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CAREER: Enhancing the Integration of Craft and Computing

CAREER: Enhancing the Integration of Craft and Computing
职业:加强工艺与计算的融合
批准号:
1453329
负责人:
Daniela Rosner
金额:
$52.97万
依托单位:
依托单位国家:
美国
项目类别:
Continuing Grant
财政年份:
2015
资助国家:
美国
项目状态:
已结题
起止时间:
2015-09-01 至 2021-08-31

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中文摘要
翻译
本研究旨在促进对以生产为中心的设计和工程中的创造性过程的基本理解。 如今,成千上万的艺术家、设计师和手工艺者在工作中使用计算资源,例如为生产做准备的教程、生成定制原型的3D打印机以及将电路编织成物理工件的开源硬件工具包。 虽然这些发展已经开始塑造创造性工作的性质和组织,但支持这些做法的大多数工具尚未适应最近的变化,即考虑到人们在使用数字化工具进行生产的同时使用社交媒体。这项研究将从三个方面推动下一代数字飞机的发展。 从经验上讲,它发掘了从计算和制作的整合中出现的新的表达形式。 从理论上讲,它将提供一个概念框架,描述在劳动和休闲,数字和物理,制造和再利用的关系中运行的数字工艺的新兴形式。 在设计方面,它将推进跨多种社会背景的社交媒体和数字制作的技术。研究的第一阶段将涉及实地考察和数据分析,以了解当前围绕制作的实践。 利用这一经验性工作,将开发一个概念框架,以了解新形式的创造力和参与数字工艺。 这一概念框架将成为具体制度的基础,体现不同领域的原则。 将通过纵向实地部署来评价所制定方法的成功。 这项调查将有助于一项长期的研究计划,推动数字技术的反思性和创造性实践,以促进负责任的社会变革。 它拓宽了对物质性,审美互动和制造者文化的研究,提出,建立和分析新的方法来转移使用计算系统的创造性活动。该项目的核心是一个教育计划,以扩大和加强设计学习和课堂参与。 关于数字工艺的新研究生课程将教学生使用物理材料作为开发新的社会技术的切入点,在跨学科的本科物理计算课程中应用已开发的技术,以提出集体社会关注的问题,并为中学女生举办关于物理计算促进社会变革的研讨会,包括作出具体努力,支持其他代表性不足群体的学生参与学习工程概念。 计算机辅助艺术和手工艺作为行业和业余爱好的巨大潜力意味着许多职业将为第一批学习必要技能和原则的学生开放。
英文摘要
This research aims to advance fundamental understanding of the creative process in production-focused design and engineering. Today thousands of artists, designers, and crafts people use computing resources in their work, for example tutorials to prepare for production, 3D printers to generate custom prototypes, and open-source hardware toolkits to weave circuitry into physical artifacts. Although these developments have begun to shape the nature and organization of creative work, most tools to support these practices have not yet adapted to recent shifts by accounting for people's use of social media alongside digital tools for production. This research will enable the development of next-generation digital craft in three ways. Empirically, it unearths novel forms of expression emerging from the integration of computation and making. Theoretically, it will offer a conceptual framework that characterizes emergent forms of digital craft operating at the nexus of labor and leisure, digital and physical, and fabrication and reuse. For design, it will advance techniques for bridging social media and digital production across multiple social contexts.The first phase of the research will involve fieldwork and data analyses to understand current practices around making. Drawing on this empirical work, a conceptual framework will be developed for understanding new forms of creativity and engagement in digital craft. This conceptual framework will then be the basis for concrete systems that demonstrate the principles in different areas. The success of the developed methods will be evaluated through longitudinal field deployments. The investigation will contribute toward a long-term research program advancing reflexive, creative practices with digital technologies to promote responsible social change. It broadens growing bodies of research on materiality, aesthetic interaction and maker cultures to propose, build, and analyze new approaches to the shifting use of computational systems for creative activity. Central to the project is an educational plan to broaden and enhance design learning and class participation. A new graduate course on digital craft will teach students to use physical materials as an entry point for developing novel social technologies, application of developed techniques in an interdisciplinary undergraduate physical computing course to raise issues of collective social concern, and a workshop for middle school girls on physical computing for social change, including specific efforts to support participation of students from other underrepresented groups in learning engineering concepts. The tremendous potential for computer-assisted arts and crafts, as industries as well as avocations, implies that many careers will open up for students who are among the first to learn the necessary skills and principles.
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FW-HTF-R: The Future of Equitable Childcare Worker Technologies
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海外基金