26 research outputs found

    Spartan Daily, December 2, 1986

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    Volume 87, Issue 63https://scholarworks.sjsu.edu/spartandaily/7520/thumbnail.jp

    Policing prostitution: view from the streets

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    ThisthesisdescribesandanalysestirepolicingoffemalestreetprostitutioninEdinburgh.Inparticular,itprovidesananalysisoftheconstructionofprostitutes'identitiesthroughpolicing.Myapproachattemptstodispelsomeofthemyths,misunderstandingsandambiguitieswhichsurroundcontemporaryunderstandingsoffemalestreetprostitution,therebymakingacontributiontomoregeneraltheorisingaboutthefemalebody.Thefindingsofthisstudy,whichtookplaceinEdinburghin1995/1996,arebasedon10monthsparticipantobservationof60womenworkingasstreetprostitutesinaparticularareaofthecity;thedocksinLeith.Afterthisperiod,15in-depthinterviewswithfemalestreetprostituteswerecarriedout.Togainamorebalancedpicture,10malepoliceofficerswhohadhadcontactswithstreetprostitutesinLeithwerealsointerviewed.Structured aroundthecentralconceptofidentity,thechaptersofthethesisareorganisedaroundmyunderstandingoftheuseofvalues,normsandbeliefsbymembersofsocietyintheconstructionofsocialorder,identityandtheformalandinformalpolicingofthebody.Thesethreethemesrunthroughout.Inaddition,on-goinganalysisofthedatacollectedthroughoutthefieldworkperiodrevealedtwofurtherthemes:(i)theabilityoffemalestreetprostitutestonegotiatetheirpower(s)throughtheregulatoryfunctionofshameandthenegotiationof"truth";and,(ii)consequently,thefactthatsexworkers'identitiesareshapedthroughtheirownabilitytodrawonandgenerateknowledge(s).Thethesis alsoshowshowpowerrelationsofgenderandsocialstructuredominatetheday-to-daylifeoftheredlightareainLeith.Inparticular,thedatapresenteddemonstratehowpowerin"redlightculture"restsinadelicateequilibriuminwlrichthewomenthemselvesexertsomepower,notsimplyasthestereotypical"Madame",butasworkingwomenwhohavemadeconsciousdecisionstoenterthesexindustry.Indeed,inthisversionofsex-for-sale,thedatashowhowprostitutewomencanfrequentlyinvertpowerby"takingcontrolofthestreet"throughtheconstructionandmanagementoftheirpersonalandprofessionalidentities.Incircularity,powerbecomesknowledgewhichinturnpreservespower

    Matriz para mapeamento do potencial educativo de programas audiovisuais na aprendizagem do inglĂȘs

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    This thesis describes the process of developing and testing a prototype of a mobile application aimed at English as Foreign Language (EFL) teachers, as well as English for Specific Purposes / Business English learners. It is a prototype of an online collaborative platform that allows the sharing and mapping of audiovisual content. This mapping also allows for the search of content on the same platform, to use in-class or in informal contexts. In this work the following steps are depicted: i. the identification of the variables included in the Matrix, which supports mapping and searching tasks, ii. how this Matrix was incorporated into a Google Form, to be tested by an expert panel, iii. the selection of the tools used to build the high-fidelity prototype, and iv. how this prototype was tested and evaluated by a sample of target users. In terms of methodology, this project is a development-research work, in which four different phases were outlined: i. the construction of the Matrix – through an exploratory study of the literature, as well as language learning platforms and software; ii. the validation of the Matrix by an experts’ panel; iii. the incorporation of the Matrix into a prototype – using prototyping freeware online tools; iv. the experimental use of the prototype by target users. With the data gathered in the latter, the potential of implementing such a platform was evaluated. The results of the prototype trial show that, on a behavioral level, this type of platform has the potential to change the habits of searching for audiovisual content by both user groups; regarding the tasks, they are intuitive and simple to perform; on a conceptual level, the platform was validated as tool to support the teaching and learning process; the functions of social interaction tools were also validated. However, the planned gamification functions still need some review. A platform of this nature can be a useful instrument to other TESOL branches (such as General English). It can generate the development of mechanisms of artificial intelligence for automatic mapping of audiovisual content and the underlying rationale can be transferred to other foreign languages.A presente tese descreve o processo de desenvolvimento e teste de um protĂłtipo de uma aplicação mĂłvel direcionada a professores de InglĂȘs LĂ­ngua Estrangeira e aprendentes de English for Specific Purposes / Business English. Trata-se de um protĂłtipo de uma plataforma colaborativa online que permite a partilha e mapeamento de conteĂșdo audiovisual. Este mapeamento tambĂ©m permite a pesquisa de conteĂșdo na mesma plataforma, para utilização em sala de aula ou para consumo em contextos informais. Neste trabalho, descreve-se: i. como foram isoladas as vareĂĄveis para construir a matriz que sustenta as tarefas de mapeamento e pesquisa, ii. como essa Matriz foi incorporada num Google Form para ser testada por um painel de peritos, iii. como foi construĂ­do o protĂłtipo de alta-fidelidade, e iv. como esse protĂłtipo foi testado e avaliado por uma amostra de utilizadores-alvo. A metodologia aplicada neste projeto foi Development-Research e foram delineadas quatro fases distintas: 1. Construção da Matriz – atravĂ©s de um estudo exploratĂłrio da literatura e de plataformas e software de aprendizagem de lĂ­nguas; 2. Validação da matriz por parte de um painel de peritos; 3. Incorporação da matriz num protĂłtipo – utilizando ferramentas de prototipagem disponĂ­veis gratuitamente online; 4. Uso experimental do protĂłtipo por utilizadores-alvo. Com os dados recolhidos na fase 4 foi possĂ­vel avaliar o potencial de implementação desta plataforma. Os resultados do teste do protĂłtipo mostram que, ao nĂ­vel comportamental, este tipo de plataforma tem potencial para mudar os hĂĄbitos de pesquisa de conteĂșdo audiovisual por parte de ambos os grupos de utilizadores; ao nĂ­vel das tarefas, estas sĂŁo intuitivas e de simples execução; ao nĂ­vel conceptual, a plataforma foi validada enquanto instrumento de auxĂ­lio ao processo de ensino e de aprendizagem e as funçÔes de interação social foram igualmente validadas. Ainda assim, concluiu-se que as funçÔes de gamificação pensadas necessitam de uma revisĂŁo. Em sĂ­ntese, uma plataforma desta natureza parece ser um instrumento de utilidade a outros ramos do ensino do inglĂȘs (como o General English), que pode gerar o desenvolvimento de mecanismos de inteligĂȘncia artificial para mapeamento automĂĄtico de conteĂșdo audiovisual, e o racional subjacente pode ser transferido para outras lĂ­nguas estrangeiras.Programa Doutoral em MultimĂ©dia em Educaçã

    Software Takes Command

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    This book is available as open access through the Bloomsbury Open Access programme and is available on www.bloomsburycollections.com. Software has replaced a diverse array of physical, mechanical, and electronic technologies used before 21st century to create, store, distribute and interact with cultural artifacts. It has become our interface to the world, to others, to our memory and our imagination - a universal language through which the world speaks, and a universal engine on which the world runs. What electricity and combustion engine were to the early 20th century, software is to the early 21st century. Offering the the first theoretical and historical account of software for media authoring and its effects on the practice and the very concept of 'media,' the author of The Language of New Media (2001) develops his own theory for this rapidly-growing, always-changing field. What was the thinking and motivations of people who in the 1960 and 1970s created concepts and practical techniques that underlie contemporary media software such as Photoshop, Illustrator, Maya, Final Cut and After Effects? How do their interfaces and tools shape the visual aesthetics of contemporary media and design? What happens to the idea of a 'medium' after previously media-specific tools have been simulated and extended in software? Is it still meaningful to talk about different mediums at all? Lev Manovich answers these questions and supports his theoretical arguments by detailed analysis of key media applications such as Photoshop and After Effects, popular web services such as Google Earth, and the projects in motion graphics, interactive environments, graphic design and architecture. Software Takes Command is a must for all practicing designers and media artists and scholars concerned with contemporary media

    Software Takes Command

    Get PDF
    This book is available as open access through the Bloomsbury Open Access programme and is available on www.bloomsburycollections.com. Software has replaced a diverse array of physical, mechanical, and electronic technologies used before 21st century to create, store, distribute and interact with cultural artifacts. It has become our interface to the world, to others, to our memory and our imagination - a universal language through which the world speaks, and a universal engine on which the world runs. What electricity and combustion engine were to the early 20th century, software is to the early 21st century. Offering the the first theoretical and historical account of software for media authoring and its effects on the practice and the very concept of 'media,' the author of The Language of New Media (2001) develops his own theory for this rapidly-growing, always-changing field. What was the thinking and motivations of people who in the 1960 and 1970s created concepts and practical techniques that underlie contemporary media software such as Photoshop, Illustrator, Maya, Final Cut and After Effects? How do their interfaces and tools shape the visual aesthetics of contemporary media and design? What happens to the idea of a 'medium' after previously media-specific tools have been simulated and extended in software? Is it still meaningful to talk about different mediums at all? Lev Manovich answers these questions and supports his theoretical arguments by detailed analysis of key media applications such as Photoshop and After Effects, popular web services such as Google Earth, and the projects in motion graphics, interactive environments, graphic design and architecture. Software Takes Command is a must for all practicing designers and media artists and scholars concerned with contemporary media

    A method for capturing customers’ preferences for housing customisation

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    The housebuilding sector has used mass production systems and reduced portfolios for many decades in different countries, countering the constant changes in society, resulting in neglecting the increasing diversity of customers’ requirements. Housebuilding companies should be able to meet this requirement’s diversity by offering a higher product variety and at the same time maintaining costs within market expectations. Mass customisation strategies have been presented as efficient alternatives to keep the balance between fulfilling clients’ specific needs and maintaining reasonable prices in housing by focusing on value generation. Moreover, there are limited ways of increasing value generation in housing considering its tradeoff with product cost, emphasising the need for the delimitation of a set of options (i.e.: solution space) adequate to customers’ preferences. Some research opportunities highlighted in the literature for adopting mass customisation in housing include solution space clear definition and the need for methods to explore the value perceived in product alternatives and reduce trade-offs between preferences and choice complexity. Accordingly, the main aim of this investigation is to propose a method for capturing customers’ preferencess and supporting customer integration in mass customisation strategies for housing. The design science approach was used as methodological underpinning for building the solution in this investigation. This thesis was structured in three academic papers. The first paper provides an overview of the available practices in house building and focuses on developing a framework of customer integration and core decision categories that support the definition of mass customisation strategies. In the second paper, a method for identifying customers’ preferences and support solution space definition was proposed, based on preference modelling and willingness-to-pay approaches regarding customer value and its balance with operations costs. In paper 3, another method is presented by adapting menu-based choice for housing and its implementation in an empirical study. The main contributions of this thesis include the method for capturing customers’ preferences, a framework of decision categories, and approaches for modelling customers willingness-to-pay for customised housing

    Albuquerque Morning Journal, 01-23-1922

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    https://digitalrepository.unm.edu/abq_mj_news/1454/thumbnail.jp
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