated through a computational design methodology. This study will establish a computational architectural syntax, and is the first stage of an extended research work on the evolution of Chaoshan residential types. The understanding of this evolution may help, as future work, to develop urban strategies for adaptation of the CTH heritage buildings to the contemporary living conditions. As the result of this study is a computational 3D graphics modelling algorithm, the ability of the system to generate the house layouts is not limited to the reconstruction of existing typologies of CTH and its variations. The same algorithm will allow the generation of new housing schemes, with adaptation to design variables extracted from a particular site and region.
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This study, focusing on the China's Yao minority community, investigates the feasibility to create a generative computational method to replicate the diversity of the existing Yao traditional wood buildings, addressing the critical issues currently facing computational design methods, in the attempt to adapt genetic-generative algorithms to the study of local ancient architecture. The project develops a computational tool to generate a network of three-dimensional prototypes, or building structures, derived from traditional wood frame village houses. It studies possible housing structures that illustrate some of the key working methods available in digital systems such as ‘generating' and ‘compositing' taking as a starting point computational strategies oriented towards geometry and where a set of local variables play a decisive role: available local technologies, use of raw materials, and the dimensioning of timber components based on data collected from Yao architecture.
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Research in ubiquitous networked music systems has unveiled the potential of behavioural-driven interaction interfaces as an effective model to cope with network communication delays in remote musical performances. Most of the techniques developed under these premises are based on digital music interfaces implemented on laptop computers or tablet devices, where a certain degree of gestural control comes as an added dimension. The purpose of this paper is to present an implementation of such type of interfaces in the form of a physical tangible musical instrument, contemplating multiple expressive possibilities. This is viable at the current stage of technological development thanks to leveraging 3D printing and laser cutting technologies for effective prototyping and testing of such a device. The paper seeks to demonstrate that this approach opens a wide range of possibilities for creating musical instruments with versatility and expressiveness beyond what is usually accomplished in traditional instruments. This implementation, entitled “Radial String Chimes,” is presented with its advantages, the challenges it faces, and the methods used to create it. Finally, the paper will offer suggestions for further developing such an instrument to unlock its potential.
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Resumo O fascínio do Ocidente pela dicção poética oriental está atestado em várias latitudes e línguas, e resultou numa profícua produção na área da poesia. Sabe-se que a reinvenção da poesia chinesa da autoria de Pound, em grande medida na origem da sua proposta de revolução do idioma poético, nas primeiras décadas do séc. XX, assentou, na verdade, numa falácia; numa concepção errada da natureza da escrita chinesa (e japonesa) como essencialmente pictográfica e ideogramática, na base de propriedades expressivas reconhecidas na poesia que resultariam numa particular eficácia na apreensão e tradução do real. Pessanha enaltece, em termos similares aos da exaltação poundiana, a escrita da poesia chinesa clássica. Interessa-nos rever alguns inventários dos traços da dicção poética chinesa e japonesa que explicam que ela seja tomada como metonímia e metáfora da poesia, ou como meta e utopia da poesia, para perceber o que terá levado autores muito díspares a tentar a mão nos haikus, processo em que sondaremos algumas formulações poéticas em língua portuguesa. Consideramos também que esse fascínio por uma (sonhada) origem da dicção poética, quando cruzada com o habitar (não metafórico, neste caso) do pequenino enclave de Macau, de autores que nele lançaram raízes, resultou em alguns exercícios poéticos particularmente felizes e singulares. Serão trazidos à colação nesta abordagem poemas de Eugénio de Andrade, Sophia de Mello Breyner Andresen, José Tolentino Mendonça, Yao Feng, Fernanda Dias e Fernando Sales Lopes.
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Design for Classroom Units: A Collaborative Multicultural Studio Development with Chinese Students
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The design thinking methodology is a problem-solving approach that involves empathising with end-users, (re)defining problems, brainstorming solutions creatively, and experimenting with prototypes and testing. It has been widely adopted in education to help students develop critical thinking, creativity, and problem-solving skills in design. On the other hand, text-to-image artificial intelligence is a method used to generate images from natural language descriptors (usually referred to as prompts). Design thinking methodology can teach students to think creatively and critically about real-world problems when applied in the classroom. In the context of design teaching at the University of Saint Joseph, Macao, students use the design thinking methodology to develop innovative proposals for furniture design solutions. Combining design thinking methodologies with text-to-image artificial intelligence can further enhance the learning experience by allowing students to generate visual representations of their ideas during the ideation phase. The authors developed a systematic approach to generate images for ideation on furniture design based on prompting text-to-image (PTI). The analysis related students’ results who applied the design thinking methodology without using AI tools and the results generated using a standard text-to-image programme. By combining both methods, teachers can help students develop critical thinking, creativity, and problem-solving skills, while also allowing them to generate visual representations in a different paradigm and, by so, being able to communicate their ideas with the most appropriate support for them.
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"Jornalismo e Qualidade no Mundo de Expressão Portuguesa"propõe uma análise sobre a paisagem do jornalismo nos oitopaíses de língua oficial portuguesa - Portugal, Angola, Brasil, Cabo Verde, Moçambique, Guiné-Bissau, São Tomé e Príncipee Timor-Leste - e na Região Autónoma Especial de Macau. Olivro é uma reflexão sobre a legislação, o plano jurídico-constitucionalque enquadra os media no espaço lusófono, os contextosde mercado, as especificidades inscritas em fatoreshistóricos e económicos, em percursos políticos, bem comosobre as relações entre os media e os jornalistas e estes e opoder regulador do Estado.Os trabalhos reunidos nesta obra escrita por autores que partilhamentre si um dos idiomas mais falados do planeta, mostram as diferentes realidades do jornalismo no espaço dalíngua portuguesa, nomeadamente as suas redes de conhecimento, de empenho na promoção da qualidade da informação, de intercompreensão entre povos e culturas, de novas einovadoras formas de parcerias sociais com vista à partilha e àconstrução de mundividências.
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The world is perpetually changing, and the COVID-19 pandemic has taught us that the future is full of unforeseen challenges and potentialities. What are the implications of the advancement in technology on education? How are teachers coping with contemporary educational expectations? Is there a need to redesign the learning environment? What is the exact nature of the forces driving such a change? Is there anything we can learn from successful innovations around the globe? The goals of this dissertation include designing a learning/teaching app and redesigning classroom furniture for primary-level education. A design thinking methodology is used, working through the phases of empathizing, defining, ideating, prototyping and testing the two potential designs
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Countless historical sites worldwide have become unrecognisable based on their historical context. Many are cultural heritage structures with significant historical and aesthetic importance. The majority have not been well preserved; worse, some were demolished (Stenning, 2015). Furthermore, structures are part of a dynamic and changing environment, and their location within the original landscape is not always clear. People have gradually forgotten cultural traditions as environments where historical stories took place, and the look and feel have been corrupted. Immersive Virtual Reality (V.R.) allows us to relive and explore the past. However, in the Pearl River Delta Region, specifically Macau S.A.R., V.R. is still in its infancy and is not frequently used for reproducing historical sceneries. Our research focuses on reproducing heritage structures and scenery based on scarce historical information. It shows how to incorporate facts and memories into the design and create engaging, immersive experiences in V.R. scenery that takes place, both inside and outside of a cultural heritage site that has lost its original appearance. Following this, a prototype was created with specific parameters relating to past and present sceneries. We partially reproduced an existing building complex currently being used for creative and commercial purposes, but it was a shelter for the poor and a house for old ladies to live in. There were not enough facts or images linked to the inner space in the past. Inadequate information allows audiovisual scene creators to be more imaginative. The prototype focuses on a functional design that integrates cultural traits tied to local industries. The researcher used image processing software, and web 3D tools (A-Frame 1.1.0). Users can navigate by virtually “walking” and starting the visual tour; simultaneously, the story unfolds as the timeline progresses. After entering, the users jump from the present to a specific era in the past. With audio guidance, users enter the private space, shared areas, working space, etc. Users can interact with objects from the virtual scenes while the interface displays relevant audiovisual introductions. Users could utilise the virtual system to learn how the old ladies led their daily lives in the Pearl River Delta Region and grasp the local single ladies’ group lifestyle at a specific time in the past (Kwong, 2020). The interactive experience enhances the users’ interest; additionally, the users become more familiar with the region’s traditional customs. With this approach, we can create old stories using modern technology. A-Frame provides users with great convenience and can be used by any Internet browser without relying on professional V.R. devices. The content from this usage provides a greater understanding of our heritage buildings and their historical context to the wider community. This could be used in other heritage sites worldwide to reproduce and maintain structural qualities over time. This immersive experience could be a means to navigate the past while in the present. This application could benefit exhibition developers, and visitors, notably in exhibition guided tours, virtual tours inside museums, or educational assisted historical storytelling.
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