
2. Europeans Seek New Trade Routes a. Main desire for exploration: New ______ of ____________ (spices & luxury goods from Asia) b. Demand was _________ than _________ meant merchants could charge ________ prices c. England, Spain, Portugal, and France wanted to bypass __________ _________ and find new sea routes for themselves d. Europeans also used ___________ as a means to travel: They wanted to ________ non-Christians throughout the world
"From the team who brought you Sex and the City: Kiss and Tell comes this must-have companion to the movie millions have been waiting for. This sleek hardcover volume gives reader exclusive entree into the world of Sex and the City: The Movie. In addition to a storybook-style telling of the film, the book includes mouth-watering bonus features not available anywhere else: behind-the-scenes stories from Kim Cattrall, Kristin Davis, Cynthia Nixon, star and producer Sarah Jessica Parker, writer and director Michael Patrick King, as well as producers and other key cast and crew members; a guide to the movie's multi-million
It is widely understood that creativity and innovation in design are crucial for the future of business and society both within Europe and worldwide. Despite considerable effort in many intellectual disciplines there is insufficient understanding of how to foster creativity and how to ensure that it translates to innovation that can make an impact. The EU-funded DESIRE network (http://www.desirenetwork.eu/) is carrying out a research programme that aims to bring together an understanding of creativity as it is perceived in the arts and in technology design, combining process and product perspectives on innovation. It looks at the problem from a variety of perspectives --- cognitive science, computational science, management science, design and art --- examining it on a theoretical level but also as it manifests itself within industrial practice.
Ontology-based data management aims at accessing and using data by means of a conceptual representation of the domain of interest in the underlying information system. In this talk I will provide an introduction to ontology-based data management, by illustrating the main ideas and techniques for using an ontology to access the data layer of an information system. After an introduction to the notion of ontology in this context, I will describe an architecture for ontology-based data access, I will discuss the issue of choosing the appropriate language for expressing the various components of the architecture, and I will illustrate the main advantages one gains in managing the information system through the ontology. Finally, I will discuss the issue of developing methodologies and tools for the design and usage of ontology-based data management solutions.
The standard "Cranfield" approach to the evaluation of information retrieval systems has been used and refined for nearly fifty years, and has been a key element in the development of large-scale retrieval systems. The resources created by such systematic evaluations have enabled thorough retrospective investigation of the strengths and limitations of particular variants of this evaluation approach; over the last few years, such investigation has for example led to identification of serious flaws in some experiments. Knowledge of these flaws can prevent their perpetuation into future work and informs the design of new experiments and infrastructures. In this position statement we briefly review some aspects of evaluation and, based on our research and observations over the last decade, outline some principles on which we believe new infrastructure should rest.
This research investigates the development of a interaction design language for use by both interaction designers and users. The purpose of this research is to explore a novel interaction design pattern system which enables design of high levels of interaction experience for user in a particular interaction context. To formalize this framework, a practice-based research methodology is used to evaluate the outcome of design work focusing on how the interaction designer uses the interaction design framework to create a meaningful user's interaction.
This paper describes a software architecture designed to enable the evaluation of information processing and retrieval systems. The overall objective of our project is to provide an open technical framework for the integration of tools for collection, processing, analysis and communication of open source information 1 . However, enabling the integration of heterogeneous components does not make sense without a proper way to compare the capabilities of multiple tools. Thus, as part of the architecture the VIRTUOSO platform offers an evaluation framework which allows one to deploy and run evaluation kits for different use-cases.
Information access research and development, and information retrieval especially, is based on quantitative and systematic benchmarking. Benchmarking of a computational mechanism is always based on some set of assumptions on how a system with the mechanism under consideration will provide value for its users in concrete situations and those assumptions need to be validated somehow. The valuable effort put into those validation studies is seldom useful for other research or system development projects. This paper argues that use cases for information access can be written to give explicit pointers towards benchmarking mechanisms and that if use cases and hypotheses about user preferences, goals, expectation and satisfaction are made explicit in the design of research systems, they will can more conveniently be validated or disproven -- which in turn makes the results emanating from research efforts more relevant for industrial partners, more sustainable for future research and more portable across projects and studies.
This paper introduces the concept of relational messages to examine the social and psychological aspects of product design. The concept mainly draws on communication theories and insights arising from empirical research regarding users' emotional responses to service tangibles. It offers an alternative set of lens for product designers to examine their creative practice, and serves as a useful framework for researchers to analyze the psychological impact of design work. Examples of relational messages in service tangibles, products for shared use and gift products are discussed. The paper rounds up by highlighting implications for design and future research possibilities.
This paper presents 'Keynect', a service based installation based on the idea of building a tangible social network, which is a new kind of social network based on real world objects and social behavior. The concept is inspired by theoretical work done on the nature of always on networked devices and their effects on our culture and behavior, which suggests that we are rapidly becoming isolated, ignorant and unconcerned about the people in our own immediate vicinity. The Keynect system is based on the idea using common interactions we have with the networked objects we own and linking them to a shared object that we come in contact with on almost a daily basis, like keys. It uses key rings and a common key hanging board as a means of sharing the data across a particular space. Photographs and sounds recorded by the people are used as links and triggers shared by the key rings acting as a prop to enable spontaneous conversations, discussions and discovery. The photographs and sounds are exchanged between the key rings, randomly everyday and old data archived in the system based on un-use. The old data is selectively re-infused into the system at random creating a audio-visual history of the space created by people living in it and through the process of discovering it, creating links between people as well. The system was prototyped and tested in the context of a university building. The larger goal of the system is to make people aware of others sharing the same space through the process of discovery and engage them by using shared objects as links.
We argue that empirical research on creativity in design is detached from the realities of the design profession and therefore unable to contribute much to the development of the discipline. We believe that by taking an industry needs-centered approach to research and starting by understanding design practices we can find better and more fruitful research questions. This theoretical paper presents an overview of the empirical approaches to studying creativity in design, specifically in the front end of the design process. We define a practice-based approach for design research and review some studies pertinent to this approach. We discuss the theoretical foundations of the practice-based approach and propose it can yield several insights into professional designers' productivity. We expect that this style of inquire can advance design tools for both practitioners and students in the future.
Explicit knowledge of how shape is created is lacking from the research literature. As this is a predominantly visual process it is difficult, if not impossible, to express in words. Substituting shape rules for verbal reports in protocol analysis, however, overcomes this difficulty. Shape rules employed in this way allow practitioners, and researchers, to record and reflect on the otherwise inexpressible processes central to visual creativity.
Information retrieval experiments consist of multiple tasks, such as preprocessing and evaluation, each subject to various parameters affecting their results. Dependencies between tasks exist such that one task may have to use the output of another. Many scientific workflow systems come with sophisticated graphical authoring tools but do not integrate well with integrated development environments used for programming. The framework for dataflow-based parameter sweeping experiments introduced in this paper is lightweight, provides support for declaratively setting up experiments, and integrates seamlessly with Java-based development environments. To reduce the computational effort of running an experiment with many different parameter settings, the framework uses dataflow dependency information to maintain and reuse intermediate results.
Medical technological advances have been instrumental in improving the physical health of many individuals over the past 50 years. However, the impact that a patient's care experience has on their emotional health has just begun to be explored. Using quantitative, qualitative, and design research methods, I am researching stress, anxiety, and perceptions of care in cancer patients undergoing radiation therapy. This 3-tiered methodological approach allows me to create a holistic understanding of the patient experience. Based upon insights gained from this data, I am implementing design interventions within this environment to evaluate their ability to improve the patient experience.
This research summary describes a comparative, multiple-case study of the work practices of artists and engineers independently developing similar technologies. The goal of the study is to develop evidence-based articulations, or vocabularies, to support the discourse of creative practice particularly with respect to technological innovation in the arts and engineering. This study informs part of my dissertation research, the overall project of which is to contribute to the body of scholarship that acts as ongoing articulation, clarification, and discourse about technological art, specifically when that art contributes to technological invention.
The purpose of this paper is to understand the significance of form elements through the interpretations of design sketches. These interpretations are provided by designers themselves interpreting expressive characteristics of car images, and by students interpreting the sketches of designers' morphing sequences. In the experimental investigation of the sketching process through morphing sequence exercises, designers used individually driven styles and approaches when creating product form. These approaches produce characteristically different form ideas, which differ (but also show consistency) with respect to type of car category, expression, identity, recognition, format, composition, complexity, etc. Typically, assessment of generated sketch work and ideas is done using relative heuristic evaluation in a comparative design review. Given a large set of automotive sketches, general patterns of styling emphasis can be identified. The paper concludes that perceptions of designers are varied due to the representation format of the ideas as visual hand sketches. The visual hand sketches point out certain meaning and can be categorized with respect to perceptual characteristics according to the PPE framework and suggest that a tool to support evaluation and generation of early design concepts can be developed, and to support the generation of form ideas with desired characteristics for a brand, product category and market.