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Creativity and Modernity

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No 2 (2025)
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Архитектура

4–14 35
Abstract

The article examines the features of the architecture of river station buildings based on the analysis of domestic design experience. The methods of analysis and synthesis of specialized literature and periodicals on functional planning and architectural solutions of river stations were used as scientific and practical methods for studying and comparing the architectural and planning structure of river station buildings. The main architectural and functional planning features of river station buildings have been identified, allowing us to formulate an idea of the general characteristics of such facilities.

Дизайн

15–20 31
Abstract

The role of the forest park is revealed as a landmark for the city and for the Siberian region as a whole, a place with unique natural qualities, non-standard geographical features, and also playing an important role in the formation of the territorial identity of Berdsk at the present stage. The features, problems and trends of the park's functioning at the present stage, the level of compliance of the existing park environment with environmental requirements and modern ideas about the quality of the environment are studied. The need to search for new options for functional zoning and creative architectural and design solutions is substantiated. Prospective options for reorganizing the architectural and design environment of the “Berdskaya Spit” forest park are being considered, taking into account the status of this place as a specially protected area.

21–28 31
Abstract

The article analyzes the specifics of authentic board games, allowing us to consider them as a way to promote home publishing. The peculiarities of the influence of trends on the formation of modern game industry are revealed, including the example of cult “classic” games. The article compares large-scale and authentic board games in order to identify the features and develop a strategy for promoting home publishing. The technologies for releasing a board game by home publishing are presented. On the example of the developed kraft game based on the series “Good Omens” are revealed: the concept of game accent, features of production and promotion opportunities for small or home publishing house.

CULTUROLOGY

29–36 28
Abstract

The modern agenda of cultural studies is largely actualized through the focus of modern economic research practice on creative industries. The article is devoted to the possibility of studying the professional values of a profession from the creative industries sector. The author conceptualized the concept of professional values. The results of the pilot study were carried out, the diagnostic possibilities and the limits of such research for creative industry professionals were revealed. Until the creative industries assume a leading role in the country's development strategy to achieve important cultural goals and national commitment to the development of science, the socio-cultural sphere will be defined exclusively in economic terms (for example, "profitability", "profit") and will always lose out to real market institutions in economic terms.

TECHNOLOGY

37–45 34
Abstract

The article deals with description of chamber designing in which spraying of coating on product by explosion method is taking place. Specific features of this production is in creating of high level noise, necessity of quick removal of formed dust and poisonous gases and simultaneous supply of fresh air. To solve this problem calculation of noise absorbing materials of multilayer constructions of walls and ventilation chamber system were carried out. Effective decision of walls construction with ventilation channels in its inner cavity was obtained. Results of three-dimensional modelling and natural test of noise-cancelling ventilation chamber system work were presented.



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ISSN 2542-1352 (Online)