"This is the first English-language monograph on the early history of cartography in China. Its chief players are three maps found in tombs that date from the fourth to the second century BCE and together constitute the entire known corpus of ancient Chinese maps (ditu). A millennium separates them from the next available map from 1136 CE. Most scholars study them through the lens of modern, empirical definitions of maps and their use. This book offers an alternative view by drawing on methods not just from cartography but from art history, archaeology, and religion. It argues that, as tomb objects, the maps were designed to be simultaneously functional for the living and the dead-that each map was drawn to serve navigational purposes of guiding the living from one town to another as well as to diagram ritual order, thereby taming the unknown territory of the dead. In contrast with traditional scholarship, The Art of Terrestrial Diagrams in Early China proposes that ditu can "speak" through their forms. Departing from dominant theories of representation that forge a narrow path from form to meaning, the book braids together two main strands of argumentation to explore the multifaceted and multifunctional diagrammatic tradition of rendering space in early China"--
This book presents over 100 papers from the 3rd Engineering & Product Design Education International Conference dedicated to the subject of exploring novel approaches in product design education. The theme of the book is "Crossing Design Boundaries" which reflects the editors’ wish to incorporate many of the disciplines associated with, and integral to, modern product design and development pursuits. Crossing Design Boundaries covers, for example, the conjunction of anthropology and design, the psychology of design products, the application of soft computing in wearable products, and the utilisation of new media and design and how these can be best exploited within the current product design arena. The book includes discussions concerning product design education and the cross-over into other well established design disciplines such as interaction design, jewellery design, furniture design, and exhibition design which have been somewhat under represented in recent years. The book comprises a number of sections containing papers which cover highly topical and relevant issues including Design Curriculum Development, Interdisciplinarity, Design Collaboration and Team Working, Philosophies of Design Education, Design Knowledge, New Materials and New Technologies in Design, Design Communication, Industrial Collaborations and Working with Industry, Teaching and Learning Tools, and Design Theory.
This volume is distinctive for its extraordinarily interdisciplinary investigations into a little discussed topic, the spatial imagination. It probes the exercise of the spatial imagination in pre-modern China across five general areas: pictorial representation, literary description, cartographic mappings, and the intertwining of heavenly and earthly space. It recommends that the spatial imagination in the pre-modern world cannot adequately be captured using a linear, militarily framed conceptualization. The scope and varying perspectives on the spatial imagination analyzed in the volume’s essays reveal a complex range of aspects that informs how space was designed and utilized. Due to the complexity and advanced scholarly level of the papers, the primary readership will be other scholars and advanced graduate students in history, history of science, geography, art history, religious studies, literature, and, broadly, sinology.
The Cambridge Comparative History of Ancient Law is the first of its kind in the field of comparative ancient legal history. Written collaboratively by a dedicated team of international experts, each chapter offers a new framing and understanding of key legal concepts, practices and historical contexts across five major legal traditions of the ancient world. Stretching chronologically across more than three and a half millennia, from the earliest, very fragmentary, proto-cuneiform tablets (3200–3000 BCE) to the Tang Code of 652 CE, the volume challenges earlier comparative histories of ancient law / societies, at the same time as opening up new areas for future scholarship across a wealth of surviving ancient Near Eastern, Indian, Chinese, Greek and Roman primary source evidence. Topics covered include 'law as text', legal science, inter-polity relations, law and the state, law and religion, legal procedure, personal status and the family, crime, property and contract.
This authoritative Encyclopedia provides an innovative approach to theory, reviews, applications and examples relevant to the basic concepts of water science and water management issues in order to facilitate better interdisciplinary cooperation.
What is design in modern China? And what are the ecological stakes in understanding how modern Chinese design encourages us to see? This book takes up these questions though exploration into the work of three famous designers who were actively engaged with the natural sciences in early twentieth-century Shanghai, Canton, and Beijing. The designed objects asking for heightened vision into interior and exterior worlds make their way across temporal and cultural boundaries. This book, then, is also about that movement, and the emotions of the eye which support it. Porcelain dishes, textiles, magazine covers, and paintings moved the people who lived with them a century ago in China to an awareness of their edges, rims, borders as boundary lines, and to see things through those in-between forms from a new point of view; to share pleasure in colour and pattern, perhaps, but also to connect to other deeply transformative feelings at the boundary. The book will be of interest to scholars working in design history, art history, and Chinese studies.
Designing Gamified Systems is a fundamental guide for building essential skills in game and interaction design to revitalize and reimagine real world systems – from cities and corporations to schools and the military. Author Sari Gilbert develops a set of core principles and tools for using game thinking and interactive design to build motivation, explain hard concepts, broaden audiences, deepen commitments and enhance human relationships. Designing Gamified Systems includes: Topics such as gamified system design, behavioral psychology, marketing, business strategy, learning theory and instructional design Interviews with leaders and practitioners in this emerging field who explain how the job of the game designer is being redefined Exercises designed to both encourage big-picture thinking about gamified systems and help you experience and understand the challenges and nuances involved in designing them A companion website (www.gamifiedsystems.com) with additional materials to supplement learning and practice
Investigating the rich architecture of post-Mao China and its broad cultural impact In the years following China's Cultural Revolution, architecture played an active role in the country's reintegration into the global economy and capitalist world. Looking at the ways in which political and social reform transformed Chinese architecture and how, in turn, architecture gave structure to the reforms, Cole Roskam underlines architecture's unique ability to shape space as well as behavior. Roskam traces how foreign influences like postmodernism began to permeate Chinese architectural discourse in the 1970s and 1980s and how figures such as Kevin Lynch, I. M. Pei, and John Portman became key forces in the introduction of Western educational ideologies and new modes of production. Offering important insights into architecture's relationship to the politics, economics, and diplomacy of post-Mao China, this unprecedented interdisciplinary study examines architecture's multivalent status as an art, science, and physical manifestation of cultural identity.
Marine Design XIII collects the contributions to the 13th International Marine Design Conference (IMDC 2018, Espoo, Finland, 10-14 June 2018). The aim of this IMDC series of conferences is to promote all aspects of marine design as an engineering discipline. The focus is on key design challenges and opportunities in the area of current maritime technologies and markets, with special emphasis on: • Challenges in merging ship design and marine applications of experience-based industrial design • Digitalisation as technological enabler for stronger link between efficient design, operations and maintenance in future • Emerging technologies and their impact on future designs • Cruise ship and icebreaker designs including fleet compositions to meet new market demands To reflect on the conference focus, Marine Design XIII covers the following research topic series: •State of art ship design principles - education, design methodology, structural design, hydrodynamic design; •Cutting edge ship designs and operations - ship concept design, risk and safety, arctic design, autonomous ships; •Energy efficiency and propulsions - energy efficiency, hull form design, propulsion equipment design; •Wider marine designs and practices - navy ships, offshore and wind farms and production. Marine Design XIII contains 2 state-of-the-art reports on design methodologies and cruise ships design, and 4 keynote papers on new directions for vessel design practices and tools, digital maritime traffic, naval ship designs, and new tanker design for arctic. Marine Design XIII will be of interest to academics and professionals in maritime technologies and marine design.