16,761 research outputs found
Detailed Analysis of the Causes of Bridge Fires and Their Associated Damage Levels
[EN] Although bridge fires pose a real threat, the topic is not covered in current design codes. This paper analyses information related to 154 cases of bridge fires, proposes classifying the damage levels suffered by a bridge during a fire, and establishes the main factors involved in bridge fire damage, which include: type of vehicle involved in the fire and its position, vertical clearance of the bridge, and the type of material
composing the deck. The analysis shows that wooden bridges are the most vulnerable and that a tanker carrying gasoline under the bridge, or that is on the bridge and causes a serious spill under the bridge, is responsible for most of the fires that result in the collapse or demolition of the bridge.The research presented in this paper is sponsored by the Spanish Ministry of Education (Research Project BIA 2011-27104). The authors also thank Dr. J. Glassman for providing information for the present study and Dr. V. Yepes for his assistance. The authors are also grateful to D. Terrasa Diaz, J. Perez Armino, B. Black, and R. Campbell, who kindly gave permission to use the photos of Fig. 1.Peris-Sayol, G.; Paya-Zaforteza, I.; Balasch Parisi, S.; Alós-Moya, J. (2017). Detailed Analysis of the Causes of Bridge Fires and Their Associated Damage Levels. Journal of Performance of Constructed Facilities. 31(3). https://doi.org/10.1061/(ASCE)CF.1943-5509.000097731
Why Johnny Can't Fly: Treating Games as a Form of Youth Media Within a Youth Development Framework
Part of the Volume on the Ecology of Games: Connecting Youth, Games, and LearningIn this chapter, I use anecdotes and case studies from both work and personal experience to make an argument for treating games as a form of youth media and explore what this means for after-school youth programs. I talk about my son. I talk about a hotdog stand. I talk about two after school programs in which youth make or use games to engage with serious global issues. I explore the creation of Ayiti, a game about poverty in rural Haiti, and what it meant four youth of color to take part in its creation. I explore a teen program in the virtual world of Teen Second Life that created a maze to educate their peers about child sex trafficking. I discuss James Paul Gee's Situated Learning Matrix, the digital literacy theories of Henry Jenkins and the perspectives of other key thinkers in this volume and in the field to explore their implications for media literacy and youth development programs. The chapter concludes by talking about 21st Century Skills as a context for situating games-based learning and references Carol Channing's voice as a source of hope
Spartan Daily September 27, 2012
Volume 139, Issue 16https://scholarworks.sjsu.edu/spartandaily/1332/thumbnail.jp
Spartan Daily, October 7, 2015
Volume 145, Issue 19https://scholarworks.sjsu.edu/spartandaily/8928/thumbnail.jp
- …