Cinema system design
With rapid technological advancements, there are multitudes of changes in the aspects of lifestyle from learning, to the nature of work, entertainment, and ways of socialization. Most of these activities center behind ickering screens - most of our activities are mentally stimulating, entertains us...
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sg-ntu-dr.10356-712872019-12-10T12:17:57Z Cinema system design Loh, Xiu Ming Peer Mohideen Sathikh School of Art, Design and Media DRNTU::Visual arts and music::Design::Product With rapid technological advancements, there are multitudes of changes in the aspects of lifestyle from learning, to the nature of work, entertainment, and ways of socialization. Most of these activities center behind ickering screens - most of our activities are mentally stimulating, entertains us instantly, and yet they have almost no heath values. According to a survey of 30 individuals age 18 - 35, each person spends an average of 9.5 hours being sedentary or engaging in activities with zero to little metabolic rate. The heath risks associated with today’s more sedentary lifestyles is a cause of concern, especially when the majority of these sedentary hours are staple productivity hours at work or at school. On the other hand, current day entertainment offers much possibility of being a form of motivation for people to move about. This can be seen from the growing genre of “exer-gaming” (a portmanteau of “exercise” and “gaming”), which has been credited with upending the stereotype of gaming as a sedentary activity, and promoting an active lifestyle. This project explores the way which current day entertainment can be combined with a product and experience to motivate people to move and promote an active lifestyle. Bachelor of Fine Arts 2017-05-15T09:23:56Z 2017-05-15T09:23:56Z 2017 Final Year Project (FYP) http://hdl.handle.net/10356/71287 en Nanyang Technological University 32 p. application/pdf |
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DRNTU::Visual arts and music::Design::Product Loh, Xiu Ming Cinema system design |
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With rapid technological advancements, there are multitudes of changes in the aspects of lifestyle from learning, to the nature of work, entertainment, and ways of socialization. Most of these activities center behind ickering screens - most of our activities are mentally stimulating, entertains us instantly, and yet they have almost no heath values. According to a survey of 30 individuals age 18 - 35, each person spends an average of 9.5 hours being sedentary or engaging in activities with zero to little metabolic rate. The heath risks associated with today’s more sedentary lifestyles is a cause of concern, especially when the majority of these sedentary hours are staple productivity hours at work or at school. On the other hand, current day entertainment offers much possibility of being a form of motivation for people to move about. This can be seen from the growing genre of “exer-gaming” (a portmanteau of “exercise” and “gaming”), which has been credited with upending the stereotype of gaming as a sedentary activity, and promoting an active lifestyle. This project explores the way which current day entertainment can be combined with a product and experience to motivate people to move and promote an active lifestyle. |
author2 |
Peer Mohideen Sathikh |
author_facet |
Peer Mohideen Sathikh Loh, Xiu Ming |
format |
Final Year Project |
author |
Loh, Xiu Ming |
author_sort |
Loh, Xiu Ming |
title |
Cinema system design |
title_short |
Cinema system design |
title_full |
Cinema system design |
title_fullStr |
Cinema system design |
title_full_unstemmed |
Cinema system design |
title_sort |
cinema system design |
publishDate |
2017 |
url |
http://hdl.handle.net/10356/71287 |
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1681039175650902016 |