Creativity in design education: From problem-solving to puzzle-solving.
Istanbul Technical University Faculty of Architecture Istanbul TURKEY
This paper introduces a new approach to creativity in design education based on puzzle solving activity in a world where ambiguity and change is essential with the innovations of 21st century. Design as puzzle solving activity makes it possible to generate new ideas, to think something different, to be able to integrate knowledge and imagination which gives rise to generation of form – creative thinking. Accordingly puzzle solving activity can be considered as choreography emerged in dialectics of multiplicity which leads us mythical stage between the real and virtual, between the possibilities and limitations creating shifting balances.

Chorography of Suffolk
Edited by D.N.J. MacCulloch
The Chorography of Suffolk reconstructed in this volume is one of the first attempts of a county survey of Suffolk. It has remained almost unknown and unconsidered by antiquaries since it was compiled, at the end of the reign of Elizabeth I, for no county antiquarian tradition comparable to those in Essex and Warwickshire ever emerged in Suffolk.

The emergence of the exciting new Web 3.0
Prof. Jose Bidarra, Prof. Vitir Cardoso University of Aberta, Lisbon
There is a general idea that video games can teach skills that are important in today‘s society, namely: analytical thinking, construction of hypotheses, development of strategies, creativity, team building, multitasking, decision making and problem solving.

Towards the design of Intelligent Educational Gaming Systems
Informatics & Telecom. Dep., University of Athens Researches on Games in Education have shown that games motivate the learners to try to develop their knowledge whilst they perform in a pleasant virtual world in order to achieve the goals proposed. However, many games are not designed in a way to keep the learners model, as this happening for Intelligent Tutoring System, so they cannot adapt the teaching strategies to users‘ knowledge.

Heuretics: The Logic of Invention
by Gregory L. Ulmer In Heuretics
Chorography. A word defined as “the branch of logic that treats the art of discovery or invention” — Gregory Ulmer sets forth new methods appropriate for conducting cultural studies research in an age of electronic hypermedia.

Phi-Theory: Phi-Features Across Modules and Interfaces
(Oxford Studies in Theoretical Linguistics)
Phi-features, such as person, number, and gender, present a rare opportunity for syntacticians, morphologists and semanticists to collaborate on a research enterprise in which they all have an equal stake and which they all approach with data and insights from their own fields.

Internet invention
Prof. Gregory L. Ulmer
A next generation textbook for online writing and design, Internet Invention supplements existing print and web primers on HTML and graphics production with a program that puts these tools and techniques to work with a purpose. Designed as a passage from the more familiar rhetoric of the page to the less familiar one of the screen, this text is a hybrid workbook-reader-theory with chapters divided into the following sub-genres: Studio, Remakes, Lectures, The Ulmer File, and Office. These sections offer a sequence of interconnected Web writing assignments, rhetorical meditations, scholarly discussions, case studies, and pedagogical.

Writing without Letters
Prof. Ernst Haas and prof. William Pulgram
Manchester University Press

On the Language of Abstract Animation
Prof. Veroniki Korakidou and Prof. Dimitris Charitos
Department of Communication and Media Studies National and Kapodistrian University of Athens
This investigation focuses on theoretical and philosophical aspects of a syntactical system combining elements of different media grammars,1 formed by a vocabulary of tones, colors, shapes and forms. Link

Business Processes and Design
Prof. Manolis Koubarakis and Prof. Dimisris Plexousakis
University of Athens and Crete
We present a formal framework for representing enterprise knowledge. The framework is largely based in ideas from Artificial Intelligence and Its concept (objectives and goals, roles and actors, action and processes, responsibilities and constraints.

Fitts’s law: Models and Theories of Human-Computer Interactions
Department of Computer Science Virginia Tech
Fitts’ law is a robust model of human psychomotor behavior developed in 1954. The model is based on time and distance. It enables the prediction of human movement and human motion based on rapid, aimed movement, not drawing or writing can be used to quantify the time required to perform a point-and-click action.

Pomponius Mela’s Description of the World
Frank E. Romer (Author)
The Description of the World (Chorographia), written by Pomponius Mela, was last translated into English over 400 years ago, and is the earliest surviving geographical work in Latin. Although first published at the height of the Roman Empire, in roughly 44 C.E., Pomponius Mela’s work circulated during Europe’s great Age of Exploration. His description is in the form of a voyage around the three “known” continents–Africa, Asia, and Europe. Mela integrates geographical description with more familiar historical, cultural, and mythological information. F. E. Romer’s translation and commentary on this work help the reader to appreciate the intellectual and physical shape of the ancient world as Mela and the Romans perceived it.

Knowledge and Semantic Theory
Kathleen M. Fisher – Robert Hoffman
Center for Research in Mathematics & Science Edu. San Diego State University
Human beings are able to function because they can receive information from the environment via the senses, store information for later retrieval, and process information in various ways, including using it to anticipate events and make predictions. Humans function best in familiar environments because they can draw upon their vast stores of personal knowledge (their rich mental schema) about those environments.

Similarity and Analogical Reasoning
Stella Vosniadou (Editor),
University of Philosophy and History of athens
Similarity and analogy are fundamental in human cognition. They are crucial for recognition and classification, and have been associated with scientific discovery and creativity. Any adequate understanding of similarity and analogy requires the integration of theory and data from diverse domains. This interdisciplinary volume explores current development in research and theory from psychological, computational, and educational perspectives, and considers their implications for learning and instruction. The distinguished contributors examine the psychological processes involved in reasoning by similarity and analogy, the computational problems encountered in simulating analogical processing in problem solving, and the conditions promoting the application of analogical reasoning in everyday situations.

A Multi-Agent System For Internet Middleman in B2B environment
C.I. Costopolou, M.A. Lambrou and S.T. Karetos,
University of Athens
Elettronic commerce and agents are the nost important and exciting areas of research and development in information and communicaton technology.

Ways of combining Web Services. Orchestration vs Choreography
If you want to refresh your understanding of Web Services, you may read this article – Web Services – What, How, Why, & Shortcomings. Link

Hypertextuality’s Queer Chorography
Margaret Morrison, Maryland Institute/College of Art
One will hardly find us again on the paths of those Egyptian youths who…want by all means to unveil, uncover, and put into bright light whatever is kept concealed for good reasons. Link


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