scholarly journals Participatory Design Research Methodologies: A Case Study in Dancer Sonification

Author(s):  
Steven Landry ◽  
Myounghoon Jeon

Given that embodied interaction is widespread in Human-Computer Interaction, interests on the importance of body movements and emotions are gradually increasing. The present paper describes our process of designing and testing a dancer sonification system using a participatory design research methodology. The end goal of the dancer sonification project is to have dancers generate aesthetically pleasing music in real-time based on their dance gestures, instead of dancing to prerecorded music. The generated music should reflect both the kinetic activities and affective contents of the dancer’s movement. To accomplish these goals, expert dancers and musicians were recruited as domain experts in affective gesture and auditory communication. Much of the dancer sonification literature focuses exclusively on describing the final performance piece or the techniques used to process motion data into auditory control parameters. This paper focuses on the methods we used to identify, select, and test the most appropriate motion to sound mappings for a dancer sonification system.

2005 ◽  
Vol 50 (2) ◽  
pp. 495-510 ◽  
Author(s):  
Yong Zhong

Abstract In this paper, the author will discuss findings of an investigation into the real life experiences of 21 trainee translators with two types of translation principles, one that is biased towards the source text and its author and the other biased towards the translation and the translator. The investigation centred on the translators’ preferences of principles, rationalization of their preferences, their difficulty in tackling the principles via a translation task and their strategies for coping with the difficulties. The author believes that this investigation is the first of its kind in translation studies as it examines practitioners of principles rather than the principles themselves and, therefore, it warrants special attention. Readers will find in this paper summary discussions about research design, research methodology, a brief quantitative analysis, detailed qualititative analyses and a case study.


Author(s):  
Trine Møller ◽  
Kirstine Riis

This paper presents an initial research project to explore what characterizes knowledge production in craft practice situated in an informal/neutral learning arena outside the education institution. The research project is carried out by craft and design researchers from Norway and Denmark. The project participants include students, academics, older generation volunteers with craft experience, freelance designers, and arts and craft persons, as well as researchers. The overall methodology is a case study approach and has references to practice-led research, participatory design research and A/R/Tography. In this paper we present the research design of the project. Along a theoretical framework consisting of research perspectives of each of our institutional traditions, we lastly discuss the challenges in engaging a neutral learning arena, throughout and as preparation for our research project.  


2020 ◽  
Vol 17 (4) ◽  
pp. 377-391
Author(s):  
Yusep Rosmansyah ◽  
Isdiyanto Isdiyanto ◽  
Ariq Bani Hardi ◽  
Atina Putri

Purpose The purpose of this study is to evaluate the gamification impact on surveyors learning engagement in a case study carried out at Statistics Indonesia. Design/methodology/approach This study adopted the design research methodology (DRM) research framework. The problem to be solved was analyzed and structured into a DRM’s impact model. A proposed solution was hypothesized and implemented as a Web-based online learning system. Evaluative data of users were collected and analyzed in the forms of logs, questionnaires, pre-test and post-test. Further, a quantitative statistical evaluation was performed to measure the engagement and knowledge gain of surveyors after using the gamified online learning system prototype. Findings This research showed a positive effect on the engagement of surveyors when using the proposed gamified system. In this case study, the gamified system performed better in enhancing surveyors’ knowledge and engagement, compared to the conventional method. Research limitations/implications This research was based on Statistics Indonesia's case study. For future research, other case studies can be performed to generalize the gamification impacts in other organizations and other learning subjects. Practical implications Based on the results study, an organization such as Statistics Indonesia is recommended to involve gamification in their online learning activities because it enhances significantly surveyors' engagement and knowledge gain. Social implications One important implication of the research is that the proposed solution is relatively easy and inexpensive to be introduced and appended into the existing online learning system at Statistics Indonesia. If all surveyors are well equipped with proper knowledge and skill, all surveys conducted by any national statistical organization will have an accurate description and condition about any subject being surveyed in the nation. This information is important for the ruling government in deciding what the best policy and strategy are to improve the nation's condition regarding the subject. Originality/value The proposed gamification system showed a better online training process and learning outcome. Statistical valuation indicated that there was an increased surveyors’ academic performance in terms of engagement and knowledge gain.


Author(s):  
Melanie SARANTOU ◽  
Satu MIETTINEN

This paper addresses the fields of social and service design in development contexts, practice-based and constructive design research. A framework for social design for services will be explored through the survey of existing literature, specifically by drawing on eight doctoral theses that were produced by the World Design research group. The work of World Design researcher-designers was guided by a strong ethos of social and service design for development in marginalised communities. The paper also draws on a case study in Namibia and South Africa titled ‘My Dream World’. This case study presents a good example of how the social design for services framework functions in practice during experimentation and research in the field. The social design for services framework transfers the World Design group’s research results into practical action, providing a tool for the facilitation of design and research processes for sustainable development in marginal contexts.


Author(s):  
Konstantin Aal ◽  
Anne Weibert ◽  
Kai Schubert ◽  
Mary-Ann Sprenger ◽  
Thomas Von Rekowski

The case study presented in this chapter discusses the design and implementation of an online platform, “come_NET,” in the context of intercultural computer clubs in Germany. This tool was built in close cooperation with the children and adult computer club participants. It was designed to foster the sharing of ideas and experiences across distances, support collaboration, and make skills and expertise accessible to others in the local neighborhood contexts. In particular, the participatory-design process involving the children in the computer clubs fostered a profound understanding of the platform structure and functionalities. The study results show how younger children in particular were able to benefit, as the closed nature of the platform enabled them to gather experience as users of social media, but in a safe and controlled environment.


2021 ◽  
Vol 0 (0) ◽  
Author(s):  
Zhongfeng Tian

Abstract Traditionally strict language separation policies in dual language bilingual education (DLBE) programs reflect parallel monolingualism and have been criticized as failing to recognize the sociolinguistic realities of bilingual students (García, Ofelia & Angel M. Y. Lin. 2017. Translanguaging in bilingual education. In Ofelia García, Angel M. Y. Lin & Stephen May (eds.), Bilingual and multilingual education, 117–130. Cham: Springer International Publishing). To recognize the dynamic nature of bilingualism and leverage bilingual learners’ full semiotic and linguistic repertoire as a resource, this study looks at how to strategically and purposefully develop flexible and multilingual educational spaces in a third grade Chinese Language Arts (CLA) class in a Mandarin-English DLBE program in the New England area, U.S. Drawing upon Sánchez, María Teresa (Maite), Ofelia García & Cristian Solorza. 2018. Reframing language allocation policy in dual language bilingual education. Bilingual Research Journal 41(1). 37–51. https://doi.org/10.1080/15235882.2017.1405098, translanguaging allocation policy framework, the researcher and the teacher co-designed and implemented translanguaging documentation, translanguaging rings, and translanguaging transformation spaces in the CLA class throughout the school year of 2018–19. Taking the form of participatory design research (Bang, Megan & Shirin Vossoughi. 2016. Participatory design research and educational justice: Studying learning and relations within social change making. Cognition and Instruction 34(3). 173–193. https://doi.org/10.1080/07370008.2016.1181879), this collaborative inquiry demonstrates that translanguaging pedagogies could promote student engagement, contribute to their academic learning, and build home-school connections. It aims to provide authentic, sustainable knowledge for both researchers and practitioners to better serve bilingual learners in DLBE programs.


2021 ◽  
Vol 11 (1) ◽  
pp. 376
Author(s):  
Giacomo Cillari ◽  
Fabio Fantozzi ◽  
Alessandro Franco

Passive solar system design is an essential asset in a zero-energy building perspective to reduce heating, cooling, lighting, and ventilation loads. The integration of passive systems in building leads to a reduction of plant operation with considerable environmental benefits. The design can be related to intrinsic and extrinsic factors that influence the final performance in a synergistic way. The aim of this paper is to provide a comprehensive view of the elements that influence passive solar systems by means of an analysis of the theoretical background and the synergistic design of various solutions available. The paper quantifies the potential impact of influencing factors on the final performance and then investigates a case study of an existing public building, analyzing the effects of the integration of different passive systems through energy simulations. General investigation has highlighted that latitude and orientation impact energy saving on average by 3–13 and 6–11 percentage points, respectively. The case study showed that almost 20% of the building energy demand can be saved by means of passive solar systems. A higher contribution is given by mixing direct and indirect solutions, as half of the heating and around 25% of the cooling energy demand can be cut off.


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