8,959 research outputs found

    Beam scanning by liquid-crystal biasing in a modified SIW structure

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    A fixed-frequency beam-scanning 1D antenna based on Liquid Crystals (LCs) is designed for application in 2D scanning with lateral alignment. The 2D array environment imposes full decoupling of adjacent 1D antennas, which often conflicts with the LC requirement of DC biasing: the proposed design accommodates both. The LC medium is placed inside a Substrate Integrated Waveguide (SIW) modified to work as a Groove Gap Waveguide, with radiating slots etched on the upper broad wall, that radiates as a Leaky-Wave Antenna (LWA). This allows effective application of the DC bias voltage needed for tuning the LCs. At the same time, the RF field remains laterally confined, enabling the possibility to lay several antennas in parallel and achieve 2D beam scanning. The design is validated by simulation employing the actual properties of a commercial LC medium

    Digital Education Game for TK-A Level Students Using Multimedia Development Life Cycle Method

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    COVID-19 pandemic has changed human life. One of the impacted sectors is education. Ministry of Education urges students to implement distance learning. No exception with early childhood education or Pendidikan Anak Usia Dini (PAUD). Although distance learning has been widely implemented, PAUD sector has the lowest online learning implementation in Indonesia with 13.2% of total 98.4% of PAUD students implementing distance learning, whereas early age is considered capable of gaining an understanding of digital technology and equipment. One possible step in conducting digital learning in PAUD is through a digital educational game, because game is an important element in PAUD. In this study, a digital educational game was developed for TK-A level students using Scratch 3 with multimedia development life cycle method. After development, the game goes through two stages of testing. Alpha testing in the form of black box testing, and beta testing in the form of usability testing with 94,39% result, confidence testing with 97,8% result, and summative evaluation with 90% result on TK-A students, as well as interviews with PAUD teachers. The test results indicate that the game has been successfully developed and is feasible to be played by TK-A students.COVID-19 pandemic has changed human life. One of the impacted sectors is education. Ministry of Education urges students to implement distance learning. No exception with early childhood education or Pendidikan Anak Usia Dini (PAUD). Although distance learning has been widely implemented, PAUD sector has the lowest online learning implementation in Indonesia with 13.2% of total 98.4% of PAUD students implementing distance learning, whereas early age is considered capable of gaining an understanding of digital technology and equipment. One possible step in conducting digital learning in PAUD is through a digital educational game, because game is an important element in PAUD. In this study, a digital educational game was developed for TK-A level students using Scratch 3 with multimedia development life cycle method. After development, the game goes through two stages of testing. Alpha testing in the form of black box testing, and beta testing in the form of usability testing with 94,39% result, confidence testing with 97,8% result, and summative evaluation with 90% result on TK-A students, as well as interviews with PAUD teachers. The test results indicate that the game has been successfully developed and is feasible to be played by TK-A students

    Binaural virtual auditory display for music discovery and recommendation

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    Emerging patterns in audio consumption present renewed opportunity for searching or navigating music via spatial audio interfaces. This thesis examines the potential benefits and considerations for using binaural audio as the sole or principal output interface in a music browsing system. Three areas of enquiry are addressed. Specific advantages and constraints in spatial display of music tracks are explored in preliminary work. A voice-led binaural music discovery prototype is shown to offer a contrasting interactive experience compared to a mono smartspeaker. Results suggest that touch or gestural interaction may be more conducive input modes in the former case. The limit of three binaurally spatialised streams is identified from separate data as a usability threshold for simultaneous presentation of tracks, with no evident advantages derived from visual prompts to aid source discrimination or localisation. The challenge of implementing personalised binaural rendering for end-users of a mobile system is addressed in detail. A custom framework for assessing head-related transfer function (HRTF) selection is applied to data from an approach using 2D rendering on a personal computer. That HRTF selection method is developed to encompass 3D rendering on a mobile device. Evaluation against the same criteria shows encouraging results in reliability, validity, usability and efficiency. Computational analysis of a novel approach for low-cost, real-time, head-tracked binaural rendering demonstrates measurable advantages compared to first order virtual Ambisonics. Further perceptual evaluation establishes working parameters for interactive auditory display use cases. In summation, the renderer and identified tolerances are deployed with a method for synthesised, parametric 3D reverberation (developed through related research) in a final prototype for mobile immersive playlist editing. Task-oriented comparison with a graphical interface reveals high levels of usability and engagement, plus some evidence of enhanced flow state when using the eyes-free binaural system

    Victims' Access to Justice in Trinidad and Tobago: An exploratory study of experiences and challenges of accessing criminal justice in a post-colonial society

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    This thesis investigates victims' access to justice in Trinidad and Tobago, using their own narratives. It seeks to capture how their experiences affected their identities as victims and citizens, alongside their perceptions of legitimacy regarding the criminal justice system. While there have been some reforms in the administration of criminal justice in Trinidad and Tobago, such reforms have not focused on victims' accessibility to the justice system. Using grounded theory methodology, qualitative data was collected through 31 in-depth interviews with victims and victim advocates. The analysis found that victims experienced interpersonal, structural, and systemic barriers at varying levels throughout the criminal justice system, which manifested as institutionalized secondary victimization, silencing and inequality. This thesis argues that such experiences not only served to appropriate conflict but demonstrates that access is often given in a very narrow sense. Furthermore, it shows a failure to encompass access to justice as appropriated conflicts are left to stagnate in the system as there is often very little resolution. Adopting a postcolonial lens to analyse victims' experiences, the analysis identified othering practices that served to institutionalize the vulnerability and powerlessness associated with victim identities. Here, it is argued that these othering practices also affected the rights consciousness of victims, delegitimating their identities as citizens. Moreover, as a result of their experiences, victims had mixed perceptions of the justice system. It is argued that while the system is a legitimate authority victims' endorsement of the system is questionable, therefore victims' experiences suggest that there is a reinforcement of the system's legal hegemony. The findings suggest that within the legal system of Trinidad and Tobago, legacies of colonialism shape the postcolonial present as the psychology and inequalities of the past are present in the interactions and processes of justice. These findings are relevant for policymakers in Trinidad and Tobago and other regions. From this study it is recognized that, to improve access to justice for victims, there needs to be a move towards victim empowerment that promotes resilience and enhances social capital. Going forward it is noted that there is a need for further research

    The place where curses are manufactured : four poets of the Vietnam War

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    The Vietnam War was unique among American wars. To pinpoint its uniqueness, it was necessary to look for a non-American voice that would enable me to articulate its distinctiveness and explore the American character as observed by an Asian. Takeshi Kaiko proved to be most helpful. From his novel, Into a Black Sun, I was able to establish a working pair of 'bookends' from which to approach the poetry of Walter McDonald, Bruce Weigl, Basil T. Paquet and Steve Mason. Chapter One is devoted to those seemingly mismatched 'bookends,' Walt Whitman and General William C. Westmoreland, and their respective anthropocentric and technocentric visions of progress and the peculiarly American concept of the "open road" as they manifest themselves in Vietnam. In Chapter, Two, I analyze the war poems of Walter McDonald. As a pilot, writing primarily about flying, his poetry manifests General Westmoreland's technocentric vision of the 'road' as determined by and manifest through technology. Chapter Three focuses on the poems of Bruce Weigl. The poems analyzed portray the literal and metaphorical descent from the technocentric, 'numbed' distance of aerial warfare to the world of ground warfare, and the initiation of a 'fucking new guy,' who discovers the contours of the self's interior through a set of experiences that lead from from aerial insertion into the jungle to the degradation of burning human feces. Chapter Four, devoted to the thirteen poems of Basil T. Paquet, focuses on the continuation of the descent begun in Chapter Two. In his capacity as a medic, Paquet's entire body of poems details his quotidian tasks which entail tending the maimed, the mortally wounded and the dead. The final chapter deals with Steve Mason's JohnnY's Song, and his depiction of the plight of Vietnam veterans back in "The World" who are still trapped inside the interior landscape of their individual "ghettoes" of the soul created by their war-time experiences

    Strategies for Early Learners

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    Welcome to learning about how to effectively plan curriculum for young children. This textbook will address: • Developing curriculum through the planning cycle • Theories that inform what we know about how children learn and the best ways for teachers to support learning • The three components of developmentally appropriate practice • Importance and value of play and intentional teaching • Different models of curriculum • Process of lesson planning (documenting planned experiences for children) • Physical, temporal, and social environments that set the stage for children’s learning • Appropriate guidance techniques to support children’s behaviors as the self-regulation abilities mature. • Planning for preschool-aged children in specific domains including o Physical development o Language and literacy o Math o Science o Creative (the visual and performing arts) o Diversity (social science and history) o Health and safety • Making children’s learning visible through documentation and assessmenthttps://scholar.utc.edu/open-textbooks/1001/thumbnail.jp

    Grape Head: Rejecting Compulsion/Repulsion Through the Development of a Queer Trans Dramaturgy

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    The following thesis tracks the creation, development and production of my thesis show Grape Head. At first, I will develop a queer dramaturgy that I plan on engaging with through my development period. This dramaturgy will be rooted in techniques that I will establish in the artistic challenge section of the thesis document. The techniques are based on research, observation and practice. I will contextualize these techniques, the ways they did or did not work, creating a final rendition of a personalized queer dramaturgical approach. Finally I will explore with the content and development of Grape Head

    Modern Folk Devils

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    The devilish has long been integral to myths, legends, and folklore, firmly located in the relationships between good and evil, and selves and others. But how are ideas of evil constructed in current times and framed by contemporary social discourses? Modern Folk Devils builds on and works with Stanley Cohen’s theory on folk devils and moral panics to discuss the constructions of evil. The authors present an array of case-studies that illustrate how the notion of folk devils nowadays comes into play and animates ideas of otherness and evil throughout the world. Examining current fears and perceived threats, this volume investigates and analyzes how and why these devils are constructed. The chapters discuss how the devilish may take on many different forms: sometimes they exist only as a potential threat, other times they are a single individual or phenomenon or a visible group, such as refugees, technocrats, Roma, hipsters, LGBT groups, and rightwing politicians. Folk devils themselves are also given a voice to offer an essential complementary perspective on how panics become exaggerated, facts distorted, and problems acutely angled.;Bringing together researchers from anthropology, sociology, political studies, ethnology, and criminology, the contributions examine cases from across the world spanning from Europe to Asia and Oceania

    Ludotopia

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    Where do computer games »happen«? The articles collected in this pioneering volume explore the categories of »space«, »place« and »territory« featuring in most general theories of space to lay the groundwork for the study of spatiality in games. Shifting the focus away from earlier debates on, e.g., the narrative nature of games, this collection proposes, instead, that thorough attention be given to the tension between experienced spaces and narrated places as well as to the mapping of both of these
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