bluuebunny/crossref_metadata_2025 huggingface dataset:
Nonsense Suppression Therapy: An Emerging Treatment for Hereditary Skin Diseases
Authors: Yu Jiangfan , Tang Bingsi , He Xinglan , Zou Puyu , Zeng Zhuotong , Xiao Rong
Published: January 2022

Nonsense mutations cause the premature termination of protein translation via premature termination codons (PTCs), leading to the synthesis of incomplete functional proteins and causing large numbers of genetic disorders. The emergence of nonsense suppression therapy is considered to be an effective method for the treatment of hereditary diseases, but its application in hereditary skin diseases is relatively limited. This review summarizes the current research status of nonsense suppression therapy for hereditary skin diseases, and discusses the potential opportunities and challenges of applying new technologies related to nonsense suppression therapy to dermatology. Further research is needed into the possible use of nonsense suppression therapy as a strategy for the safer and specific treatment of hereditary skin diseases.
High-speed laser micro polishing of TiAl6V4
Authors: Nüsser Christian , Willenborg Edgar
Published: January 2022

In the present paper, laser micro polishing of TiAl6V4 is investigated with main focus on increasing the area rate by using high pulse energy. First, the influence of the laser beam size, the scanning velocity, and the track distance on the final roughness is examined since these parameters determine the area rate. The results of these investigations are used to identify a set of process parameters that allow increasing the area rate and achieving a surface roughness comparable to state-of-the-art laser micro polishing. The results show that the laser beam size must exceed a critical size; otherwise, smoothing of the surface is limited, which leads to higher final roughness. The scanning velocity and the track distance do not have a great effect on the final roughness for the investigated regimes. However, with decreasing track distance, the number of undesirable surface structures, presumably resulting from evaporating vanadium compounds, is reduced. Additionally, the heat input into the surface decreases with increasing laser beam size, scanning velocity, and track distance. The results of these investigations are used to significantly increase the area rate to 19.1 cm2/s, which is a factor of 64 times faster than the state of the art. The final surface roughness is comparable to state-of-the-art laser micro polishing in this case.
Influence of tool path planning on process stability and deposition accuracy in laser material deposition with coaxial wire feed
Authors: Steiner Max Fabian , Speier Maximilian , Kelbassa Jana , Schopphoven Thomas , Häfner Constantin Leon
Published: January 2022

Laser material deposition (LMD) is a laser-based additive manufacturing process that is widely used for fabrication, diversification, and repair of parts in various industries. LMD processes can be distinguished by the form of the filler material. In terms of availability, storage, safe handling, and price, filler material in wire form often has advantages over powdered materials. In this work, the influence of tool path planning on the deposition accuracy and the process stability of LMD with coaxial wire feed is studied. The laser beam and wire are arranged coaxially to each other, with the wire being fed through the inside of an annular shaped laser beam without any shadowing. While the process is completely directionally independent, the stability is linked to the wire feed rate, laser power, and process feed rate. Additionally, the ratio between the wire and the laser beam diameter affects the stability. Movement of the wire inside the annular beam may result in shadowing and process abort. Changes in the working distance (defocusing) lead to changes in the beam diameter, which affects the process stability. This can result in imperfections, i.e., bonding defects, or pores in the tracks and layers that will add up in the built components and must be avoided for imperfection-free three-dimensional geometries. On even surfaces, the geometry of the deposited tracks is controlled by changing the laser power, the wire feed speed, and the process speed. When building three-dimensional parts, critical points of the tool path planning are acute angled corners and crossing points. In the experiments, boundaries for the process stability in critical points are established and track geometries are compared to previous results. Furthermore, different strategies for the avoidance of material accumulation at the start, end, and crossing points are investigated. The different approaches are discussed, and finally an outlook for further use and possible applications is given.
Classification of Small and Medium Industry (SMI) in Malang Regency Using K-Means based Clustering Method
Authors: Noya Sunday , Putrianto Novenda Kartika , Salendu Weshley Valentino
Published: January 2022

Information in the form of a structured database becomes an inevitable requirement in the management and development of an organization. In Malang Regency, there are thousands of Small and Medium Industries (SMIs) that have not been completely recorded. This makes it difficult for stakeholders to find out the profile and potential of SMIs, especially SMIs that require special attention. This study aims to classify SMIs in Malang Regency by utilizing the K-means clustering method, using 5 clustering variables: the type of business, investment value, business age, product variations, and average monthly income. The data used in this study is primary data which consist of the five variables of the 183 SMIs sample located in Malang Regency. The result is that the SMIs are classified into 3 clusters, and patterned based on investment value, business age, and average monthly income. Nearly 90% of SMIs are grouped into clusters with the lowest specifications which provide an overview of the current condition of SMIs in Malang Regency.
Pengaruh Variasi Persentase Ragi dan Jenis Bungkus pada Tapai Ubi Jalar Putih terhadap Uji Kesukaan Panelis
Authors: Mutmainah Siti , Qomariyah Nurul
Published: January 2022

Tapai merupakan salah satu makanan tradisional yang yang mengandung karbohidrat tinggi, umumnya adalah beras ketan, singkong, umbi-umbian, dan kacang-kacangan. Bahan yang digunakan dalam penelitian ini adalah umbi jalar putih yang mengandung pati di dalamnya. Kualitas tapai dipengaruhi oleh banyaknya ragi yang ditaburkan untuk fermentasi. Selain itu, penggunaan pembungkus tapai berbahan plastik cukup banyak ditemukan karena dinilai lebih praktis dan minimnya daun pisang. Sehingga penelitian ini bertujuan untuk mengetahui kesukaan panelis pada tapai ubi jalar putih dengan perbedaan persentase ragi dan jenis pembungkus. Penelitian ini menggunakan desain rancangan acak kelompok dengan 2 faktorial dan 3 kali ulangan. Parameter diujikan adalah tekstur, aroma, rasa, dan kesukaan panelis. Analisis data menggunakan analisis deskriptif kualitatif dengan membandingkan masing-masing perlakuan. Berdasarkan data yang diperoleh semakin tinggi ragi yang diberikan tingkat kelembekan dan keasaman semakin meningkat serta menghasilkan aroma alkhohol yang sangat tajam. Selain itu menurut kebanyakan panelis pembungkus plastik menghasilkan kualitas baik dari segi aroma, yaitu aromanya murni seperti tapai sedangkan pada bungkus daun pisang aromanya terkesan aneh. Berdasarkan analisis kesukaan panelis, tapai dengan ragi 0,25 % yang dibungkus plastik mendapatkan persentase 66,7% dari panelis, lalu 20% menyukai tape dengan ragi 0,25% yang dibungkus daun, dan 13,3% menyukai tapai dengan ragi 0,5% yang dibungkus plastik.
The Minquiers and Écréhous in spatial context: Contemporary issues and cross perspectives on border islands, reefs and rocks
Authors: Fleury Christian , Johnson Henry
Published: January 2022

The Minquiers and Écréhous reefs are located in different parts of the Gulf of St Malo between the British island of Jersey and the French mainland. As a part of the Bailiwick of Jersey, they are geographically very close to the international sea border between Jersey and France, and have had a history of disputed sovereignty. Due to their respective geographical locations and histories, the Minquiers and Écréhous are important sites for the field of Island Studies because of their existence as “border islands”. This article offers a study of these reefs in their spatial context of land and sea, discussing contemporary issues, including fishing, environmentalism and tourism, and offering cross perspectives in terms of their political, economic and cultural connections with Jersey and France. They exist in a context of immense spatial change with substantial tidal ebbs and flows, and between mainlands and historically contested maritime terrains. Such a study helps show how the Minquiers and Écréhous occupy an inbetween space (land, sea and nations), which resulted in international agreements in 2000 that confirmed both the maritime boundary separating France and Jersey, and the areas agreed on as common waters for fishing purposes within Jersey’s jurisdiction. In this setting, this paper offers a critical discussion on the nature of “islands inbetween” (including all the Channel Islands), where land and sea are interconnected as a result of nature, politics, historical fishing rights and leisure activities.
Tools for sustainability assessment in island socio-ecological systems: an application to the Canary Islands
Authors: Banos-González Isabel , Martínez-Fernández Julia , Ángel Esteve Miguel
Published: January 2022

An integral dynamic model, in combination with other methods (indicators, policy and scenario analysis), is presented as a tool for sustainability assessment in island socio-ecological systems (SES). The Fuerteventura sustainability model (FSM), tested for the 1996-2011, allows a better understanding of the dynamic interactions between sustainability indicators and other factors of this island. The FSM was first applied to analyse the vulnerability of this island to climate change for the 2012-2025 period; results point to the need for urgent measures to mitigate its effects on some of the analysed indicators. A set of policy measures was then assessed from the behaviour of nine indicators and their sustainability thresholds. Finally, the FSM facilitated the development of a dynamic model of the island of El Hierro, extrapolating the features common to both SES. We propose this to be a useful tool for the quantitative sustainability assessment and the management of real island socio-ecological systems.
Good work? Scottish cultural workers’ narratives about working and living on islands
Authors: Stalker Lynda Harling , Burnett Kathryn A.
Published: January 2022

This paper sets out to ask how cultural workers on Scottish islands come to narrate their work and everyday life experiences. We ask this question in the context of two dominant doctrines that can influence whether or not these experiences are “good or bad.” The first doctrine describes attitudes toward creativity with reference to current discussions around cultural work and the idea of “creative.” The second doctrine highlights conceptions of islands as unique places with pastoral characteristics that need to be fostered and promoted. It is our contention that island cultural workers must continuously negotiate with these two frameworks in order to successfully achieve good work. If the negotiation is fraught with difficulties, the cultural worker will ultimately leave either this form of work or the island. For the purpose of this paper we focus on the narratives of two cultural workers located on two different Scottish islands to highlight the ways their particular narratives engage with the doctrines of creativity and islandness.
Innovation in island ecotourism in different contexts: Yakushima (Japan) and Tahiti and its Islands
Authors: d’Hauteserre Anne-Marie , Funck Carolin
Published: January 2022

: This article examines whether the future of tourism in island destinations lies in more and continued innovation on the part of all stakeholders so tourists will consider the extra expense of travelling a worthwhile investment. Islands have long been icons as tourism destinations. However, established destination images can cause a lack in adaptability to changing markets. Though located in different parts of the world and seeking different markets most island destinations would benefit from innovative strategies and products to enhance their attractiveness to high yield visitors. The article uses two examples to analyse the innovative forms that have been adopted in island destinations in the hope they could become models or encourage imitation by other destinations. Two aspects of innovation are discussed. New imaginary can creatively and innovatively (re-)imagine representations; sustainability could be an important innovative pursuit, which requires new narratives for continued tourism growth. These concepts are applied next to the island of Yakushima in Japan and Tahiti and its Islands to determine the main innovative elements used or required to jumpstart the attractiveness of island destinations, though it is recognized that implementation is complex.
Game Theory Approach for Communication Security and Safety Assurance in Cyber-physical Systems with Reputation and Trust-based Mechanisms
Authors: Viksnin Ilia , Marinenkov Egor , Chuprov Sergey
Published: January 2022

Cyber-physical Systems’ security and safety assurance is a challenging research problem for Smart City concept development. Technical faults or malicious attacks over communication between its elements can jeopardize the whole system and its users. Reputation systems implementation is an effective measure to detect such malicious agents. Each agent in the group has its indicator, which reflects how trustworthy he is to the other agents. However, in the scenario when it is not possible to calculate the Reputation indicator based on objective characteristics, malicious or defective agents can negatively affect the system’s performance. Method. In this paper, we propose an approach based on Game Theory to address the Reputation and Trust initial values calculation challenge. We introduced a mixed strategies game concept and a probability indicator. The possible outcomes of using different strategies by the system agents are represented with a payoff matrix. Main results. To evaluate the approach effectiveness, an empirical study using a software simulation environment was conducted. As a Cyber-physical system implementation scenario, we considered an intersection management system with a group of unmanned autonomous vehicles, the aim of which is to perform conflict-free optimal intersection traversal. To simulate the attack scenario, some vehicles were able to transmit incorrect data to other traffic participants. The obtained results showed that the Game Theory approach allowed to increase the number of detected intruders compared to the conventional Reputation and Trust model.
A Review on the Design of Chimney for Air Cooled Condenser
Authors: Dehariya Kuldeep , Chatruvedi Prof. Sunil Kumar
Published: January 2022

Wind coils were used in the US electricity company in the early 1970s, however the amount of facilities has skyrocketed within last 10-15 years, due mainly to an increasing emphasis on green security. In addition, as the consumption of water grows in both household and commercial settings, more people are interested in using wind condensers. The Passively Cooled Compressor and its Contest is the topic of this article. This monthly bases the components of a wind capacitor.
Prenda da Mangueira
Authors: Nascimento Raul Batista , Sampaio Valzeli
Published: January 2022

Prenda da Mangueira is an Alternate Reality Game (ARG) in the process of production in which uses the Mangueira Desejo project as a base to bring back a well known children’s game called Boca de Forno, that consists of one of the children being the leader which will be called mãe (mom), that will be in charge of giving errands to run by the other children as fast as they can right after singing a song together led by mãe. ARGs are transmedia analogic games that gather a community together to interact and play, solving puzzles, mysteries, quests and so on. They all have a strong narrative that extends our current reality and evolves as the players’ progress. The game is normally managed by their designers. The ARG’s definition is quite open, but some authors agree on the use of the term transmedia “the aggregate effect of multiple texts/media artifacts” as the defining attribute of ARGs. Even being a game, designers and players tend to bring a sentiment of that not being a real game but the reality itself. As adulthood comes we start to leave behind those games we used to play as children. Each generation has their own games and to those people who lived during the times with little or no internet, the trees still had some meaning and an importance, they were either a physical point of reference and a stage for children to gather and play around its shelter. Many of our already known children's games were born, taught and learned in scenarios like that, together with a handful of nostalgic memories that are getting harder and harder to bring back due to the decreasing social contact brought by many factors of our current way of life. As Mango Tree (Mangueira Desejo) project already brings us the observation of our current reality through an alternate digital one, bringing back and setting new meanings to the city’s mango trees, done over the idea of Yoko Ono’s project Wish Tree which encourages us to express ourselves through the written wishes hung up on any living tree. The project’s intent is to add a new expression to Mangueira Desejo project which is a new narrative that comprises the mãe (mom) played by the designers through the tree entity that brings errands for the players to run. As the base project uses trees, this project will stick to it and place physical markers on city’s trees in order to let anyone with an AR ready mobile device with the app installed to play the game.
Notions of Shock and Attention in Tik Tok videos.
Authors: Erthal Claudia
Published: January 2022

This work seeks to understand how and if the entertainment experience obtained by watching videos on the Tik Tok social platform that uses editing and design tools, such as distortion filters for physical appearance and voice, is also an immersive experience that causes a shock to the user as understood by Walter Benjamin (2010) when this communicational subject is crossed by a sensation of the modern and that has, as a consequence, the disintegration of the aura in the experience of shock. According to Rouanet (1990) "the psychic instance in charge of capturing and absorbing the shock starts to dominate over the instances in charge of storing memory impressions”. In this case awareness has the function of "serving as protection against stimuli, sublimating impacts, maturing the fright into anguish or fun, so as not to succumb to amazement" (PEIXOTO, 1983) and can be linked to the production of content of fast circulation and absorption, made exclusively for social networks and platforms such as Tik Tok. Platforms that work with such design are also guided by the hands of users with content creation to shock an audience immersed in what is called Snack Culture (SCOLARI, 2020). As for a culture that develops a sensorial audiovisual content format, these contents provoke a sensory effect, a brief and ephemeral experience within a project that can be understood as artistic and created in a dynamic between playful and entertainment. The sensorial effect of these contents offers a unique and unprecedented experience, typical of an avant-garde work of art. In the 'contemporary arcades' of the Internet, videos from both Tik Tok and other platforms – with similar features - have similar tools created daily increasing the number of accesses, seeking to retain the media user and seem to attempt to lead the user to an immersive experience in an Attention Economy system as described by Jonathan Crary (2015) as something that “dissolve the separation between the personal and the professional, between entertainment and information, displaced by a compulsory functionality of communication inherently and inescapably 24/7.” Altogether with these ideas is the view of Simon Reynolds (2010) that popular culture has become a remix or rereading of something done before, based on any type of information available. Therefore, from this point of view, the reappropriation becomes infinite – something you see in Tik Tok videos. This text is built applied to the communicational practice of the use of platforms and is an attempt to understand the contemporary media paths that are outlined with the platform of culture. The platforms, a communication event in itself, raise questions about a new circulation of goods and gestures by communicational subjects who act on this frequency. It is a work that positions itself in the face of the contemporary urgency of the online life, its fast transformations and society's pursuits in a time that requires critical thinking about the moment we live in. to account for the moment in which we live.
The exhibition design of a House Museum: the Dining Room as a case study
Authors: Alves da Silva Cristiane , Marins de Oliveira Mirtes
Published: January 2022

The exhibition space of a Collector's House Museum, the specific case of the Ema Klabin House Museum (HMEK), offers the field of exhibition design a unique place for research due to its nature, which moves from the private to the public and presents artifacts that allow entering the biography of objects and understanding them from a material culture perspective. The present research, still in progress, has as a case study, the environment of the Dining Room at HMEK, which evokes, more than any other room, domesticity and the memory of home while at the same time convoking the experience of the museum space. The research proposes the centrality of the Dining Room both in the practices of the former residence and in the discursive elaboration of the current museum. In this context and in the proposal of this research, the study of the Dining Room, its materialities, uses and spatial organization in both historical moments is an exemplary case for the implementation of research in a house museum, serving its study, based on the indicated variables, to highlight possibilities in this type of institution based on its physicality. The former residence of collector, businesswoman and patron Ema Gordon Klabin houses a multicultural collection that encompasses visual arts, ethnographic objects, books, furniture and decorative arts, exhibited in preserved environments from a house register with exhibition design that highlights the practices of the house, collector and building of modernized classical architecture. It is considered that artifacts are memory supports, vectors capable of preserving or reviving them, provoking relationships between what has been experienced and the situations of the present time. The Dining Room, used for diplomatic and social purposes, is a space measuring 4.80m X 5.30m and connects to the social rooms of the house with a large glass door accessing the external patio, environment with tropical plants and an Italian fountain. It is accessed through a gallery - a must-see for visitors to the house and now, to the museum - and the living room. On the opposite wall, a camouflaged door accesses the kitchen and service areas – currently the museum's reception area – where the French service was carried out. Currently, the Dining Room is organized in accordance with photographs and other historical records that attest to its use before its change to museum status. It exhibits documents and objects that attest to the memory of the uses and customs of this space, for example, the Reception Book, in which the hostess described each event, her guests and the planning of the reception. The research proposes an understanding of the cultural trajectory of objects and the implication of design in the activation of private memories of a domestic environment that, by becoming a museological space, provokes collective memories through its exhibition design, investigating the application of design to address the feedback between experience and history.
Developing an adult learning approach to enhance the critical thinking of graphic design students in Yemen
Authors: Sabra Nabil
Published: January 2022

Critical thinking is an essential skill not only for educational achievement but also to enhance the quality of life (Bakry et al., 2019, pp. 632-633). However, Yemen has not traditionally encouraged or utilized critical thinking in graphic design education, a field of study where critical thinking is required to think beyond a problem to create solutions to existing and new problems. Design does not come up with the same solution for each project but looks for new ideas and solutions that have culturally relevant answers to solve a problem (Barbour, 2016). Currently there is a lack of research in the areas of critical thinking in graphic design education in Yemen. To Nordin and Surajudin (2015), Ijtihad is a representative for Higher-Order Thinking Skill that may reflect the Tawhid of Allah (God’s unification) and supported their claim with a hadith (the prophet statements): “Those who know himself, he may know his God” (Nordin and Surajudeen, 2015, p. 37). Thus, in knowing oneself, the lifelong learner needs to have self-regulation to be able to use critical thinking (Szabo, 2019). In exploring the relationship between the Islamic concept of Ijtihad (individual reasoning) and the Western notion of critical thinking, there are several points that require consideration. In particular, establishing what critical thinking means in the context of Western design education relative to Ijtihad’s role in Islamic education. The focus of this presentation is exploring the relationship between the western notion of critical thinking and the equivalent Islamic concept of Ijtihad. It highlights the five elements of Ijtihad: Tadabbur (learning and understanding before judging an idea), Tafkih (analysing using al-Qalb (heart) that depends on al-Aqal (mind)), Tafakkur (reflecting and examining), Ta’qil (gathering information before jumping to the conclusion), and Tadhakkur (summarising to understand wisely). Critical thinking is culturally relative, so it is important to study this phenomenon considering the Yemeni culture proposing a suitable holistic framework of Ijtihad. This research draws on a Ph.D. study in-progress that investigates critical thinking in graphic design education in Yemen from an Islamic perspective. Interviews with Yemeni educators were conducted to explore the concept of critical thinking and Ijtihad. This research ultimately aims to identify essential techniques of thinking that can be shaped to reflect Ijtihad, alongside identifying appropriate adult learning strategies developed by Western educators and researchers to enhance students' critical thinking. The outcome of this study will distinguish frameworks within graphic design curricula promoting students’ critical thinking and reflecting these from a Western context to a Yemeni one considering Ijtihad.
Countering Islamophobia to create a global positive change
Authors: Chida Aakifa
Published: January 2022

Ignorance and misinformation are often common causes of hatred and discrimination, and change is required to break the cycle so that it may positively influence attitudes and behaviour. Islamophobia is a global trend of hatred towards Islam and Muslims, manifested in social, political and cultural contexts. As a catalyst for positive societal change, communication design can counteract Islamophobia by focusing on creating awareness, educating, and debunking stereotypes by graphically presenting information which invokes empathy and consciousness within the viewer. The methodology of design activism is employed in this research, in which design is used to create a connection between the viewer and a greater cause through graphic language. This practice-oriented research will use the methods of literature analysis, visual representations of concepts and theories, and iterations of design experimentation to create a cohesive awareness campaign all situated in design activism. The aim is to address the thinking, behaviour, actions and consequences behind Islamophobia, in an effort to take a step towards positive global change. Through focusing on changing mindsets, consequential actions have a chance to be altered, creating an opportunity for positive change. Islamophobia is not limited to a certain time or place, therefore the communication design deliverables resulting from this research aim to reach current and future change makers through several platforms. Through digital – a social media campaign, content can reach an extensive range of users and the shareability factor is prominent. And through print – publicly displayed poster design content can be presented to a non-selective public, without the obstruction of tailored algorithms. The content of this campaign will include facts, statistics, stories, and rhetorical questions delivered through typography, information design and layout which aids how effectively the message is communicated. Design is everywhere, connecting with people belonging to several walks of life, therefore outcomes which exist in a range of formats ensures outreach of a wider target audience which is crucial to raising awareness. The use of visual language plays a key role in this research, as a tool of invoking empathy within the viewer and sparking change in a quick and effective manner. This project will also show how change does not have to be monumental or wide-scaled to be important, rather any small difference made within a person, or within their circle, is just as significant. While I recognise that Islamophobia cannot be eradicated overnight, using design to spark awareness and empathy is a small yet significant step in the right direction.
A Brief Survey on the Characteristics of Recent Virtual Exhibitions
Authors: Bortoluzo Mamone Felipe , Brasil Freitas Letícia
Published: January 2022

The Covid-19 pandemic and the social restriction measures that ensued have had a decisive impact on museum activities over the past two years. Research by the International Council of Museums (ICOM) indicates that about 95% of worldwide museums were closed between April and May 2020, a figure that falls to 27% in the same period in 2021. Given this scenario, there has been a notable increase in digital communications and activities of these institutions, either by making collections and exhibitions available online, managing social media, holding live events and teaching programs or by producing newsletters and podcasts. While such surveys are essential, it is also necessary to complement them with qualitative research into the ways in which these activities are being carried out. This paper will examine how a specific kind of digital activity is being developed by the museum sector, namely, the virtual exhibitions. Characterized mainly by the three-dimensionality and the immersion of the interactor, these virtual exhibition spaces carry with them both the complexity that constitutes the idea of a virtual museum and the structural deficiencies that affect cultural institutions and, in particular, their sectors of Information and Communication Technology (ICTs). Thus, two criteria were chosen to characterize these exhibits, namely, the technologies commonly used in their conception and the relationship they establish or do not establish with a tangible space. To this end, recent cases of spaces built through the use of 360º photography and 3D modeling have been selected and analyzed as to highlight the distinctive features of these technologies and how they instantiate different relationships between elements of the digital and the tangible. This analysis bring into consideration specific elements of these exhibitions, such as their interfaces and the modes of displacement and visualization they allow, the quality of the reproduction of the artworks and the possibility of accessing complementary information and media about them, the multiplicity of the points of view, their compatibility with certain devices, among others. Finally, we will reflect on the way in which these virtual exhibitions replicate, augment or dismiss physical spaces for their conception. Instead of the usual opposition between virtual and actual, such spaces express the possibility of complementation between elements restricted to the tangible or the digital - complementation, needless to say, that does not always take place. Thus, virtual exhibitions are important vectors to reflect on the advantages and difficulties that digital technologies pose for the museum sector.
Art, Audiovisual and Design: an experience
Authors: Victorio Aldo , Vilela Teresinha
Published: January 2022

This work aims to share part of a research carried out in a public school that brought art, school and university closer together. The research aimed to understand the interests of students in the Final Stages of Youth and Adult Education (EJA) and was carried out at the Municipal Expeditionary Aquino de Araújo School, in Duque de Caxias, state of Rio de Janeiro. The audiovisual production comes from the school's partnership with the Audiovisual Resources Laboratory of the State University of Rio de Janeiro, Campus Duque de Caxias, Faculty of Education of Baixada Fluminense (LABORAV-UERJ/FEBF). Students, collaborators, go from protagonists to directors and editors of their own productions. In this way, we try to enhance the interests of students who are often invisible. The research gave us the opportunity to get to know in more detail various interests of the students who, along the way, converged mainly on the culture of Skate and Hip Hop. At school, not only skateboarding was present in the classroom, but also skateboarding images, on shirt prints, on the covers of some notebooks. In the pre-investigative period of the project, Mauricio Silva had drawn the letters “R” and “C” on a project for a shirt, an activity that we propose, as an art teacher at the school. Then I met Mauricio Silva with his skater friends, exposing the “Ratarius” brand, that “R” that he drew in his shirt project. This meeting took place at the Meeting of Favelas (MOF) which was recorded in Video 1-MoF2014 Cultura e Imagem Fora das Paredes da Escola https://youtu.be/JdmRNjYygMs?t=7. Ana Mae Barbosa (2015) presents the image as a research narrative. Video 1 was a moment in the research, in which image/writing overflowed beyond paper and videos began to be part of the research methodology as well. We rely on Arts Based Research (PBA) with a/r/tography. Prior to any public presentation of Video 1, students and former students, Mauricio Silva, Thiago Marques, Anthony Oliveira and Raphael Santos were invited to watch Video 1 together on LABORAV, resulting in Video 6 (https://youtu.be/b6E94LzTpxY) with their reactions and comments to the event. see -. Afterwards, from this moment on, the other seven videos were produced with their direct collaboration, getting the invitation to watch. And we are celebrating the approval (October/2021) of the Licentiate Course in Cinema and Audiovisual for the Baixada Fluminense Education Faculty Unit of the State University of Rio de Janeiro, the place that made our research possible.
Intelligent biointerfaces applied to monitoring and homeodynamic communication between the hospital environment and the nursing staff body at CAISM-UNICAMP in pandemic and post-pandemic contexts
Authors: Baisch Lucas , Zuanon Rachel
Published: January 2022

The research aims to evidence the connections between of Architecture and Cognitive and Behavioral Neurosciences scientific fields, to analyze relationships between the hospital environment and the human body. The study focuses on the nursing professionals at the Center for Integral Care to Women (CAISM-UNICAMP), situated at University of Campinas campus at Campinas, Brazil and, in this context, articulates the production of somatosensory stimuli, the monitoring of vital signs and the monitoring of data from the hospital environment. So, it moves towards the integration and visualization of these data in a Building Information Modeling (BIM) platform. Therefore, the relationship between somatosensory stimuli, the performance of environmental factors and the homeodynamic balance of the body of these professionals is investigated in face of daily overloads – such physical or mental – in hospital environments, that became even more intensified by the impacts of the COVID-19 pandemic. The research is mainly supported by references available only in the English language, which reinforces its relevance for the national and international scenario of Portuguese language. The studies about Building Information Modeling advances in Eastman research on the Facility Manager (FM) stage, that is, maintenance of the building. Since the BIM model stores information from the hospital environment, it can also receive information from the human body of nursing professionals. Thus, the analytical data can be visualized on the platform, as BIM can communicate numerical and real-time data that can be viewed on an online platform. The research methodology comprises a transdisciplinary approach based on the concept of Homeodynamic Environments and Products and on the theoretical bases of Cognitive and Behavioral Neurosciences, especially from the perspective of the concept of biological homeostasis and homeodynamics, and Architecture with an emphasis on Building Information Modeling technology. In addition, this research is based on Design Science Research, and the creation of artifacts to build a device with the intention of solving a specific problem , it also involves field research aimed to the application of an experimental protocol, as well as the systematization, analysis, and interpretation of all collected data with a view to developing an integrated technological system oriented to the biological homeostasis of nursing professionals in COVID-19 pandemic and post-pandemic scenarios. Thus, the investigation is also practice-oriented, which allows the researcher to develop, apply and communicate original knowledge, in national and international contexts, with direct implications in the production of artifacts (software and hardware) and creation of new technological processes.
The Transmedia Designer as Mediator of Worlds
Authors: Mesquita Dario
Published: January 2022

Media convergence has made the communicative experience increasingly collective and fragmented between different platforms and networks designed for participation. This process was consolidated especially through transmedia practices in the field of arts and entertainment (DENA, 2009), which implemented complex dynamics of storytelling through multiple media supports, reinforcing a greater relationship among the agents involved (public and filmmakers) and the contents that circulate. There is a tendency for media projects to act in an almost emergent manner, marked by constant negotiation between the public and those who project them, acting more as environments or context for consumption and (re)creation of content. We can consider the construction of worlds as something inherent in the current scenario of media production, already taken by a transmedia logic that seeks to involve different audiences through different screens and participatory platforms (such as social networks). In this way, transmedia practice becomes a means of building worlds where contexts are mediated and coordinated between different media supports and platforms – the multiplatform – generating a large integrated transmedia platform. Thus, the action of what is traditionally called a transmedia producer becomes that of a designer who not only plans finished products, he also acts as a mediator of contexts that shape the experience in the project (or world) designed. As José Bártolo (2011, n.p.) argues, the contemporary designer should no longer be recognized as a specialist, who is responsible for finding specific solutions, but as a "critical social agent", who collaborates with non-designer partners in the search for effective transformations in certain aspects of reality. That is, as the worlds created by transmedia practices are interpreted as mediating environments or platforms between different agents, the designer must act as a mediator of actions, focused on experience in its different aspects - in a context in which the “[…] distinctions between production and consumption became blurred” (HOLLOWAY, 2021, p. 12). From this aspect, this paper seeks to discuss the use of the term transmedia designer, in detriment of transmedia producer, to designate the manager of projects that make coordinated use of a communication ecosystem in order to constitute worlds as platforms for, thus, provide immersive and participatory experiences for the public. Therefore, a bibliographical review will be carried out on the correlations between the field of project design and transmedia practice, in addition to a brief analysis of cross-platform projects, in order to propose concepts for thinking about the role of the transmedia designer from a design thinking of continuous construction of a world as a platform - that expands in collaboration with the public
Through the eyes of the heart: My woven embodied learning of Jolobil and Lekil Kuxlejal
Authors: Albarran Gonzalez Diana
Published: January 2022

Modern-colonial views from the Global North overemphasise the mind for knowledge production and sense-making over the different dimensions of the body. In the Global South, different onto-epistemologies recognise that understanding goes beyond the mind like sentipensar and corazonar. This presentation discusses the meaningful insights from learning backstrap loom weaving (jolobil) as a decolonising approach. During my research journey, a growing intuitive desire to learn jolobil became a transformative experience shifting the direction and contributing to the investigation in different ways. The embodied reflexivity of jolobil connecting body, mind, heart and vital energy (spirit) in relationship with people and place allowed a holistic sense-making of Lekil Kuxlejal, a Mayan Tsotsil and Tseltal equivalent of Buen Vivir. Considering the importance of the different dimensions of the body for sense-making, and the presence of the heart in Mayan (and Mesoamerican) cultures, the documentation of my jolobil apprenticeship through “the eyes of the heart” served as a window to experience not only the labor intensive and complex process of backstrap loom weaving but also to enable the viewers to immerse themselves in jolobil, an understanding of my learning corazonando. Jolobil, a pre-colonial cultural practice taught by the goddess Ixchel, is currently a living practice directly related to the weaver’s well-being as part of a community, and is a medium to reconnect with Indigenous ancestry and heritage. It also has strong emotional-affective dimensions where weavers require patience and concentration for letting the heart flow through the threads, nurturing and guiding the process providing a sense of harmony, well-being and belonging. The practice of jolobil is frequently done around family or in groups allowing intergenerational integration and knowledge transmission. These elements, aligned with my cultural heritage, were integrated through the inclusion of my family members during the field research, a decolonial stance as a Native Latin American woman. Another contribution from my embodied experience was using jolobil as a research metaphor weaving theories, methods and tools from different disciplines like anthropology, sociology and design alongside Indigenous knowledges. Using decolonisation as a transversal frame, this methodological approach intertwines visual-digital-sensorial ethnography, co-design, Mayan cosmovisión (worldview), textiles as resistance and Zapatismo for the exploration of what constitutes a fair-dignified life, Lekil Kuxlejal, for Mayan Tsotsil and Tseltal weavers in collective and horizontal collaboration. Echoing the weaver’s support of the loom with her lower back, jolobil includes the knowledge through our bodies and creative practices through embodiment, sentipensar and corazonar as the integration of ourselves with the whole, a ser uno con el todo.
Extentio: Artistic Human-Machine Collaboration
Authors: José Venancio Júnior Sergio
Published: January 2022

The present work reports on the development of the custom Artificial Intelligence software Extentio, a digital extension of an artistic intelligence. The research considered the historical debates of machine intelligence and creativity, as proposed at different moments by names like René Descartes, Ada Lovelace, Alan Turing, John Searle, and Margaret Boden. It also observed the state-of-the-art developments of Machine Learning with Deep Neural Networks, including Generative Adversarial Networks, one of the most rewarding techniques to explore latent spaces of image datasets and generate high quality, unpredictable output. Since the beginning of the Artificial Intelligence field, artists have been experimenting with these technologies, proposing deviant states, and redefining their regular usage and meaning, creating new ways to conceive and perceive art. Whether a machine can replace the artist or not, this question led many artists to pose important discussions around the possibilities and limits of translating artistic knowledge to machine language, amplifying the comprehension of human creativity itself. Although machine creativity is still a controverse topic nowadays, we believe that creativity is simply an attribution that characterizes what humans subjectively judge as new, surprising, and valuable. In this sense, Artificial Intelligence might generate unpredictable results in the context of art production, but it is always a human task to judge these as valuable or not, while redirecting the technology according to human intentions. In the hands of artists, Artificial Intelligence models can propose new ways of creation, new aesthetics, new concepts, and questions. Extentio is being developed as practice-oriented research. The software generates automated portrait drawings through simulations of observation, tracing, and composition analysis. It uses a particular array of Computer Vision, Machine Learning and Artificial Intelligence techniques, such as Face Detection, Image Segmentation, Color Quantization, Edge Detection, Stochastic Cellular Automata among others. All these algorithms are continually adjusted to reflect the artist’s evolving intentions and to adapt to different environments and result expectations. Extentio is a digital machine that, while not creative by itself, can interfere in a creative process in many propositive ways, leading the artist to discover poetic values and new designs. The artist then directs the behavior of such system through experimental practice with code and data, in a relationship of mutual evolution. Extentio reflects the delicate wish of translating ambiguous, vague, and sensible notions from art to the imperative, deterministic and probabilistic languages of computing. As with any translation process, there are losses and gains, but the new meanings can reveal a particular path of artistic collaboration between humans and machines.