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***WINNER OF A NAUTILUS 2017 SILVER MEDAL BOOK AWARD*** Adaptive Sensory Environments: An Introduction presents a cutting-edge methodology for adaptive sensory design by fostering an inter-disciplinary approach in which aspects of neuroscience, biophilia, captology, nanotechnology, kinetics, and sensemaking all play critical roles in helping adaptive architecture "tune" to occupants. Furthermore, the book illustrates how adaptive sensory environments transform and uplift quality of life in entirely new ways, by strategically unlocking the potential that technological innovations bring. By teaching scholars, researchers, practitioners, specialists, and consultants how to design architecture that guides what emerging interactive technology can do, it allows them to see deeper into an architectural design, to extend beyond interaction and, ultimately, to build environments that adapt by changing and growing with their occupants’ immediate needs and long-term goals.
People have been finding inspiration in nature in solving their problems, from the very beginning of their existence. In the most general sense, biomimicry, defined as "inspire from the nature," has brought together the engineers and designers nowadays. This collaboration creates innovative and creative outcomes that encourage people with their interdisciplinary relationships. Accordingly, the aim of this book is to bring together different works or developments on biomimetics in interdisciplinary relationship between different areas, especially biomimicry, engineering, and design. The twenty-first century has conceived many new and amazing designs. The book in your hands will surely be an important guide to take a quick look at the future possibilities.
First published in 1999. This book is written in four parts. Part I 'Foundations', starts with Chapter 1 'What is a multisensory environment?' and provides a general introduction to the field. The MSE can be different things to different people. It can describe an actual space, or the impact that space has on an individual. Furthermore, it can be for adults or children, for recreation, leisure, therapy or education. Part II 'Design and construction' explores the what, who, why and how of the open-minded, Part III 'Curriculum development' begins with Chapter 8 'Curriculum development in the MSE. The final section, Part IV 'Future developments', consists of two chapters. The goal of Chapter 11 'Conducting research in the MSE' is to demystify research and thereby encourage all members of the transdisciplinary team to become actively involved in MSE related research; Chapter 12 'Where are we going?', the MSE is re-examined to identify possible ways this development could contribute to the increased pluralities that will constitute education in the twenty-first century.
Publisher's Note: Products purchased from 3rd Party sellers are not guaranteed by the Publisher for quality, authenticity, or access to any online entitlements included with the product. Frames of Reference for Pediatric Occupational Therapy, Fourth Edition, uses frames of reference for diagnostic categories (neuro-development, social participation, etc.) as effective blueprints for applying theory to pediatric OT practice. Updated with new chapters, case examples, and a new focus on evidence-based practice. This proven approach helps students understand the “why” of each frame of reference before moving on to the “how” of creating effective treatment programs to help pediatric clients lead richer, fuller lives. The book first covers the foundations of frames reference for pediatric OT (Section I), and then covers commonly used frames of reference such as motor skill acquisition, biomechanical, and sensory integration (Section II). A final section discusses newer focused/specific frames of reference like handwriting skills and social participation. A standardized format within each frame of reference chapter covers the same elements (Theoretical Base, Supporting Evidence, the Function/Dysfunction Continuum, Guide to Evaluation, and Application to Practice) to help students build the knowledge and skills needed for effective practice.
This book constitutes the proceedings of two conferences: The 5th International Conference on ArtsIT, Interactivity and Game Creation (ArtsIT 2016) and the First International Conference on Design, Learning and Innovation (DLI 2016). ArtsIT is reflecting trends in the expanding field of digital art, interactive art, and how game creation is considered an art form. The decision was made to augment the title of ArtsIT to be in future known as “The International Conference on Interactivity, Game Creation, Design, Learning, and Innovation”. The event was hosted in Esbjerg, Denmark in May 2016 and attracted 76 submissions from which 34 full papers were selected for publication in this book. The papers represent a forum for the dissemination of cutting-edge research results in the area of arts, design and technology.
Do your architectural designs foster well-being or discomfort in occupants? Do your designs innovate architecture technology in new ways? And do you make design decisions that pull from the latest scientific findings, including biomimicry design or where design meets neuroscience? As an architect, your design process is vital to the quality and outcome of your built environments. Yet how do you know if you are creating optimal designs for well-being? Or strategic designs that uplift the future of architecture into new, more innovative realms? In Bringing Architecture to the Next Level, you will discover how to solve the six greatest design challenges that hinder all architects. And when you unlock these six keys, you position your architectural design process to achieve its highest potential.Within this one-hour guidebook, you will shift your mindset to reach breakthrough ideas, meet and predict occupant need using sensory design, leverage your design process to get more with less, and rethink technology to unleash your innovative edge. For both architecture and interior design professionals alike, Bringing Architecture to the Next Level will help you integrate innovation in architecture to create environments where people thrive.
Universal Design is the term used to describe the design of products and environments which can be used by all people, to the greatest extent possible, without the need for adaptation or specialized design. It is not a euphemism for ‘designs for people with a disability’, but really is about designing to include all people, regardless of their age, ability, cultural background or status in life. However it remains the case that many designers and developers fail to understand the need for universal design and lack the skills needed to implement it. This book presents papers from the 3rd International Conference on Universal Design (UD 2016), held in York, UK, in August 2016. The theme of the conference was: learning from the past, designing for the future, and it aimed to bring together policymakers, practitioners and researchers interested in the different strands of universal design to exchange ideas and best practice, review some of the developments in universal design from the last 20 years, and formulate strategies for taking the concept of universal design forward into the future. The book is divided into two sections. Section 1: About Universal Design, and Section 2: Universal Design In Practice. The book will be of interest to all those whose work involves design, from the built environment and tangible products to communication, services and systems.
This Handbook, with contributions from leading experts in the field, provides a comprehensive, state-of-the-art account of virtual environments (VE). It serves as an invaluable source of reference for practitioners, researchers, and students in this rapidly evolving discipline. It also provides practitioners with a reference source to guide their development efforts and addresses technology concerns, as well as the social and business implications with which those associated with the technology are likely to grapple. While each chapter has a strong theoretical foundation, practical implications are derived and illustrated via the many tables and figures presented throughout the book. The Handbook presents a systematic and extensive coverage of the primary areas of research and development within VE technology. It brings together a comprehensive set of contributed articles that address the principles required to define system requirements and design, build, evaluate, implement, and manage the effective use of VE applications. The contributors provide critical insights and principles associated with their given area of expertise to provide extensive scope and detail on VE technology. After providing an introduction to VE technology, the Handbook organizes the body of knowledge into five main parts: *System Requirements--specifies multimodal system requirements, including physiological characteristics that affect VE system design. *Design Approaches and Implementation Strategies--addresses cognitive design strategies; identifies perceptual illusions that can be leveraged in VE design; discusses navigational issues, such as becoming lost within a virtual world; and provides insights into structured approaches to content design. *Health and Safety Issues--covers direct physiological effects, signs, symptoms, neurophysiology and physiological correlates of motion sickness, perceptual and perceptual-motor adaptation, and social concerns. *Evaluation--addresses VE usability engineering and ergonomics, human performance measurement in VEs, usage protocols; and provides means of measuring and managing visual, proprioceptive, and vestibular aftereffects, as well as measuring and engendering sense of presence. *Selected Applications of Virtual Environments--provides a compendium of VE applications. The Handbook closes with a brief review of the history of VE technology. The final chapter provides information on the VE profession, providing those interested with a number of sources to further their quest for the keys to developing the ultimate virtual world.
Adaptive hypermedia listening software enables materials writers to combine and deliver a wide range of digital elements on the same digital computer platform more efficiently. Such a combination and delivery provides a multidimensional, multi-sensory digital environment in which rich, efficient, instant, comprehensible, optimum, and meaningful input and feedback can be presented effectively and efficiently. Moreover, language learners’ attention can be drawn to forms and meanings in input. Such aspects correspond with different theories and hypotheses of language learning and teaching. This presents users/learners with an environment that is easy to use, tension-free, and optimal during self-study. However, to be able to design and develop cost effective and professional adaptive hypermedia listening software, there are certain scientific educational findings and implications that need to be implemented at every single stage. To have access to such vital findings is not so easy, and research must address this area. Design Solutions for Adaptive Hypermedia Listening Software explores how to design and create technically and pedagogically sound and efficient interactive adaptive hypermedia listening software for language learners in any language. The chapters will cover learner strategy tools, the effectiveness of this technology, best practices in adaptive hypermedia listening software, and the benefits and challenges of this technology for language learning. It is ideal for companies, institutions, teachers, policymakers, academicians, researchers, advanced-level students, technology developers, and decision-making pertinent government officials interested in designing and developing multimedia listening environments for language learners.