26 research outputs found
Spartan Daily, December 2, 1986
Volume 87, Issue 63https://scholarworks.sjsu.edu/spartandaily/7520/thumbnail.jp
Policing prostitution: view from the streets
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
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 â through an exploratory study of the
literature, as well as language learning platforms and software; ii.
the validation of the Matrix by an expertsâ panel; iii. the
incorporation of the Matrix into a prototype â 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 protótipo de uma aplicação móvel 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
â 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 â 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 revisão.
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
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
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An examination and confirmation of a macro theory of conversations through a realization of the protologic Lp by microscopic simulation
This thesis was submitted for the degree of Doctor of Philosophy and awarded by Brunel University.Conversation Theory is a theory of interaction. From interaction (the theory asserts) arises all individuals and all concepts. Interaction, if it is to allow for evolution, must perforce contain conflict, and, if concepts and individuals are to endure, resolution of conflict. Conversation Theory as developed by Pask led to the protologic called Lp which describes the interaction of conceptual entities. Lp contains injunctions as to how entities can and may interact, including how they may conflict and how their conflict may be resolved. Unlike existing software implementations based on Conversation Theory, Lp in its pure form is a logic of process as well as coherence and distinction. The hypothesis is that a low-level simulation of Lp, that of an internal and microscopic level in which topics are influenced by "forces" that are exerted by the topology of the conceptual space, would, in its activation as a dynamic process of appropriate dimension, produce as a result (and hence be a confirmation of) the macroscopically-observed behaviour of the system manifest as conflict and resolution of conflict. Without this confirmation, the relationships between Conversation Theory and Lp remain only proposed; with it, their mutual consistencies and validity as a model of cognition, are affirmed. The background of Conversation Theory and Lp necessary to support the thesis is presented a long with a comparison of other software approaches to related problems. A description of THOUGHTSTICKER, a current embodiment of Lp at the macro level, provides a detailed sense of the Lp operations. Then a computer program (developed to provide a proof by demonstration of the thesis) is described, in which a microscopic simulation of Lp processes confirms the macroscopic behaviour predicted by Conversation Theory. Conversation Theory thereby gains support f or its use as a valid observer's language for every-day experience owing to this confirmation and its protologic as a basis for psychological phenomena in the interaction of conceptual entities of mind
Software Takes Command
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 customersâ preferences for housing customisation
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 customersâ requirements. Housebuilding companies should be able to meet this requirementâs 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 clientsâ 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 customersâ 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 customersâ 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 customersâ 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 customersâ preferences, a framework of decision categories, and approaches for modelling customers willingness-to-pay for customised housing
Albuquerque Morning Journal, 01-23-1922
https://digitalrepository.unm.edu/abq_mj_news/1454/thumbnail.jp