14,418 research outputs found

    On Evolutionary Explanations of Musical Expressiveness

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    In this paper, I will examine an evolutionary hypothesis about musical expressiveness first proposed by Peter Kivy. I will first present the hypothesis and explain why I take it to be different from ordinary evolutionary explanations of musical expressiveness. I will then argue that Kivy’s hypothesis is of crucial importance for most available resemblancebased accounts of musical expressiveness. For this reason, it is particularly important to assess its plausibility. After having reviewed the existing literature on the topic, I will list five challenges the hypothesis is supposed to meet. Although my list of challenges does not aim at exhaustiveness, I believe that the hypothesis must meet all of the challenges I suggest if it is to work as a cornerstone for a theory of musical expressiveness

    A STUDY ABOUT HOW TO CREATE A MYTHICAL BEAST SUCCESSFULLY, FOCUSING ON THE EXAMPLE OF THE NINE-TAILED FOX IN EASTERN ART

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    Mythical beasts appear in many forms across multiple cultures throughout human history. Their narratives and visual designs express important beliefs and desires of a given culture. By focusing on the aesthetics and history of the nine-tailed fox, a Chinese mythological, this thesis will explore the constructions and artistic techniques that have given shape to the myth. This thesis will also discuss my thesis project named Classic of Mountains and Seas. The ultimate aim of my creative project has been to develop an animation of new mythical beasts, and this paper situates my creations within the much broader history that has inspired them. As a classic mythical beast, the nine-tailed fox is a popular and culturally significant one in East Asian art and literature. Through out the ages, the nine-tailed fox has been depicted in a large number of artworks across a wide variety of media, including painting, sculpture, fabric, and crafts. Additionally, there is a rich archive of records about the nine-tailed fox, indicating how pervasive this figure has been throughout history. It is precisely because of how its popularity and power have been maintained over such a long period of time that the nine-tailed fox will be regarded as an important reference for my own artistic practice as an animator

    Relational Identities and Other-Than-Human Agency in Archaeology

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    Relational Identities and Other-than-Human Agency in Archaeology explores the benefits and consequences of archaeological theorizing on and interpretation of the social agency of nonhumans as relational beings capable of producing change in the world. The volume cross-examines traditional understanding of agency and personhood, presenting a globally diverse set of case studies that cover a range of cultural, geographical, and historical contexts. Agency (the ability to act) and personhood (the reciprocal qualities of relational beings) have traditionally been strictly assigned to humans. In case studies from Ghana to Australia to the British Isles and Mesoamerica, contributors to this volume demonstrate that objects, animals, locations, and other nonhuman actors also potentially share this ontological status and are capable of instigating events and enacting change. This kind of other-than-human agency is not a one-way transaction of cause to effect but requires an appropriate form of reciprocal engagement indicative of relational personhood, which in these cases, left material traces detectable in the archaeological record. Modern dualist ontologies separating objects from subjects and the animate from the inanimate obscure our understanding of the roles that other-than-human agents played in past societies. Relational Identities and Other-than-Human Agency in Archaeology challenges this essentialist binary perspective. Contributors in this volume show that intersubjective (inherently social) ways of being are a fundamental and indispensable condition of all personhood and move the debate in posthumanist scholarship beyond the polarizing dichotomies of relational versus bounded types of persons. In this way, the book makes a significant contribution to theory and interpretation of personhood and other-than-human agency in archaeology.https://cupola.gettysburg.edu/books/1141/thumbnail.jp

    A Survey of Ocean Simulation and Rendering Techniques in Computer Graphics

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    This paper presents a survey of ocean simulation and rendering methods in computer graphics. To model and animate the ocean's surface, these methods mainly rely on two main approaches: on the one hand, those which approximate ocean dynamics with parametric, spectral or hybrid models and use empirical laws from oceanographic research. We will see that this type of methods essentially allows the simulation of ocean scenes in the deep water domain, without breaking waves. On the other hand, physically-based methods use Navier-Stokes Equations (NSE) to represent breaking waves and more generally ocean surface near the shore. We also describe ocean rendering methods in computer graphics, with a special interest in the simulation of phenomena such as foam and spray, and light's interaction with the ocean surface

    Memoir of a marionette

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    My film intends to draw public awareness to the quick disappearing of traditional performing arts due to the gap caused by fast advancement of technology. Film, TV, Internet and video games have diverted public interests from old performing arts. It discusses modernity vs. antiquity. How can we progress without sacrificing all we have inherited from our ancestors. In the film, this idea is demonstrated by two trembling hands trying to reach each other – one from the marionette and the other from the old performer. They all have the same dream: laughter and cheers from children. But before the hands join together, the old performer dies and the marionette is also de-stringed; the link between the performing arts and the performer is broken. Later, when the grandson of the old performer comes to collect his belongings, the marionette is found; but the child, unaware of its value, quickly loses interests and dumps it into a box. Unfortunately such metaphor is daily facts in a fast developing country like China, where I came from. As technology and communication advance, the world is becoming more and more like a small village, we are becoming more and more like each other; but, how can we still maintain our individual identity while being a global villager? Preserving our cultural heritage is one of the answers

    No way out

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    History of malware

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    In past three decades almost everything has changed in the field of malware and malware analysis. From malware created as proof of some security concept and malware created for financial gain to malware created to sabotage infrastructure. In this work we will focus on history and evolution of malware and describe most important malwares.Comment: 11 pages, 8 figures describing history and evolution of PC malware from first PC malware to Stuxnet, DoQu and Flame. This article has been withdrawed due some errors in text and publication in the jurnal that asked to withdraw article from other source
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