INTEGRATED DESIGN CHARRETTE TOOLKIT 1 Net-Zero Energy Charrette Toolkit Integrated Design Charrette Toolkit Introduction
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PRUEBA DE ACCESO Y ADMISIÓN a LA UNIVERSIDAD LENGUA EXTRANJERA ANDALUCÍA, CEUTA, MELILLA Y CENTROS En MARRUECOS (INGLÉS) CURSO 2019-2020
PRUEBA DE ACCESO Y ADMISIÓN A LA UNIVERSIDAD LENGUA EXTRANJERA ANDALUCÍA, CEUTA, MELILLA y CENTROS en MARRUECOS (INGLÉS) CURSO 2019-2020 Instrucciones: a) Duración: 1 hora y 30 minutos. b) Este examen consta de varios bloques. Debe responder a las preguntas que se indican en cada uno. c) La puntuación está indicada en cada uno de los apartados. d) No se permite el uso de diccionario. El examen consta de 3 Bloques (A, B y C) En cada bloque (Comprehension, Use of English y Writing) se plantean varias preguntas, de las que se deberá responder al número que se indica en cada uno. En caso de responder más cuestiones de las requeridas, serán tenidas en cuenta las respondidas en primer lugar hasta alcanzar dicho número. Las preguntas han de ser respondidas en su totalidad: si la pregunta tiene dos secciones, hay que responder ambas. BLOQUE A (Comprensión lectora) Puntuación máxima: 4 puntos Debe responderse a las 8 preguntas de uno de los 2 textos propuestos. I * COMPREHENSION (4 points). CHOOSE TEXT 1 OR TEXT 2 AND ANSWER ALL THE QUESTIONS FROM THAT TEXT ONLY. TEXT 1: FASHION AND WASTE 1 In 2018, beauty vlogger Samantha Ravndahl announced to her legion of subscribers that she would no longer accept 2 promotional samples because she was concerned about the waste in the packaging of beauty and fashion items. She was trying 3 to combat not just her own waste, but that of all her followers. 4 It’s really a game of chicken or the egg to decide who is to blame for the culture of waste: social media or fashion itself? The 5 answer is a toxic combination of both. -
Game Level Layout from Design Specification
EUROGRAPHICS 2014 / B. Lévy and J. Kautz Volume 33 (2014), Number 2 (Guest Editors) Game Level Layout from Design Specification Chongyang Ma∗z Nicholas Vining∗ Sylvain Lefebvrey Alla Sheffer∗ ∗ University of British Columbia y ALICE/INRIA z University of Southern California Abstract The design of video game environments, or levels, aims to control gameplay by steering the player through a sequence of designer-controlled steps, while simultaneously providing a visually engaging experience. Traditionally these levels are painstakingly designed by hand, often from pre-existing building blocks, or space templates. In this paper, we propose an algorithmic approach for automatically laying out game levels from user-specified blocks. Our method allows designers to retain control of the gameplay flow via user-specified level connectivity graphs, while relieving them from the tedious task of manually assembling the building blocks into a valid, plausible layout. Our method produces sequences of diverse layouts for the same input connectivity, allowing for repeated replay of a given level within a visually different, new environment. We support complex graph connectivities and various building block shapes, and are able to compute complex layouts in seconds. The two key components of our algorithm are the use of configuration spaces defining feasible relative positions of building blocks within a layout and a graph-decomposition based layout strategy that leverages graph connectivity to speed up convergence and avoid local minima. Together these two tools quickly steer the solution toward feasible layouts. We demonstrate our method on a variety of real-life inputs, and generate appealing layouts conforming to user specifications. Categories and Subject Descriptors (according to ACM CCS): I.3.5 [Computer Graphics]: Computational Geometry and Object Modeling—Curve, surface, solid, and object representations 1. -
The Issues and Benefits of an Intelligent Design Observatory
INTERNATIONAL DESIGN CONFERENCE - DESIGN 2008 Dubrovnik - Croatia, May 19 - 22, 2008. THE ISSUES AND BENEFITS OF AN INTELLIGENT DESIGN OBSERVATORY B.J. Hicks, H.C. McAlpine, P. Törlind, M. Štorga, A. Dong and E. Blanco Keywords: design process, design teams, design performance, observational studies, experimental data, experimental methodology 1. Introduction Central to improving and sustaining high levels of innovative design is the fundamental requirement to maximise and effectively manage design performance. Within the context of 21st century design - where the process is largely digital, knowledge-driven and highly distributed - this involves the creation of tailored design processes, the use of best-performing tool sets, technology mixes and complementary team structures. In order to investigate these aspects, there is a need to evaluate the practices and needs of industry; advance understanding and design science; create new tools, methods and processes; and assess the state-of-the-art technology and research output. However, effective investigation of these four areas can only be achieved through a fundamental understanding of today’s complex, dynamic design environments. Such detailed understanding is presently unavailable or at least very difficult to obtain. This is largely because of a lack of capability for holistic investigation of the design process and an inability to perform controlled experiments, using reliable and meaningful metrics that generate complete high quality data. The consequences of this are that many tools, methods or technologies that could benefit industry are not adopted, some are adopted without rigorous assessment and do not perform as anticipated, and many are developed on the basis of incomplete or limited data. -
Appendix B – Eco-Charrette Report
Appendix B – Eco-Charrette Report 2010 Facility Master Plan Factoria Recycling and Transfer Station November 2010 2010 Facility Master Plan Factoria Recycling and Transfer Station November 2010 Appendix B‐1: Factoria Recycling and Transfer Station ‐ Eco‐Charrette – Final Report. June 24, 2010. Prepared for King County Department of Natural Resources and Parks‐‐ Solid Waste Division. HDR Engineering, Inc. Appendix B‐2: Initial Guidance from the Salmon‐Safe Assessment Team regarding The Factoria Recycling and Transfer Station – Site Design Evaluation. July 15, 2010. Salmon‐Safe, Inc. Appendix B‐1: Factoria Recycling and Transfer Station ‐ Eco‐Charrette – Final Report. June 24, 2010. Prepared for King County Department of Natural Resources and Parks‐‐ Solid Waste Division. HDR Engineering, Inc. Table of Contents PART 1: ECO‐CHARRETTE...................................................................................................................... 1 Introduction and Purpose ......................................................................................................................... 1 Project Background and Setting ................................................................................................................ 1 Day 1. Introduction to the Sustainable Design Process ........................................................................... 3 Day 2: LEED Scorecard Review ................................................................................................................. 4 The LEED Green Building Certification -
BEYOND SUSTAINABILITY THROUGH REGENERATIVE ARCHITECTURE Regenerative Urban Landscapes
BEYOND SUSTAINABILITY THROUGH REGENERATIVE ARCHITECTURE Regenerative Urban Landscapes SAM NEMATI Thesis Report Master of Fine Arts in Architecture and Urban Design Year 5 Studio 12 Tutors: Alejandro Haiek, Carl-Johan Vesterlund, Andrew Bellfild, Tom Dobson Spring 2020 Umeå School of Architecture Umeå University 4640 Words Sam Nemati Thesis Report Spring 2020 Contents Table of Figures ............................................................................................................................................ 2 Abstract ........................................................................................................................................................ 3 Introduction .................................................................................................................................................. 4 Methodology ................................................................................................................................................ 5 CHAPTER 1: Beyond sustainability through regenerative architecture ..................................................... 6 1. Climate Change and Regenerative Architecture ................................................................................... 6 2. Regenerative Architecture in Practice .................................................................................................. 7 2.1. Case Study: Playa Viva, Mexico (2009) .............................................................................................. 8 3. Regenerative -
Textile & Fashion Careers Level 2
Textile & Fashion Careers Level 2 Apparel Construction Demonstrate measurement skills, standard and metric. Select patterns. Follow written pattern directions. Demonstrate pattern layout and material cutout. Demonstrate pattern making. Operate machines, equipment and attachments in a safe and efficient manner. Use tools for construction, alteration and repairs. Demonstrate basic construction and alteration skills and techniques. Computer Technology in Textile/Fashion Industry Set up Computer Aided Design (CAD) tables. Grade and digitize patterns. Create models. Design and plot markers. Produce embroidery motif. Interior Design Research and use information to assess product needs. Determine solutions to design problems. Select fabric, considering patterns and textures, for visual effect. Demonstrate basic construction skills needed in product development. Demonstrate basic installation of window treatments. Apply basic techniques to strip and rebuild furniture. Use standard methods of upholstery for furniture and automobiles. Design and construct slipcover products. Fashion Merchandising and Retail Describe the dynamics of the fashion industry. Explain economic concepts. Explain apparel production, business strategy, sales and distribution. Analyze retail business fundamentals. Compare strategies for retail success. Evaluate principles and methods of advertising. Analyze the global perspectives of the textile/fashion industry. Entrepreneurial Skills Describe types of small business. Analyze components of success in business. Evaluate methods for meeting customer needs. Evaluate regulations and laws related to self-employment. Utilize handcraft and entrepreneurial skills to meet business objectives. PERSONAL QUALITIES Work Effort Safety Habits Work Area Organization On Task Behavior Responsibility Initiative Team Work Respect Interpersonal Skills . -
Industrial Designers Society of America (IDSA) Fact Sheet The
Industrial Designers Society of America (IDSA) Fact Sheet . The Industrial Designers Society of America began in 1965 out of the merger of several organizations to include American Designers Institute (ADI), Industrial Designers Institute (IDI), Industrial Designers Education Association (IDEA), Society of Industrial Designers (SID) and American Society of Industrial Designers (ASID). IDSA’s core purpose is to advance the profession of industrial design through education, information, community and advocacy. IDSA creates value by . Publishing Innovation, a quarterly professional journal of industrial design practice and education in America . Developing and organizing a joint national conference and education symposium each year, which brings together industrial designers, educators, business executives and students from all over the world . Hosting five district conferences annually where design practitioners, educators and students gather to consider the state of the profession . Creating and conducting the annual International Design Excellence Awards® (IDEA) and distributing information on the winners to the business, general, international and US design media . Hosting a website to communicate with the industrial design community, to keep members informed and to provide a place for unique content and dialogue to share . Distributing designBytes email that highlights the latest news and trends in the design world . Providing statistical research studies on professional practice, and the structure and financing of consulting and corporate design organizations . Advocating for the industrial design community to federal agencies and state governments . Serving as the primary information resource on design for national newspapers, magazines and television networks . Acting as a clearinghouse for design information requested by the general public . To serve the interests and activities of its members, IDSA formed 16 special interest sections . -
What Is Architecture + Interior Design? Designer Spotlight
Is architecture + design for you? Do You Want Design is the marriage of science and art. You What is Designer to Be an get a healthy balance of creativity + analytical problem-solving in this industry. If you can architecture + Spotlight: Architect or answer yes to most or all of these questions, architecture + design might be the path for you! interior design? an Interior • Do you like art or drawing? • Do you like math? The Royal Architectural Institute of Canada Designer? • Could you spend the day working on puzzles? defines the practice ofarchitecture as: • Do you like problem-solving or finding multiple solutions to a “The practice of architecture consists of the problem? I think our work is very diplomatic in that sense provision of professional services in connection • Are you fascinated by colors + materials? because we have to work within a web of w/ town planning as well as the design, • Are you detail-oriented? players – users, architects, technical people, construction, enlargement, conservation, maintenance staff – and we have to navigate • Do you enjoy hands-on activities? restoration, or alteration of a building or group of them somehow. buildings.” - Petra Blaisse Student Context is so important, not to mimic but to Today: Learn about become part of the place. I wanted a building architecture + interior design that acknowledges its surroundings. career paths - Sir David Adjaye Apply to architecture/design programs Source: Inside Out | Seattle Public Library Successfully graduate with your bachelor’s and/or CIDQ definesinterior design as: I don’t think that architecture is only about master’s degree! shelter, is only about a very simple enclosure. -
Academic Worksheet 1St YEAR
1st Fall WU TRANSFER YEAR COMM 120 Public Speaking 3 2019-2020 FOUN 101 Beginning Drawing 3 GAME 101 Game Design Fundamentals 3 Academic Worksheet GAME 106 Game Code Fundamentals 3 GAME ART & DESIGN WRIT 111 Academic Writing 1 3 Design Emphasis ANIM 112 Portfolio Review Workshop 1 Spring GENERAL Core Competencies GDES 107 Digital Practice 3 EDUCATION GAME 105 3D Game Art Fundamentals 3 Breadth GAME 112 Game Design Documentation 3 Principles GAME 114 Introduction to Game Engines 3 LSCI 105 Information Theory and Practice 1 WRIT 112 Academic Writing 2 3 Name WU TRANSFER nd YEAR Fall ID# Matriculated 2 FOUN 102 Design and Composition 3 ____________________________________ GAME 211 Game Level Design 3 Minimum Unit Requirement 125 GAME 221 Game Prototyping 3 GAME 224 History of Games: 20th Century 3 Major 67 INDS 1____ Interdisciplinary Core Course 3 General Education 49 __________ Social Science Course 3 Unrestricted Electives 9 ____________________________________ Spring Preparatory Requirements __________ Ethics Course 3 WRIT 100 Bridge to Academic Writing 3 GAME 222 Game Player Analysis 3 MATH 100 Pre-Statistics 3 GAME 240 Networked Game Development 3 GAME 250 Portfolio Review 0 FILM 200 Screenwriting 3 __________ Art/Film/Design History Course 3 Fall WU TRANSFER 3rd YEAR FILM 140 Sound 3 GAME 321 User Interface Design 3 GAME 323 Story Development for Interactive 3 ENVT 220 Environmental Studies 3 MATH 2__ Mathematics Course 3 Spring __________ Natural Science Course w lab 3 GAME 304 Sound Synthesis and Design 3 GAME 332 Experimental Technology for Games 3 INDS 3___ Transdisciplinary Course 3 __________ Social Science Course 3 Work Experience 0 Fall WU TRANSFER 4th YEAR GAME 431 Degree Project R & D 3 __________ Art/Film/Design History 3 __________ Humanities Course 3 __________ Unrestricted Elective 3 __________ Unrestricted Elective 3 Spring GAME 432 Degree Project: Production 3 GAME 434 Professional Practices 3 ____3____ General Education Elective 3 __________ Art/Film/Design History 3 __________ Unrestricted Elective 3 . -
Meaningful Urban Design: Teleological/Catalytic/Relevant
Journal ofUrban Design,Vol. 7, No. 1, 35– 58, 2002 Meaningful Urban Design: Teleological/Catalytic/Relevant ASEEM INAM ABSTRACT Thepaper begins with a critique ofcontemporary urban design:the eldof urban designis vague because it isan ambiguousamalgam of several disciplines, includingarchitecture, landscapearchitecture, urban planningand civil engineering; it issuper cial because itisobsessedwith impressions and aesthetics ofphysical form; and it ispractised as an extensionof architecture, whichoften impliesan exaggerated emphasison theend product. The paper then proposesa meaningful(i.e. truly consequential to improvedquality of life) approach to urban design,which consists of: beingteleological (i.e. driven by purposes rather than de ned by conventional disci- plines);being catalytic (i.e. generating or contributing to long-term socio-economic developmentprocesses); andbeing relevant (i.e. grounded in rst causes andpertinent humanvalues). The argument isillustratedwith a number ofcase studiesof exemplary urban designers,such asMichael Pyatok and Henri Ciriani,and urban designprojects, such asHorton Plazaand Aranya Nagar, from around the world. The paper concludes withan outlineof future directionsin urban design,including criteria for successful urban designprojects (e.g. striking aesthetics, convenient function andlong-term impact) anda proposedpedagogical approach (e.g. interdisciplinary, in-depth and problem-driven). Provocations In the earlypart of 1998,two provocative urban design eventsoccurred at the Universityof Michigan in Ann Arbor.The rstwas an exhibition organizedas partof aninternationalsymposium on ‘ City,Space 1 Globalization’. The second wasa lecture by the renowned Dutch architectand urbanist, Rem Koolhaas. By themselves,the events generated much interestand discussion, yet were innocu- ous,compared to, say, Prince Charles’s controversialcomments on contempor- arycities in the UKorthe gathering momentumof the New Urbanism movementin the USA. -
Effective New Product Ideation: IDEATRIZ Methodology
Effective New Product Ideation: IDEATRIZ Methodology Marco A. de Carvalho Universidade Tecnológica Federal do Paraná, Mechanical Engineering Department, Av. Sete de Setembro 3165, 80230-901 Curitiba PR, Brazil [email protected] Abstract. It is widely recognized that innovation is an activity of strategic im- portance. However, organizations seeking to be innovative face many dilem- mas. Perhaps the main one is that, though it is necessary to innovate, innovation is a highly risky activity. In this paper, we explore the origin of product innova- tion, which is new product ideation. We discuss new product ideation ap- proaches and their effectiveness and provide a description of an effective new product ideation methodology. Keywords: Product Development Management, New Product Ideation, TRIZ. 1 Introduction Introducing new products is one of the most important activities of companies. There is a significant correlation between innovative firms and leadership status [1]. On the other hand, evidence shows that most of the new products introduced fail [2]. There are many reasons for market failures of new products. This paper deals with one of the main potential sources for success or failure in new products: the quality of new product ideation. Ideation is at the start of product innovation, as recognized by eminent authors in the field such as Cooper [1], Otto & Wood [3], Crawford & Di Benedetto [4], and Pahl, Beitz et al. [5]. According to the 2005 Arthur D. Little innovation study [6], idea management has a strong impact on the increase in sales associated to new products. This impact is measured as an extra 7.2 percent of sales from new products and makes the case for giving more attention to new product ideation. -
On the Value(S) of an Architect
2 A Discipline Adrift? Teaching Architectural Ethics in Today’s World On the Value(s) of an Architect ANASTASIA H. CORTES Virginia Tech This paper situates architectural ethics in the context of observer: they either like it or they don’t. Architects earn practice by using stakeholder theory and the concept of pro- professional degrees and are licensed, like doctors, lawyers, fessional judgment to describe the activities of architectural and engineers. However, architecture is the lowest paid of practice. Architects are taught the skills necessary to make these four professions. Although buildings are tangible arti- ethical professional judgments in the contexts of design and facts of an architect’s work, the design of a building is less professional service, but they are not necessarily taught easily understood by the lay person than, say, recovery from how to effectively communicate the value of those skills to an illness. Often the public may value the architect’s work those outside the profession. Stakeholder theory provides a based on the subjective evaluation of the observer: they framework to describe the practice of architecture in a way either like it or they don’t. The profession cannot survive on that enables non-practitioners to appreciate value of the the basis of the public’s “like” of their work, as discussed in complex decisions and activities performed by architects. a 2015 article in Forbes magazine, which declared contem- porary architecture to be ugly, irrelevant, and out of touch “There’s a snobbery at work in architecture…The sub- with society.3 In support of this claim, the author offered up ject is too often treated as a fine art, delicately wrapped a description of the American Institute of Architects’ effort in mumbo-jumbo.