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This Element looks at the relationship between heritage and design by way of a case study approach. It offers up ten distinct portraits of a range of heritage makers located in Goa, a place that has been predicated on its difference, both historical and cultural, from the rest of India. A former Portuguese colonial enclave (1510–1961) surrounded by what was formerly British India (1776–1947), the author attempts to read Goa's heritage as a form of place-ness, a source of inspiration for further design work that taps into the Goa of the twenty-first century. The series of portraits are visual, literary, and sensorial, and take the reader on a heritage tour through a design landscape of villages, markets, photography festivals, tailors and clothing, books, architecture, painting, and decorative museums. They do so in order to explore heritage futures as increasingly dependent on innovation, design, and the role of the individual.
This chapter details what a better understanding of the creative process should mean for copyright law. Instead of continuing to avoid any rigorous analysis of creativity, courts should investigate authorial motivation and solicit expertise to help diagnose the presence of the required “creative spark.” These changes would bolster copyright’s role in incentivizing the production of creative works while avoiding awards of copyright to unoriginal artworks. The chapter also explains how to recalibrate design patent law in light of what we understand about audience perception of design. The trier of fact should examine whether a design choice makes the design easier or harder for audiences to process. Design choices to be simpler, more prototypical, or more congruous are already likely sufficiently rewarded by consumer choices in the marketplace and should be presumed to lack the originality needed for design patent protection. Through a series of visual examples from actual design patent cases, the chapter explains how, by analyzing the effect of a design choice on visual processing fluency, courts can stop treating all design differences the same.
In this book, Patricia Blessing explores the emergence of Ottoman architecture in the fifteenth century and its connection with broader geographical contexts. Analyzing how transregional exchange shaped building practices, she examines how workers from Anatolia, the Mediterranean, the Balkans, and Iran and Central Asia participated in key construction projects. She also demonstrates how drawn, scalable models on paper served as templates for architectural decorations and supplemented collaborations that involved the mobility of workers. Blessing reveals how the creation of centralized workshops led to the emergence of a clearly defined imperial Ottoman style by 1500, when the flexibility and experimentation of the preceding century was levelled. Her book radically transforms our understanding of Ottoman architecture by exposing the diverse and fluid nature of its formative period. It also provides the reader with an understanding of design, planning, and construction processes of a major empire of the Islamic world.
Design patents protect the way a product looks whereas utility patents protect the way a product is used. The law suggests a great disparity between the artistic creation relevant to design patents and the scientific creation relevant to utility patents. The design process is believed to be so personal and subjective that judges refuse to consider any part of a design more important than another. This stands in sharp contrast to the law’s assumptions about scientific invention, which permits objective and focused evaluation of the invention and its prior art. This art/science double standard does not jibe with evidence that the same neural phenomena are at work in all kinds of creative tasks. For scientists as well as designers, both sides of the brain must be engaged in the same process: coming up with an idea, then building on that idea so that it is useful. To earn design patent protection, a claimed design must be “nonobvious” to “the ordinary designer.” To the extent judges refuse to rigorously compare claimed designs against earlier works to determine nonobviousness, they are straying from the way designers actually generate innovative design.
Design patents are meant to promote designs that are “pleasing,” “attractive,” and “beautiful.” Yet judges fret that they will inject their own prejudices into such aesthetic determinations and have adopted a permissive nonobviousness standard that only rejects designs when they are exact copies of what came before. Neuroscience sheds light on the mechanics of design perception and appreciation. Visual processing is arguably the best understood mental process in modern neuroscience. Recent studies show that aesthetic preference is strongly tied to the ease with which an observer can mentally process a particular design. Although a limited amount of innovation may be needed to gain the observer’s attention, consumers insist on simplicity, familiarity, and congruence in designs. Rather than correlating with what an audience considers pleasing, innovation in design, after rapidly reaching an optimal level, begins to trigger aesthetic distaste. I use a variety of examples from popular products and actual cases—like Herman Miller’s Aeron chair and Lego blocks—to illustrate this audience preference for designs in the “aesthetic middle.”
Although legal scholars have begun to explore the implications of neuroscientific research for criminal law, the field has yet to assess the potential of such research for intellectual property law – a legal regime governing over one-third of the US economy. Intellectual Property and the Brain addresses this gap by showing how tools meant to improve our understanding of human behavior inevitably shape the balance of power between artists and copyists, businesses and consumers. This first of its kind book demonstrates how neuroscience can improve our flawed approach to regulating creative conduct and commercial communications when applied with careful attention to the reasons that our system of intellectual property law exists. With a host of real-life examples of art, design, and advertising, the book charts a path forward for legal actors seeking reforms that will unlock artistic innovation, elevate economic productivity, and promote consumer welfare.
Tracing the character merchandising of Beatrix Potter, Chapter 2 explores why Potter is both a creative and an industrial author. She directly engaged with the idea of childhood where the parent was a consumer, an idea that affected the direction of her creativity. Potter’s forethought in registering copyright and design rights is much commented on by her biographers. However, at that time, intellectual property law struggled with the very idea of an ‘industrial author’. Although Potter popularised an expanded idea of authorship and intellectual property, she never used her rights defensively to protect the ‘Peter Rabbit’ range of merchandise from imitation and piracy. Rather, incensed by the piracy of The Tale of Peter Rabbit in the United States and frustrated by her dealings with British doll-makers, she was drawn into debates about British manufacturing, the politics of international trade and the reform of tariff law. Potter’s legacy was to encourage the practice of authorising iterations of popular character designs across an ever-increasing range of goods circulating as appropriate gifts for children and decorative embellishment for the home.
Anyone who studies design today is confronted with a professional field that places a variety of demands on future designers. Designers are expected to solve problems of all kinds in innovative ways: They should be able to implement briefings reliably and keep the production method and its costs in mind; they should be able to predict trends reliably; they should know their target groups and deliver products tailored to them. Of course, designers should also be able to communicate, visualize, and present their ideas convincingly. Rarely are these skills combined in one person, which is why designers also need to be able to work in a team. Students should therefore not only be sensitized to design, but also to intercultural differences, and be familiar with and able to classify different social milieus in order to design accordingly for specific target groups (families with small children, for example, hardly ever buy tables with sharp edges). Students should also become aware of their own esthetic preferences and staging strategies. This chapter presents an example of undergraduate research in design and discusses theoretical and conceptual problems of research in design.
Quantitative extensions of logic programming often require the solution of so called second level inference tasks, that is, problems that involve a third operation, such as maximization or normalization, on top of addition and multiplication, and thus go beyond the well-known weighted or algebraic model counting setting of probabilistic logic programming under the distribution semantics. We introduce Second Level Algebraic Model Counting (2AMC) as a generic framework for these kinds of problems. As 2AMC is to (algebraic) model counting what forall-exists-SAT is to propositional satisfiability, it is notoriously hard to solve. First level techniques based on Knowledge Compilation (KC) have been adapted for specific 2AMC instances by imposing variable order constraints on the resulting circuit. However, those constraints can severely increase the circuit size and thus decrease the efficiency of such approaches. We show that we can exploit the logical structure of a 2AMC problem to omit parts of these constraints, thus limiting the negative effect. Furthermore, we introduce and implement a strategy to generate a sufficient set of constraints statically, with a priori guarantees for the performance of KC. Our empirical evaluation on several benchmarks and tasks confirms that our theoretical results can translate into more efficient solving in practice.
Body posture determination methods have many applications, including product design, ergonomic workplace design, human body simulation, virtual reality, and animation industry. Initiated in robotics, inverse kinematic (IK) method has been widely applied to proactive human body posture estimation. The analytic inverse kinematic (AIK) method is a convenient and time-saving type of IK methods. It is also indicated that, based on AIK methods, a specific body posture can be determined by the optimization of an arbitrary objective function. The objective of this paper is to predict the postures of human arms during reaching tasks. In this research, a human body model is established in MATLAB, where the middle rotation axis analytic kinematic method is accomplished, based on this model. The joint displacement function and joint discomfort function are selected to be initially applied in this AIK method. Results show that neither the joint displacement function nor the joint discomfort function predicts postures that are close enough to natural upper limb postures of human being, during reaching tasks. Therefore, a bi-criterion objective function is proposed by integrating the joint displacement function and joint discomfort function. The accuracy of the arm postures, predicted by the proposed objective function, is the most satisfactory, while the optimal value of the coefficient, in the proposed objective function, is determined by golden section search.
As a domain of enquiry within the study of material culture, “technology” occupies a very paradoxical place. It is at the same time pervasive, infusing subfields such as design, art, infrastructure, or the digital, and yet it is conspicuously absent as a distinct topic compared to, for instance, religion, art, or consumption. This chapter explores the history of thinking surrounding the concept of “technology” and its components of technical activities, objects, and systems.
Where is the line between virtual and real? This chapter introduces readers to the complex components, physical and virtual, which constitute our rapidly changing digital world. It examines how digital forms of representation blur the boundaries between what is considered material. The chapter addresses issues of transcendence and transgression in virtual space.
La comunidad indígena Dojura (Emberá-Chamí) en Colombia está olvidando su iconografía tradicional, debido a que perdieron el contacto con sus territorios ancestrales por diferentes eventos de desplazamiento forzado. Por ello, se propuso construir una metodología de recuperación de símbolos a partir del modelo SECI (Socialización, Exteriorización, Combinación e Interiorización) de Nonaka, con lo cual, se espera lograr una sistematización de signos y a su vez una resignificación en la comunidad de modo que su cosmogonía en los territorios que habitan actualmente, les permita obtener sentido de pertenencia con su entorno. El trabajo llevado a cabo permite mostrar cómo a través de la sistematización de esta experiencia y con distintos ejercicios de generación de conocimiento, es posible recuperar los símbolos y permitir que haya un proceso de aprendizaje en la comunidad, como parte de los procesos de salvaguarda de la práctica cultural del tejido en chaquira.
Chapter 3 explains the methods of scribes for ruling manuscripts of English literature in the fifteenth century, from a variety of works but especially those of Thomas Hoccleve. It notes that scribes imposed geometric designs onto materials hylomorphically. It then contrasts their failures to achieve regular design. It suggests that ruling patterns seldom had a practical function to articulate the text by means of page design, but that ruling was sometimes a craft process pursued almost habitually by scribes, and at other times was an inherited convention with a force of its own. It concludes that ruling on the material pages was less important to scribes than the immaterial ideas that governed page design. Ruling was ultimately jettisoned.
This chapter explores concepts of adornment, bodily modification, imagery, language, and the built environment, and how they form venues of material expression and representation of human bodies and identities. It includes a focus on subcultures and the material expression of othering, inequality, resistance, subversion, and transgression, in other words the politics of representation.
Chapter 4 considers the division of texts into pages and leaves in manuscripts in English poetry and prose in the fifteenth century. It suggests that this material format allowed scribes to fanfare their own craft process, when they decorated the division of the codex into pages for its own sake, as a mere convention without textual function. But it then argues that page breaks contributed little to the text itself. It notes other methods used by scribes to override the page breaks and argued that they were more interested in the continuity of the text and of the reading process beyond the literal limits of the page.
Material culture studies is an interdisciplinary field that examines the relationships between people and their things: the production, history, preservation, and interpretation of objects. It draws on theory and practice from disciplines in the social sciences and humanities, such as anthropology, archaeology, history, and museum studies. Written by leading international scholars, this Handbook provides a comprehensive view of developments, methodologies and theories. It is divided into five broad themes, embracing both classic and emerging areas of research in the field. Chapters outline transformative moments in material culture scholarship, and present research from around the world, focusing on multiple material and digital media that show the scope and breadth of this exciting field. Written in an easy-to-read style, it is essential reading for students, researchers and professionals with an interest in material culture.
When prolonging the physical lifetime of products, it is important to also consider the value lifetime, the time before customers discards the products because it no longer has any perceived value. In this paper we study design and marketing strategies known to be particularly relevant to enhance the value perception of consumers, hence lifetimes of products. To do so, we first review literature to build a framework, we then use to conduct case studies at five Danish product design brands. This let us to insights on design and marketing strategies relevant to enhance product lifetimes.
Running exercise courses in different sectors of the health system is one of the important steps to prepare and deploy disaster risk management programs. The present study aimed to identify and explain the components affecting the design of preparedness exercises of the health system in disasters.
Methods:
This study was a qualitative content analysis. Data were collected by purposeful sampling through in-depth and semi-structured individual interviews with 25 health professionals in disasters who had experience in designing, implementing, and evaluating an exercise. The data were analyzed using the content analysis method.
Results:
The data analysis resulted in the production of 50 initial codes, 12 subcategories, 4 main categories of “Coordination, Command, and Guidance of Exercise,” “Hardware and Software Requirements of Exercise,” “Organizational Exercise Resources,” and “Communication and Exercise Public Information” with the original theme of “Exercise Design.”
Conclusion:
This study provides a clear picture and rich, constructive information on the concept of designing health system preparedness exercises in disasters. The findings of this study can greatly increase the attention of senior managers in all areas of health, especially managers of prehospitals and hospitals who are in the front line of the response to disasters to design standard and scientific preparedness exercises.