Embodied Engineering

Embodied Engineering
Author: Laura Ann Twagira
Publisher: Ohio University Press
Total Pages: 463
Release: 2021-08-03
Genre: History
ISBN: 0821447335

Foregrounding African women’s ingenuity and labor, this pioneering case study shows how women in rural Mali have used technology to ensure food security through the colonial period, environmental crises, and postcolonial rule. By advocating for an understanding of rural Malian women as engineers, Laura Ann Twagira rejects the persistent image of African women as subjects without technological knowledge or access and instead reveals a hidden history about gender, development, and improvisation. In so doing, she also significantly expands the scope of African science and technology studies. Using the Office du Niger agricultural project as a case study, Twagira argues that women used modest technologies (such as a mortar and pestle or metal pots) and organized female labor to create, maintain, and reengineer a complex and highly adaptive food production system. While women often incorporated labor-saving technologies into their work routines, they did not view their own physical labor as the problem it is so often framed to be in development narratives. Rather, women’s embodied techniques and knowledge were central to their ability to transform a development project centered on export production into an environmental resource that addressed local taste and consumption needs.

Where the Action Is

Where the Action Is
Author: Paul Dourish
Publisher: MIT Press
Total Pages: 327
Release: 2004-08-20
Genre: Computers
ISBN: 0262260611

Computer science as an engineering discipline has been spectacularly successful. Yet it is also a philosophical enterprise in the way it represents the world and creates and manipulates models of reality, people, and action. In this book, Paul Dourish addresses the philosophical bases of human-computer interaction. He looks at how what he calls "embodied interaction"—an approach to interacting with software systems that emphasizes skilled, engaged practice rather than disembodied rationality—reflects the phenomenological approaches of Martin Heidegger, Ludwig Wittgenstein, and other twentieth-century philosophers. The phenomenological tradition emphasizes the primacy of natural practice over abstract cognition in everyday activity. Dourish shows how this perspective can shed light on the foundational underpinnings of current research on embodied interaction. He looks in particular at how tangible and social approaches to interaction are related, how they can be used to analyze and understand embodied interaction, and how they could affect the design of future interactive systems.

Emotional Engineering

Emotional Engineering
Author: Shuichi Fukuda
Publisher: Springer Science & Business Media
Total Pages: 397
Release: 2010-11-26
Genre: Technology & Engineering
ISBN: 1849964238

In an age of increasing complexity, diversification and change, customers expect services that cater to their needs and to their tastes. Emotional Engineering describes how their expectations can be satisfied and managed throughout the product life cycle, if producers focus their attention more on emotion. Emotion plays a crucial role in value recognition, but it is also important for team work, which extends beyond human-human to human-machine and human-environment to enable people to cope with frequently and extensively changing situations. Emotional Engineering proposes the development of services beyond product realization and the creation of value on a lifetime, not just a one-off, basis. As emotion is very much multidisciplinary, chapters cover a wide range of topics that can be applied to product development, including: • emotional design in the virtual environment; • shape design and modeling; • emotional robot competence; and • affective driving. Emotional Engineering is intended to provide readers with a holistic view of its research and applications, enabling them to make strategic decisions on how they can go further beyond product realization. It is recommended for all pioneers in industry, academia and government, who are trying to work with their customers to create value.

Literacies of Design

Literacies of Design
Author: Amy Wilson-Lopez
Publisher: Purdue University Press
Total Pages: 213
Release: 2022-05-15
Genre: Education
ISBN: 1612497462

Though engineering design can tackle the world’s most pressing challenges, engineering-related courses and experiences are often alienating, especially to people from minoritized groups. Literacies of Design: Studies of Equity and Imagination in Engineering and Making covers the latest pedagogical theories—as well as case studies and practical tips—to support diverse people in identifying problems and designing solutions through engineering and making. Engineers tackle a range of problems, big and small, from climate change to viral transmission to improved handrails for persons with disabilities. Inclusion and equity efforts include not only preparing the next generation of engineers and makers, but also creating and fostering spaces where youth can express their ideas and bring forth their whole selves. This book offers theories and real-life examples for educators and practitioners at every level, from K–12 through higher education and beyond.

Foundations of Embodied Learning

Foundations of Embodied Learning
Author: Mitchell J. Nathan
Publisher: Routledge
Total Pages: 414
Release: 2021-09-27
Genre: Education
ISBN: 1000430103

Foundations of Embodied Learning advances learning, instruction, and the design of educational technologies by rethinking the learner as an integrated system of mind, body, and environment. Body-based processes—direct physical, social, and environmental interactions—are constantly mediating intellectual performance, sensory stimulation, communication abilities, and other conditions of learning. This book’s coherent, evidence-based framework articulates principles of grounded and embodied learning for design and its implications for curriculum, classroom instruction, and student formative and summative assessment for scholars and graduate students of educational psychology, instructional design and technology, cognitive science, the learning sciences, and beyond.

Learning Engineering Practice

Learning Engineering Practice
Author: James Trevelyan
Publisher: CRC Press
Total Pages: 243
Release: 2021-01-14
Genre: Technology & Engineering
ISBN: 1000289338

This book explains engineering practice, what engineers actually do in their work. The first part explains how to find paid engineering work and prepare for an engineering career. The second part explains the fundamentals of engineering practice, including how to gain access to technical knowledge, how to gain the willing collaboration of other people to make things happen, and how to work safely in hazardous environments. Other chapters explain engineering aspects of project management missed in most courses, how to create commercial value from engineering work and estimate costs, and how to navigate cultural complexities successfully. Later chapters provide guidance on sustainability, time management and avoiding the most common frustrations encountered by engineers at work. This book has been written for engineering students, graduates and novice engineers. Supervisors, mentors and human resources professionals will also find the book helpful to guide early-career engineers and assess their progress. Engineering schools will find the book helpful to help students prepare for professional internships and also for creating authentic practice and assessment exercises.

Engineering Flesh; Towards Professional Responsibility for ‘Lived Bodies’ in Tissue Engineering

Engineering Flesh; Towards Professional Responsibility for ‘Lived Bodies’ in Tissue Engineering
Author:
Publisher: 3TU Ethics
Total Pages: 192
Release: 2008
Genre:
ISBN: 9038614284

Engineering Flesh. Towards professional responsibility for ‘lived bodies’ in Tissue Engineering This study analyses the work of biomedical engineers as normative work that affects people’s daily lives as bodies. In biomedical engineering, engineers study bodies as machine-like objects and develop technologies from such a perspective. However, in daily life patients live their bodies not as machine-like but as themselves. Biomedical engineering can be said to involve normative work because it affects the way people experience and live their bodies. For example, imaging technologies used to follow the development of a foetus during pregnancy stimulate the perception of the foetus as an individual human being and change the related conceptions of good professional care and responsible parenthood. In this light, I raise the question as to how biomedical engineers can take and shape professional responsibility for this kind of normative work with respect to bodies. To study normative work in biomedical engineering, I have analysed the practice of tissue engineering (TE). In this practice, engineers rather literally make human body parts: TE has as objective to create living body part substitutes (e.g. skin, heart valves and bladders) by using cells. In the tradition of Science and Technology Studies (STS) I have studied normative work in TE empirically by following a specific TE project: namely, a TE heart valve project through participant observations, interviews and other fieldwork approaches. To be able to analyse how the practice of TE affects lived bodies I draw on work in the philosophical tradition of phenomenology. This tradition has as central concept ‘the lived body’ rather than the body as object. In this book I show how TE implies normative work for engineers: in the presentation of their work in terms of ‘mimicking nature’; in making standards for TE heart valves; and in developing networks to stimulate the further development of TE and to enable the impleme

Engineering for Human-Computer Interaction

Engineering for Human-Computer Interaction
Author: Stéphane Chatty
Publisher: Springer
Total Pages: 378
Release: 2013-06-05
Genre: Computers
ISBN: 0387353496

The aim of IFIP Working Group 2.7 (13.4) for User Interface Engineering is to investigate the nature, concepts and construction of user interfaces for software systems. The group's scope is: • developing user interfaces based on knowledge of system and user behaviour; • developing frameworks for reasoning about interactive systems; and • developing engineering models for user interfaces. Every three years, the group holds a "working conference" on these issues. The conference mixes elements of a regular conference and a workshop. As in a regular conference, the papers describe relatively mature work and are thoroughly reviewed. As in a workshop, the audience is kept small, to enable in-depth discussions. The conference is held over 5-days (instead of the usual 3-days) to allow such discussions. Each paper is discussed after it is presented. A transcript of the discussion is found at the end of each paper in these proceedings, giving important insights about the paper. Each session was assigned a "notes taker", whose responsibility was to collect/transcribe the questions and answers during the session. After the conference, the original transcripts were distributed (via the Web) to the attendees and modifications that clarified the discussions were accepted.

Software Engineering Perspectives in Computer Game Development

Software Engineering Perspectives in Computer Game Development
Author: Kendra M. L. Cooper
Publisher: CRC Press
Total Pages: 302
Release: 2021-07-05
Genre: Computers
ISBN: 1351382349

Featuring contributions from leading experts in software engineering, this edited book provides a comprehensive introduction to computer game software development. It is a complex, interdisciplinary field that relies on contributions from a wide variety of disciplines including arts and humanities, behavioural sciences, business, engineering, physical sciences, mathematics, etc. The book focuses on the emerging research at the intersection of game and software engineering communities. A brief history of game development is presented, which considers the shift from the development of rare games in isolated research environments in the 1950s to their ubiquitous presence in popular culture today. A summary is provided of the latest peer-reviewed research results in computer game development that have been reported at multiple levels of maturity (workshops, conferences, and journals). The core chapters of the book are devoted to sharing emerging research at the intersection of game development and software engineering. In addition, future research opportunities on new software engineering methods for games and serious educational games for software engineering education are highlighted. As an ideal reference for software engineers, developers, educators, and researchers, this book explores game development topics from software engineering and education perspectives. Key Features: Includes contributions from leading academic experts in the community Presents a current collection of emerging research at the intersection of games and software engineering Considers the interdisciplinary field from two broad perspectives: software engineering methods for game development and serious games for software engineering education Provides a snapshot of the recent literature (i.e., 2015-2020) on game development from software engineering perspectives