29,787 research outputs found

    The Inclusion of False, Falsified, and Falsifiable Data that Favor an Evolutionary Worldview in the High School Science Curriculum of Public and Private Schools in the Philippines

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    This paper examines a curricular issue in general within public and private high schools in the Philippines. This paper presents six known and documented errant points found in textbooks that promote an evolutionary worldview and are commonly found in local high school biology textbooks. The proposed solutions present several questions designed to facilitate formation of the readers’ own views regarding this phenomenon

    3D teaching: the ideal complement for professionals in design and construction

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    Today, the requirement of professional skills to university students is constantly increasing in our society. In our opinion, the content offered in official degrees need to be nourished with different variables, enriching their global professional knowledge in a parallel way; that is why, in recent years, there is a great multiplicity of complementary courses at university. One of the most socially demanded technical requirements within the architectural, design or engineering field is the management of 3D drawing software, becoming an indispensable reality in these sectors. Thus, this specific training becomes essential over two-dimension traditional design, because the inclusion of great possibilities of spatial development that go beyond conventional orthographic projections (plans, sections or elevations), allowing modelling and rotation of the selected items from multiple angles and perspectives. Therefore, this paper analyzes the teaching methodology of a complementary course for those technicians in the construction industry interested in computer-aided design, using modelling (SketchupMake) and rendering programs (Kerkythea). The course is developed from the technician point of view, by learning computer management and its application to professional development from a more general to a more specific view through practical examples. The proposed methodology is based on the development of real examples in different professional environments such as rehabilitation, new constructions, opening projects or architectural design. This multidisciplinary contribution improves criticism of students in different areas, encouraging new learning strategies and the independent development of three-dimensional solutions. Thus, the practical implementation of new situations, even suggested by the students themselves, ensures active participation, saving time during the design process and the increase of effectiveness when generating elements which may be represented, moved or virtually tested. In conclusion, this teaching-learning methodology improves the skills and competencies of students to face the growing professional demands of society. After finishing the course, technicians not only improved their expertise in the field of drawing but they also enhanced their capacity for spatial vision; both essential qualities in these sectors that can be applied to their professional development with great success

    An Investigation into Animating Plant Structures within Real-time Constraints

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    This paper is an analysis of current developments in rendering botanical structures for scientic and entertainment purposes with a focus on visualising growth. The choices of practical investigations produce a novel approach for parallel parsing of difficult bracketed L-Systems, based upon the work of Lipp, Wonka and Wimmer (2010). Alongside this is a general overview of the issues involved when looking at growing systems, technical details involving programming for the Graphics Processing Unit (GPU) and other possible solutions for further work that also could achieve the project's goals

    Introducing Maltese linguistics

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    Maltese is an official language in the European Union and it is used to translate documentation and to interpret parliamentary sessions. The “Europeanisation” of Maltese is discussed by referring to three sources: EU documentation available online in Maltese, EU news in local newspapers and on television. Focus is placed mainly on the extent to which terms of Italian origin are used to translate EU texts into Maltese and whether these terms are divulged in the local media. Results indicate that the presence of words of Italian origin is higher in EU-related websites and newspaper reports than it is in other sources. As a variety which includes terms from different sectorial languages, EU Maltese possesses features which make it quite unique in the local sociolinguistic scene.peer-reviewe

    Virtual Reality Games for Motor Rehabilitation

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    This paper presents a fuzzy logic based method to track user satisfaction without the need for devices to monitor users physiological conditions. User satisfaction is the key to any product’s acceptance; computer applications and video games provide a unique opportunity to provide a tailored environment for each user to better suit their needs. We have implemented a non-adaptive fuzzy logic model of emotion, based on the emotional component of the Fuzzy Logic Adaptive Model of Emotion (FLAME) proposed by El-Nasr, to estimate player emotion in UnrealTournament 2004. In this paper we describe the implementation of this system and present the results of one of several play tests. Our research contradicts the current literature that suggests physiological measurements are needed. We show that it is possible to use a software only method to estimate user emotion

    A Gradual Process for Integrating E-learning in a Higher Education Institute

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    In: A.J. Kallenberg and M.J.J.M. van de Ven (Eds), 2002, The New Educational Benefits of ICT in Higher Education: Proceedings. Rotterdam: Erasmus Plus BV, OECR ISBN 90-9016127-9We describe an incremental process for integrating E-learning in a higher education institute. Our basic assumption is that the burden of integrating E-learning lies mainly on the shoulders of the teachers. We suggest a process based on XML technologies that enables the teachers to: (1) separate content from presentation and concentrate on content (2) develop learning materials incrementally and implement easily at each stage (3) reuse any learning materials they have already prepared (4) reuse learning materials prepared by other teachers. In this paper we describe the process along with the various roles of each of the following: the technology, the support technical team, the individual teacher and the evolving community of practice

    Collaborative adaptive accessibility and human capabilities

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    This thesis discusses the challenges and opportunities facing the field of accessibility, particularly as computing becomes ubiquitous. It is argued that a new approach is needed that centres around adaptations (specific, atomic changes) to user interfaces and content in order to improve their accessibility for a wider range of people than targeted by present Assistive Technologies (ATs). Further, the approach must take into consideration the capabilities of people at the human level and facilitate collaboration, in planned and ad-hoc environments. There are two main areas of focus: (1) helping people experiencing minor-to-moderate, transient and potentially-overlapping impairments, as may be brought about by the ageing process and (2) supporting collaboration between people by reasoning about the consequences, from different users perspectives, of the adaptations they may require. A theoretical basis for describing these problems and a reasoning process for the semi-automatic application of adaptations is developed. Impairments caused by the environment in which a device is being used are considered. Adaptations are drawn from other research and industry artefacts. Mechanical testing is carried out on key areas of the reasoning process, demonstrating fitness for purpose. Several fundamental techniques to extend the reasoning process in order to take temporal factors (such as fluctuating user and device capabilities) into account are broadly described. These are proposed to be feasible, though inherently bring compromises (which are defined) in interaction stability and the needs of different actors (user, device, target level of accessibility). This technical work forms the basis of the contribution of one work-package of the Sustaining ICT use to promote autonomy (Sus-IT) project, under the New Dynamics of Ageing (NDA) programme of research in the UK. Test designs for larger-scale assessment of the system with real-world participants are given. The wider Sus-IT project provides social motivations and informed design decisions for this work and is carrying out longitudinal acceptance testing of the processes developed here

    Evolutionary dynamics of new media forms: the case of the open mobile web

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    This thesis is designed to improve our understanding of the evolutionary dynamics of media forms, with a special historical focus on the recent processes of Web and mobile convergence and the early development of the cross-platform Web. It aims to investigate the dynamics that have underpinned the creation, evolution and conventionalisation of new media forms in the open mobile Web following the launch of 3G mobile networks. In theoretical terms the thesis explores the possibilities for the analytical integration of evolutionary approaches that traditionally have shed light on the discrete components of the evolutionary ‘ensemble’ that comprises media’s textual forms, their technologies and organisational systems. Among the theoretical pillars the study builds on is, first, the cultural semiotic approach (Lotman) that is utilised for interpreting the textual dynamics constituting the form evolution. Second, evolutionary economics (Schumpeter, Freeman and others) is included for interpreting the market dynamics that condition the formation of the media industries. Third, systems theoretical sociology (Luhmann) is deployed in order to understand the broader dynamics of social organisation in late modernism. The integration of these approaches provides the conceptual framework that focuses on the following phenomena: dialogic interchange among industry sub-systems as enabling innovations and the emergence of new sub-systems; the self-organisation of the sub-systems in the contingent environment; the role of memory and systemic ‘path-dependencies’ in guiding the processes of self-organisation; and the nature of the power relations that shape the dialogic processes. The empirical study focuses on textual as well as organisational developments. The semiotic analysis of mobile websites reveals the intertextual relations of the new forms with other media domains, especially the desktop Web. The interviews with representatives of industry stakeholders provide insights into the dialogic practices between the parties engaged in designing the mobile Web, and how, via these practices, the new platform, its media forms and institutional structures were shaped. The findings point to the historical formation of two main industry sub-systems – ‘infrastructure enablers’ and content providers – with different preferred alternatives for the design of the cross-platform Web. The thesis demonstrates how the formation of these groups was conditioned by their systemic path-dependencies, but also by the mesh of dialogic relationships among them and by the resulting changes in the discursive constellations framing the organisation of the industry and the norms for its media forms. The study points to the first signs of the historically momentous emancipation of the mobile Webmedia forms, their shaking free of path-dependency on the desktop Web

    Micro Grids for Scalable Media Computing and Intelligence in Distributed Scenarios

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