The series "Lecture Notes in Networks and Systems" publishes the latest developments in Networks and Systems-quickly, informally and with high quality. Original research reported in proceedings and post-proceedings represents the core of LNNS.Volumes published in LNNS embrace all aspects and subfields of, as well as new challenges in, Networks and Systems.The series contains proceedings and edited volumes in systems and networks, spanning the areas of Cyber-
Population ageing and urbanisation are two major global trends. With ongoing rapid urbanisation and the global population's shift toward an older age structure, older people need to be given significant consideration in community building. Community home-based care has become the choice of most elderly people. The elderly can be regarded as a valuable community resource. According to the current problems faced by the elderly and community residents, this paper proposes a new shared service model based on the theory of service design and distributed economy. In this model, elderly people can open up free space in their homes as a club, mini library, etc., where community residents can share resources, experiences or interests with others. The aim is to help the elderly participate in community activities and create value for the community. This model helps improve the well-being of older people and the sense of belonging of community residents.
When smart city data and technology are now primarily used to manage public safety, energy, health, and education, the city's identity is becoming increasingly important. Cultural innovation and diversity as sustainable resources appear to be an urgency for smart cities. The advancement of virtual/digital technologies has fundamentally altered the narrative scenario of the city, and the design discipline can contribute to the development of new narrative forms through the mediation of physic systems and virtual systems. This paper analyzes which are the new ways of people interact with space in contemporary urban environments through case studies. The aim is to solve the question of how cyberspace specifically interferes with physical space in today's urban space, and what new spatial perception people have when they are moving in urban space. These cases include flash mob, hybrid games, IoTs projects. The authors attempt to understand new characteristics and trends associated with human interaction in urban spaces through the examination of these cases.
Craft design has gone through different contexts, and the craftsmanship in the new age is different from that in the industrial age. By analyzing the evolution and new scenario of craft design, the paper summarizes the trend of new craft design. The evolution of craft design shows the following trends: 1) the output diversified to satisfy the new needs due to technological advancement, including the material object, experience, service, and digital content. 2) the responsibility shifts from product design to activity design. 3) the boundaries are blurred; more and more industries, disciplines and people are participating in craft design. This paper believes that the new craft design has two directions: one points to the craftsmanship itself (tangible-intermediate-intangible structure); the other points to the various relationships with other disciplines, environment, and society.
The boundary is an ephemeral concept, an imaginary line that marks the terms of a territory. The term boundary is related to the concept of limit that indicates both a sign not to be exceeded and, by extension, a value that conditions a behavior or a performance. The Italian word "confine" that means boundary comes from the Latin cum-finis; the etymology of the term indicates something that separates but, at the same time, that unites, something that has an end but that creates the presuppositions for something else. The border, therefore, is not only a limit but an opportunity; crossing the border is a gesture that gives us the awareness that nothing is taken for granted, immutable and that everything can change in the relationship with otherness. Cultural wealth is built first in a direct relationship with the material and immaterial resources of a place but also through "contaminations" that come from external knowledge and are acquired and made their own through a local reinterpretation. Globalization has cut the threads of such contaminations, drying the sources of diversity in the project and giving us back the shared universal languages that guide the aesthetics of objects. The recent pandemic has shown us how the creation of virtual connections has contributed to enrich the scenarios of research by giving it a multiplicity of views. The same mode can be used for applied research. Borders and Bridges is a pilot project of exchange between international universities that is born with the aim of developing practices of transdisciplinary cultural contamination in the context of an exchange through the internet between international universities. The design discipline has in its D.N.A the ability to connect and develop proposals that create synthesis between the vision of project activities and that of social sciences. The idea of the project is to work on borders as lines of opportunity for the elaboration of elements of innovation through the tools of the design discipline. The dual objective is, on the one hand, to promote new methods of exchange in the educational field, and on the other to promote the encounter between cultural systems. The design, in fact, is free from borders, "has always had the ability to look at different fields and disciplines favoring cross-contamination" (Cappellieri A. Tenuta L. 2019).
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