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Others
Over 3 million free high-resolution images brought to you by the world’s most generous community of photographers.
- Keywords:
- Digital images Databases
- Resource Type:
- Others
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Others
Learn to code, design, and more—all on your own time
- Subjects:
- Computing
- Keywords:
- Coding theory Mobile apps Computer programming
- Resource Type:
- Others
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Video
In this series we learn how to make an RPG from scratch using the Unity engine.
- Course related:
- COMP4122 Game Design and Development
- Subjects:
- Computing
- Keywords:
- Computer games -- Programming Unity (Electronic resource) Computer games -- Design
- Resource Type:
- Video
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Others
Ads of the World is one of the world's largest advertising archive and community. The front page features fresh creative tv, print, outdoor, online, dm and ambient advertisements from around the world.
- Subjects:
- Advertising Design
- Keywords:
- Commercial art Advertising Advertising campaigns
- Resource Type:
- Others
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e-book
Why do affluent, liberal, and design-rich cities like Minneapolis have some of the biggest racial disparities in the country? How can designers help to create more equitable communities? Introduction to Design Equity, an open access book for students and professionals, maps design processes and products against equity research to highlight the pitfalls and potentials of design as a tool for building social justice. Using the book in a class or in your work with communities? Let us know by filling out this brief form!
- Subjects:
- Sociology
- Keywords:
- Social justice in art Design -- Social aspects Equality
- Resource Type:
- e-book
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Others
Art History Teaching Resources (AHTR) is a peer-populated platform for art history teachers. AHTR is home to a constantly evolving and collectively authored online repository of art history teaching content including, but not limited to, lesson plans, video introductions to museums, book reviews, image clusters, and classroom and museum activities. The site promotes discussion and reflection around new ways of teaching and learning in the art history classroom through a peer-populated blog, and fosters a collaborative virtual community for art history instructors at all career stages.
- Subjects:
- Visual Arts
- Keywords:
- Arts History Art -- Study teaching
- Resource Type:
- Others
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Others
These comprehensive and fully illustrated guides provide useful background information and ideas for ancient art from around the world.
- Subjects:
- Visual Arts
- Keywords:
- Arts History
- Resource Type:
- Others
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e-book
This is a guidebook where we discuss art and music in the context of popular culture, so chances are you will see relationships between art and music and what you are learning and the way you live, to connect them to your own experience.
- Subjects:
- Performing Arts and Visual Arts
- Keywords:
- Popular culture Art Modern Music History
- Resource Type:
- e-book
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Courseware
Art Appreciation thoroughly investigates how quality is determined and created by artists in order to evaluate and appreciate art on a deeper level. This course emphasizes why each topic contributes to valuing a piece of art and provides the necessary knowledge to do so. Students are first introduced to the elements and principles of art and the importance of artists’ context and perspective. The course then covers different periods in art history, different techniques in art, and how to research and evaluate art.
- Subjects:
- Visual Arts
- Keywords:
- Art appreciation Art criticism Art -- Study teaching
- Resource Type:
- Courseware
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MOOC
Video games as a medium go back more than 50 years to mainframe computers. Even the central design of video games can be traced back to the first games themselves. To be a good game designer, it's essential to have an understanding of the video game design industry's fascinating history. We've partnered with The Strong National Museum of Play to give you a unique look into the history of all things video game. The International Center for the History of Electronic Games at The Strong is the largest and most comprehensive public assemblage of video games and related materials in the world. The staff are celebrated experts in the field and the ICHEG is visited by scholars of video games from around the world. You'll gain amazing insight into the history of video games with a guided exploration of key artifacts from the collection of more than 100,000 electronic games and materials.
- Subjects:
- Interactive and Digital Media and Computing
- Keywords:
- Video games -- Design History
- Resource Type:
- MOOC
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MOOC
Game designers work with a wide range of asset creators, programmers, producers, and others to bring a video game from concept to product. In this course, you will learn about the different types of teams a game designer is a member of, both large and small.
- Subjects:
- Interactive and Digital Media and Computing
- Keywords:
- Video games -- Design
- Resource Type:
- MOOC
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MOOC
Modern video games are incredibly complex multimedia productions involving still and motion graphics, code, audio, interface elements, narrative elements and much more. In this course, you will learn how and where all these pieces come from, who's in charge of each piece and the different stages of the game design process. We will also show you how everything is brought together to create a final product.
- Subjects:
- Interactive and Digital Media and Computing
- Keywords:
- Video games
- Resource Type:
- MOOC
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MOOC
Creating prototypes puts a proposed solution into action. In this course, you will learn the value of prototypes and user testing as critical components of the design thinking process. You will examine case studies to understand the iterative process of prototyping and discover how new products and ideas can emerge as a result. As part of the Design Thinking MicroMasters program, you will study how to analyze and implement the results of user testing to ensure your solution can fully benefit from this inclusive and innovative process. Best practices for evaluating solutions will also be covered, including surveys, user evaluations, focus groups and interviews.
- Subjects:
- Design Elements
- Keywords:
- Design -- Methodology Industrial design
- Resource Type:
- MOOC
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MOOC
When you immerse yourself in the context of the user, you can uncover pain points and find opportunities for improvement or innovation not always evident to your audience. In this course, part of the Design Thinking MicroMasters program, you will learn how to use simple research methodologies including active listening to understand your target audience and uncover their obvious or latent needs. Emphasis will be placed on observation and interviewing as key methods to gain empathy for the user's experience and viewpoint. Equipped with this understanding, you will be prepared to identify and define more accurately the business problem. You will also review case studies and discuss strategies to foster productive client-stakeholder relationships, including user personification, context understanding, and empathy idea mapping (ideas that resonate with your target audience).
- Subjects:
- Design Elements
- Keywords:
- Design -- Methodology Problem solving Industrial design
- Resource Type:
- MOOC
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MOOC
This course provides an introduction to the foundational activities related to design thinking: a flexible, yet systematic process to define and solve problems. A common misconception is that design thinking requires artistry, but it is not centered on artistic principles. Design thinking is a strategy and mindset that can be applied to any industry to solve problems.
- Subjects:
- Design Elements
- Keywords:
- Design -- Methodology Problem solving Industrial design
- Resource Type:
- MOOC
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e-book
Design Transactions presents the outcome of new research to emerge from ‘Innochain’, a consortium of six leading European architectural and engineering-focused institutions and their industry partners. The book presents new advances in digital design tooling that challenge established building cultures and systems. It offers new sustainable and materially smart design solutions with a strong focus on changing the way the industry thinks, designs, and builds our physical environment. Divided into sections exploring communication, simulation and materialisation, Design Transactions explores digital and physical prototyping and testing that challenges the traditional linear construction methods of incremental refinement. This novel research investigates ‘the digital chain’ between phases as an opportunity for extended interdisciplinary design collaboration. The highly illustrated book features work from 15 early-stage researchers alongside chapters from world-leading industry collaborators and academics.
- Subjects:
- Product Design and Building and Real Estate
- Keywords:
- Architecture -- Computer-aided design Architectural design
- Resource Type:
- e-book
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e-book
Cities Made of Boundaries presents the theoretical foundation and concepts for a new social scientific urban morphological mapping method, Boundary Line Type (BLT) Mapping. Its vantage is a plea to establish a frame of reference for radically comparative urban studies positioned between geography and archaeology. Based in multidisciplinary social and spatial theory, a critical realist understanding of the boundaries that compose built space is operationalised by a mapping practice utilising Geographical Information Systems (GIS). Benjamin N. Vis gives a precise account of how BLT Mapping can be applied to detailed historical, reconstructed, contemporary, and archaeological urban plans, exemplified by sixteenth- to twenty-first century Winchester (UK) and Classic Maya Chunchucmil (Mexico). This account demonstrates how the functional and experiential difference between compact western and tropical dispersed cities can be explored. The methodological development of Cities Made of Boundaries will appeal to readers interested in the comparative social analysis of built environments, and those seeking to expand the evidence-base of design options to structure urban life and development.
- Subjects:
- Building and Real Estate
- Keywords:
- Urban geography Sociology Urban City planning -- Methodology
- Resource Type:
- e-book
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e-book
Architecture in Dialogue with an Activated Ground sets out to validate the role of the unreasonable in the design process. Using case study projects, architect Urs Bette gives an insight into the epistemological processes of his creative practice, and unveils the strategies he deploys in order to facilitate the poetic aspects of architecture within a discourse whose evaluation parameters predominantly involve reason. Themes discussed include the emergence of space from the staged opposition between the architectural object and the site, and the relationship between emotive cognition and analytic synthesis in the design act. In both cases, there is a necessary engagement with forms of ‘unreasonable’ thought, action or behaviours. By arguing for the usefulness and validity of the unreasonable in architecture, and by investigating the performative relationship between object and ground, Bette contributes to the discourse on extensions, growth and urban densification that tap into local histories and voices, including those of the seemingly inanimate – the architecture itself and the ground it sits upon – to inform the site-related production of architectural character and space. In doing so, he raises debates about the values pursued in design approval processes, and the ways in which site-relatedness is both produced and judged.
- Subjects:
- Building and Real Estate
- Keywords:
- Architectural design Architectural practice
- Resource Type:
- e-book
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e-book
Fabricate 2020 is the fourth title in the FABRICATE series on the theme of digital fabrication and published in conjunction with a triennial conference (London, April 2020). The book features cutting-edge built projects and work-in-progress from both academia and practice. It brings together pioneers in design and making from across the fields of architecture, construction, engineering, manufacturing, materials technology and computation. Fabricate 2020 includes 32 illustrated articles punctuated by four conversations between world-leading experts from design to engineering, discussing themes such as drawing-to-production, behavioural composites, robotic assembly, and digital craft.
- Subjects:
- Building and Real Estate
- Keywords:
- Architecture -- Computer-aided design Architecture -- Data processing Architecture Modern
- Resource Type:
- e-book
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Others
A website with images, videos, and information about art from Prehistoric sculptures to 20th century Architecture.
- Subjects:
- Visual Arts
- Keywords:
- Arts History
- Resource Type:
- Others
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e-book
This book was written by two artist educators who teach digital art and design studio foundation classes. While teaching classes that take place in software laboratories, we noticed that many of our students expected to learn to use software, but gave little consideration to aesthetics or art and design history. A typical first day question is, "Are we going to learn Photoshop in this class?" At first we were tempted to oblige our students' thirst for so-called practical knowledge, but we recognize that in the absence of the visual, theoretical, and historical frameworks, practical knowledge is practically useless. To teach our classes, we used the very best of the software training manuals, and supplemented them with all the visual and historical material that was missing. After settling for years on books that don't really encapsulate a class, we finally decided to write the book that we think all introductory media design students should be using. For us, a student is anyone actively engaged in learning. A student can be working towards a degree in art, communication, graphic design, illustration, and so on in a traditional classroom setting, or a self-taught found-it-on-the-bookstore-shelf learner. In the twenty chapters that follow, we have shared small bites of history, followed by visual references, and then digital exercises that explore creative software in a manner that brings design principles into the software demo. Originally, this book was printed as a manual to the Adobe Creative Suite, the software found in classrooms and labs around the country. Just a month after the book was published, we teamed up with Floss Manuals to convert our manuscript into one that teaches the same design principles using open source software.
- Subjects:
- Interactive and Digital Media
- Keywords:
- Open source software Computer art
- Resource Type:
- e-book
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e-book
This textbook -- written by a group of select experts with a focus on different aspects of the design process, from creation to production -- addresses the many steps of creating and then producing physical, printed, or other imaged products that people interact with on a daily basis. It covers the concept that, while most modern graphic design is created on computers using design software, the ideas and concepts don’t stay on the computer. The ideas need to be completed in the computer software, then progress to an imaging (traditionally referred to as printing) process. Keywords are highlighted throughout and summarized in a Glossary at the end of the book, and each chapter includes exercises and suggested readings.
- Subjects:
- Interactive and Digital Media
- Keywords:
- Graphic arts
- Resource Type:
- e-book
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e-book
'Institutional critique’ is best known through the critical practice that developed in the late 1960s and early 1970s by artists who presented radical challenges to the museum and gallery system. Since then it has been pushed in new directions by new generations of artists registering and responding to the global transformations of contemporary life. The essays collected in this volume explore this legacy and develop the models of institutional critique in ways that go well beyond the field of art. Interrogating the shifting relations between ‘institutions’ and ‘critique’, the contributors to this volume analyze the past and present of institutional critique and propose lines of future development. Engaging with the work of philosophers and political theorists such as Michel Foucault, Judith Butler, Gilles Deleuze, Antonio Negri, Paolo Virno and others, these essays reflect on the mutual enrichments between critical art practices and social movements and elaborate the conditions for politicized critical practice in the twenty-first century.
- Subjects:
- Visual Arts
- Keywords:
- Institutional Critique (Art movement)
- Resource Type:
- e-book
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e-book
Introduction to Art: Design, Context, and Meaning offers a comprehensive introduction to the world of Art. Authored by four USG faculty members with advance degrees in the arts, this textbooks offers up-to-date original scholarship. It includes over 400 high-quality images illustrating the history of art, its technical applications, and its many uses.
- Subjects:
- Visual Arts
- Keywords:
- Arts
- Resource Type:
- e-book
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MOOC
Virtual reality is changing the way we interact with the world. But how does it work, what hardware is involved, and how is software written for it? In this course, part of the Virtual Reality Professional Certificate program, we will explore the foundations of user-friendly virtual reality app development for consumers, as well as enterprise solutions. Both hardware and software aspects will be discussed. You will learn to evaluate devices necessary for virtual reality applications, what their differences are, how you write interactive applications for virtual reality, and we will discuss the most frequent problems you are going to need to solve to write virtual reality software. In this course, you will explore the basics of virtual reality software through copying and modifying JavaScript to explore tradeoffs in VR application design. Extensive programming experience is not required. By the end of this course, you will understand what is important for successful virtual reality software and learn how to write simple virtual reality programs themselves with WebVR. This course is taught by an instructor with almost two decades of experience in virtual reality who leads the Immersive Visualization Laboratory at UC San Diego.
- Subjects:
- Interactive and Digital Media and Computing
- Keywords:
- Computer simulation Virtual reality Human-computer interaction
- Resource Type:
- MOOC
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Video
With so many new users picking up virtual reality headsets for the 2019 holiday season, it's time for a 2020 beginners guide to virtual reality. Let's dive into PC Specs, recommended headsets, setup, comfort, locomotion, motion sickness, free games and a lot more.
- Subjects:
- Interactive and Digital Media and Computing
- Keywords:
- Computer simulation Virtual reality Human-computer interaction
- Resource Type:
- Video
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Video
A tutorial on setting up clothing to low poly character.
- Subjects:
- Interactive and Digital Media and Computing
- Keywords:
- Blender (Computer file) Three-dimensional display systems Computer animation Computer graphics
- Resource Type:
- Video
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Video
A video demonstrate the modelling in MAYA, illustrate with the example of a disney character, Anna. Modeling - The modeling was done using mainly edge modeling - The eye is a low polygon sphere and then a flat polygon plane to start off, then extrude the edges and edit them into place
- Subjects:
- Interactive and Digital Media and Computing
- Keywords:
- Maya (Computer file) Computer animation
- Resource Type:
- Video
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Video
A Virtual Reality introduction for Unity using HTC Vive for beginers. We will implement hand presence, teleportation and object grabbing in only 7 minutes without any line of code.
- Subjects:
- Interactive and Digital Media and Computing
- Keywords:
- Unity (Electronic resource) Computer simulation Virtual reality Human-computer interaction
- Resource Type:
- Video
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Courseware
This seminar introduces, through studio projects, the basic principles regarding the use of color in the visual arts. Students explore a range of topics, including the historical uses of color in the arts, the interactions between colors, and the psychology of color.
- Subjects:
- Coloration and finishing and Visual Arts
- Keywords:
- Color in art Colors
- Resource Type:
- Courseware
-
Image
When The Met was founded in 1870, it owned not a single work of art. Through the combined efforts of generations of curators, researchers, and collectors, our collection has grown to represent more than 5,000 years of art from across the globe—from the first cities of the ancient world to the works of our time. On February 7, 2017, The Met made all images of public-domain works in its collection available under Creative Commons Zero (CC0). Whether you're an artist or a designer, an educator or a student, a professional or a hobbyist, you now have more than 406,000 images of artworks from The Met collection to use, share, and remix—without restriction. This policy change to Open Access is an important statement about The Met's commitment to increasing access to the collection in a digital age.
- Subjects:
- Visual Arts
- Keywords:
- Digital images Arts
- Resource Type:
- Image
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MOOC
Although taking, sharing, and viewing photographs has become second nature for many of us, our regular engagement with images does not necessarily make us visually literate. This course aims to address the gap between seeing and truly understanding photographs by introducing a diversity of ideas, approaches, and technologies that inform their making. In this course you will look closely at photographs from the collection of The Museum of Modern Art and hear a variety of perspectives on what a photograph is and the ways that photography has been used throughout its nearly 180 year history: as a means of artistic expression, as a tool for science and exploration; as an instrument of documentation; to tell stories and record histories; and as a mode of communication and critique in our ever increasingly visual culture.
- Subjects:
- Photography
- Keywords:
- Photography Photographs Art photography
- Resource Type:
- MOOC
-
Others
Over 7,000 U.S. and Canadian advertisements covering five product categories - Beauty and Hygiene, Radio, Television, Transportation, and World War II propaganda - dated between 1911 and 1955.
- Subjects:
- Advertising Design
- Keywords:
- Canada Databases Advertising United States
- Resource Type:
- Others
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MOOC
It has become almost impossible to imagine what our lives would be like without the many benefits of packaging - just think about the different packaging and single-use items you use on a daily basis. Yet as our global population grows in size and affluence, both our collective demand for packaging materials and the waste we generate as a result will increase dramatically. Currently, large amounts of packaging waste escape formal collection and recycling systems and eventually end up polluting the environment. Moreover, their material value is forever lost to the economy. The Ellen MacArthur Foundation estimates that uncollected plastic packaging waste alone is worth somewhere between 80 to 120 billion dollars a year. So how can we improve packaging systems in order to capture this wasted potential? Clearly, the way we currently design, recover, and reuse packaging urgently needs a rethink! In this course, you will learn about the design of sustainable packaging systems. To do so we will explore the design and business strategies of the circular economy. Contrary to our current industrial model, which extracts, uses and ultimately disposes of resources, a circular economy is regenerative by design. This means that products and services are reimagined from a systems perspective in order to minimize waste, maximize positive economic, environmental and social impacts, and keep resources locked in a cycle of restoration. This course is for you if you are interested in learning about sustainable packaging design. You'll also benefit if you are a professional in the packaging industry and want to learn how to find circular opportunities in your work. Students - particularly in design - will be able to broaden their knowledge of circular design and business strategies.
- Subjects:
- Product Design
- Keywords:
- Packaging -- Environmental aspects Packaging -- Design Sustainable design
- Resource Type:
- MOOC
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MOOC
This course is an introduction to the Delft Design Approach offering a model and a set of signature methods from Delft to teach you how to get from understanding the user in context to defining a meaningful design challenge and – in the end – deliver a great design! The course challenges you to experience the design process yourself and reflect on your work with the help of students and excellent teaching staff from Delft, and industrial experts. What you'll learn: - How to study users in their own environment; - How to translate user insights into a design challenge that will spark creativity; - How to create a meaningful design to meet your challenge; - How to design and to structure your projects with the support of design thinking, a model and several methods; - How to evaluate and present your design.
- Subjects:
- Product Design
- Keywords:
- Commercial products Industrial design Product design New products
- Resource Type:
- MOOC
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Video
Jim Bull, Co-founder and chief creative officer of Moving Brands, discusses his own professional path. He was instrumental in developing an innovative approach to branding, storytelling and experience design. His deep understanding of how to create successful brands has enabled Moving Brands to help define internationally known brands such as Apple, Google, Nokia, Microsoft and Stella McCartney. In this dynamic lecture, he speaks about his 16 years of running a creative, global business—when to take risks, how to win work and why you need to pick a leader.
- Subjects:
- Advertising Design and Storytelling
- Keywords:
- Storytelling Bring (Marketing)
- Resource Type:
- Video
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MOOC
Transmedia storytelling is the practice of designing, sharing, and participating in a cohesive story experience across multiple traditional and digital delivery platforms - for entertainment, advertising and marketing, or social change. Have you ever read a book, seen a movie, watched a television show, or played a game that centred around different aspects of a larger story or universe? You may be familiar with popular examples of such universes like Star Wars, Marvel, and The Walking Dead (to name a few). How do the professionals develop such expansive narratives? How do they ensure that each element stays true to the original story? How do they innovatively use different technologies to share the stories, grow audiences and create an active and involved community of fans?
- Subjects:
- Interactive and Digital Media and Storytelling
- Keywords:
- Digital storytelling Narration (Rhetoric) Interactive multimedia
- Resource Type:
- MOOC
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Courseware
Students in this mini-course are introduced to the basics of visual communication design and typography, and learn to analyze and produce effective printed documents, such as technical reports, proposals, and software documentation.
- Subjects:
- Visualisation and Typography
- Keywords:
- Communication of technical information Information visualization
- Resource Type:
- Courseware
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e-book
Open access ebooks from Bloomsbury Collections
- Keywords:
- Social sciences Management Design Geography Business Linguistics Humanities Economics
- Resource Type:
- e-book
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MOOC
Explore key concepts in the new field of design theory. Gain fundamental knowledge of what design is and its relation to culture, economics, and the arts.
- Keywords:
- Design Design -- Social aspects Design -- Philosophy
- Resource Type:
- MOOC
-
Courseware
This course is an introduction to principles and techniques of visual communication, and provides opportunities for science and engineering majors to acquire practical skills in the visual computer arts, in a studio environment. Students will learn how to create graphics for print and web, animations, and interactive media, and how to use these techniques to effectively communicate scientific and engineering concepts for learning and teaching. This class involves three hands-on creative projects, which will be presented in class.
- Subjects:
- Computing and Visualisation
- Keywords:
- Information visualization
- Resource Type:
- Courseware
-
Image
A repository of digital images of the collections of the National Gallery of Art. More than 51,000 open access digital images up to 4000 pixels each are available free of charge for download and use.
- Keywords:
- Digital images Paintings
- Resource Type:
- Image
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e-journal
Access to thousands of free journal articles and open access book chapters.
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e-book
Offers openly licensed college textbooks.
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e-book
The OAPEN Library contains freely accessible academic books, mainly in the area of humanities and social sciences.
- Keywords:
- Arts Humanities Social sciences
- Resource Type:
- e-book
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e-book
Contains freely accessible academic books in Chinese in the area of humanities, social sciences, philosophy, medicine, economy & finance.
- Subjects:
- Performing Arts
- Keywords:
- Arts Music
- Resource Type:
- e-book
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e-book
DOAB provides a searchable index to the information about these books, with links to the full texts of the publications at the publisher’s website or repository.
- Keywords:
- Arts Architecture Music Performing arts
- Resource Type:
- e-book
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Courseware
In this course, you will be exposed to the work of many great documentary photographers and photojournalists, as well as to writing about the documentary tradition. Further, throughout the term, you will hone your photographic skills and 'eye,' and you will work on a photo documentary project of your own, attempting to reduce a tiny area of the moving world to a set of still images that convey what the viewer needs to know about what you saw—without hearing the sounds, smelling the odors, experiencing what was happening outside the viewfinder, and without seeing the motion.
- Subjects:
- Photography
- Keywords:
- Photojournalism Documentary photography
- Resource Type:
- Courseware
-
Courseware
We will explore images that pertain to the emergence of Japan as a modern state. We will focus on images that depict Japan as it comes into contact with the rest of the world after its long and deep isolation during the feudal period. We will also cover city planning of Tokyo that took place after WWII, and such topics as the 1964 Tokyo Olympics. A unique feature of this offering is that we will run it concurrently with the edX MOOC and two University of Tokyo MOOCs, Visualizing Postwar Tokyo and Four Faces of Contemporary Japanese Architecture, for much of the remainder of the class.
- Subjects:
- Area Studies, Visual Arts, and Building and Real Estate
- Keywords:
- Arts Japan
- Resource Type:
- Courseware
-
Courseware
This course is an introduction to the theory and practice of the process of designing games and playful experiences. Students are familiarized with methods, concepts, techniques, and literature used in the design of games. The strategy is process-oriented, focusing on aspects such as: Rapid prototyping, play testing, and design iteration using a player-centered approach.
- Subjects:
- Interactive and Digital Media and Computing
- Keywords:
- Games
- Resource Type:
- Courseware