A 3D model in PLY format, created from photogrammetry of the female figures flanking a shrine signet ring associated with the Griffin Warrior Grave at Pylos, Greece, excavated in 2015.
This ring was published in Jack L Davis and Sharon R Stocker, "The Lord of the Gold Rings: The Griffin Warrior of Pylos," Hesperia 85 (2016) 627-655; Ring 2. The article is available at http://www.jstor.org/stable/10.2972/hesperia.85.4.0627.
The model can be opened in any 3d viewer/editor capable of importing a .ply file. MeshLab is free, open source, and available for Mac, Windows, Linux, iOS, and Android. These files can be imported into MeshLab ( http://meshlab.sourceforge.net).
As better models become available, they will be added to this archive.
Permission for re-use should be addressed to email@example.com.
Note that the licensing model is only for the model itself. The artifact is the property of the Greek government.
Brochure for the exhibition in Gallery K. Contains an essay by Richard Schade, a brief artist's bio, and a statement by Emily Bauman, who curated the exhibition. The brochure design is by Michelle Dietz.
Presentation presented at the Ohio Valley Group of Technical Services Librarians on May 19, 2015. Many libraries are withdrawing materials from their government documents collections. The University of Cincinnati Libraries began their withdrawal project by withdrawing tangible materials which had corresponding online equivalent versions. This presentation will explain the catalog search strategies to identify print/online equivalent materials in a collection when starting a withdrawal project. It will also discuss how a library can easily continue this as an ongoing process. There will be information provided on how all new GPO e-resource records are run against a script that identifies if the library owns a tangible equivalent, which then could be a candidate for withdrawal
Flexible interaction technology became a one of key technology in nowadays. On the other hand, there are relatively little works has been done to understand how it should be designed especially for feedback of it. In this study, we investigate the guidelines for design feedback to flexible interaction systems through based on user’s expectation on them. We conducted user participated design workshop to collect user’s perspectives about feedback when they use flexible interactions. We gave 8 sets of actions which are generally used in flexible interaction and let 6 participants to generated ideas about visual, sound, and haptic feedback of them. From discussion session in the design workshop, we found out key factors about feedbacks. As a result of design workshop, we build guidelines of designing feedbacks for flexible interactions. This result will lead system designers to build flexible interaction to create flexible interaction which can improve the user experience.
This research aims to investigate how Korean digital agencies practice design thinking for their website innovation. Based on a literature review on the design- thinking-driven web development process, multiple case studies of award-winning website projects were undertook. Through analyses of these cases, the following challenges and lessons were disclosed: (1) challenges – building a long-term, playful partnership with clients, leveraging decision-making executives’ design thinking awareness, and coping with limited resources (design thinking practitioners, budgets, and schedules) and (2) lessons – cross-functional collaboration, agile mobile-first development process, powerful visual storytelling, and compelling UX strategies and UI guidelines. Moreover, distinct approaches of design thinking practices were identified according to two website types: a brand promotion website – killer branding content-driven approach, and a service channel website – better UI/UXdriven approach.
There is a growing need for sustainable fashion since the 2010s. As artists and designers explore the potential use of innovative materials developed by synthetic biology and DIY bio-hacking (Myers, 2010), recent practice-led research in fashion design aims at building the better relationship between ecological sustainability and biotechnology to cope with the limited resources available on the earth (Fletcher, 2008). Based on this issue on the material sustainability, this practice-led research analyzes the current production processes of the fashion industry to propose possible solutions by incorporating emerging biotechnology and fashion design in the context of sustainable design. As the methodology, the authors adopt two processes to make bio-garment. First, the experiment of DIY bio has been conducted for culturing ecological bio-material SCOBY (symbiotic colony of bacteria and yeast) that produces bacterial cellulose. The material has similar properties to leather. Second, designing the garment through 3D modeling has been tackled because we aim to make the bio-materials grow onto a 3D printed mold as ‘zero waste method’ (Rissanen; Mcquillan, 2016) , which can eliminate textile waste at the design stage. By the application of biological materials in the process of dressmaking, this practice led research has been analyzing the production line of the fashion industry and trying to propose sustainable solutions. Also the research aims to combine emerging biotechnology and sustainable fashion in order to establish the design process as an alternative design process to the polluting industry.