2,732 research outputs found

    Distributed Ledger Technology (DLT) Applications in Payment, Clearing, and Settlement Systems:A Study of Blockchain-Based Payment Barriers and Potential Solutions, and DLT Application in Central Bank Payment System Functions

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    Payment, clearing, and settlement systems are essential components of the financial markets and exert considerable influence on the overall economy. While there have been considerable technological advancements in payment systems, the conventional systems still depend on centralized architecture, with inherent limitations and risks. The emergence of Distributed ledger technology (DLT) is being regarded as a potential solution to transform payment and settlement processes and address certain challenges posed by the centralized architecture of traditional payment systems (Bank for International Settlements, 2017). While proof-of-concept projects have demonstrated the technical feasibility of DLT, significant barriers still hinder its adoption and implementation. The overarching objective of this thesis is to contribute to the developing area of DLT application in payment, clearing and settlement systems, which is still in its initial stages of applications development and lacks a substantial body of scholarly literature and empirical research. This is achieved by identifying the socio-technical barriers to adoption and diffusion of blockchain-based payment systems and the solutions proposed to address them. Furthermore, the thesis examines and classifies various applications of DLT in central bank payment system functions, offering valuable insights into the motivations, DLT platforms used, and consensus algorithms for applicable use cases. To achieve these objectives, the methodology employed involved a systematic literature review (SLR) of academic literature on blockchain-based payment systems. Furthermore, we utilized a thematic analysis approach to examine data collected from various sources regarding the use of DLT applications in central bank payment system functions, such as central bank white papers, industry reports, and policy documents. The study's findings on blockchain-based payment systems barriers and proposed solutions; challenge the prevailing emphasis on technological and regulatory barriers in the literature and industry discourse regarding the adoption and implementation of blockchain-based payment systems. It highlights the importance of considering the broader socio-technical context and identifying barriers across all five dimensions of the social technical framework, including technological, infrastructural, user practices/market, regulatory, and cultural dimensions. Furthermore, the research identified seven DLT applications in central bank payment system functions. These are grouped into three overarching themes: central banks' operational responsibilities in payment and settlement systems, issuance of central bank digital money, and regulatory oversight/supervisory functions, along with other ancillary functions. Each of these applications has unique motivations or value proposition, which is the underlying reason for utilizing in that particular use case

    The dagger

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    This novel excerpt from The Dagger was started as an attempt to understand the rise of alt-right extremist groups in the United States, as well as the conditions that made their rise possible. It aims to accomplish this through the perspective of a fictional young man from a middle-class background, Tom, who reaches adulthood near the apex of the movement’s overt social influence between 2014 and 2017. In the novel, Tom is drawn to a self-help and meditation retreat at a place called Sun Ranch, located in the Inland Empire of Southern California. The retreat, which targets disaffected young men of primarily white backgrounds, is led by a charismatic but reclusive yoga teacher named Curtis. In his lessons, he blends Californian interpretations of Hindu and Buddhist mysticism with fascist political precepts. As the retreat goes on, it becomes increasingly clear that Curtis has more than his students’ wellness in mind, and that he has a plan for the rights-based society he sees as his enemy

    Coding as a Literacy Practice in Adult Learning Communities

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    This study considered how computing courses for adult learners might be customized to effectively address their reasons for learning to read and write computer code. The view of coding as a literacy practice is the key theme in this study. Street’s (2006) ideological model of literacy along with the perspective of computational participation, are theoretical models used to explore coding as a literacy practice (Kafai & Burke, 2017). Through the vehicle of action research, this study focused on analyzing the delivery of an introductory web languages coding course for female immigrants. This study drew from both the student and teacher perspectives. The study used student feedback collected from online class survey questionnaires and semi-structured interviews. The study also incorporated the teacher’s field notes, a course summary report, and the Teaching Perspectives Inventory survey results (Collins & Pratt, 2011). Findings from this study include these areas of insights: 1) students’ views on the benefits of learning coding, 2) the language and communication challenges students faced, and 3) an overview of some effective teaching tools and approaches. Based on these findings, there is a discussion that considered possible issues related to student engagement in learning web language coding. Included are sections on implications for practice and future research

    More-than-words: Reconceptualising Two-year-old Children’s Onto-epistemologies Through Improvisation and the Temporal Arts

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    This thesis project takes place at a time of increasing focus upon two-year-old children and the words they speak. On the one hand there is a mounting pressure, driven by the school readiness agenda, to make children talk as early as possible. On the other hand, there is an increased interest in understanding children’s communication in order to create effective pedagogies. More-than-words (MTW) examines an improvised art-education practice that combines heterogenous elements: sound, movement and materials (such as silk, string, light) to create encounters for young children, educators and practitioners from diverse backgrounds. During these encounters, adults adopt a practice of stripping back their words in order to tune into the polyphonic ways that children are becoming-with the world. For this research-creation, two MTW sessions for two-year-old children and their carers took place in a specially created installation. These sessions were filmed on a 360˚ camera, nursery school iPad and on a specially made child-friendly Toddler-cam (Tcam) that rolled around in the installation-event with the children. Through using the frameless technology of 360˚ film, I hoped to make tangible the relation and movement of an emergent and improvised happening and the way in which young children operate fluidly through multiple modes. Travelling with posthuman, Deleuzio-Guattarian and feminist vital material philosophy, I wander and wonder speculatively through practice, memory, and film data as a bag lady, a Haraway-ian writer/artist/researcher-creator who resists the story of the wordless child as lacking and tragic; the story that positions the word as heroic. Instead, through returning to the uncertainty of improvisation, I attempt to tune into the savage, untamed and wild music of young children’s animistic onto-epistemologies

    Posthuman Creative Styling can a creative writer’s style of writing be described as procedural?

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    This thesis is about creative styling — the styling a creative writer might use to make their writing unique. It addresses the question as to whether such styling can be described as procedural. Creative styling is part of the technique a creative writer uses when writing. It is how they make the text more ‘lively’ by use of tips and tricks they have either learned or discovered. In essence these are rules, ones the writer accrues over time by their practice. The thesis argues that the use and invention of these rules can be set as procedures. and so describe creative styling as procedural. The thesis follows from questioning why it is that machines or algorithms have, so far, been incapable of producing creative writing which has value. Machine-written novels do not abound on the bookshelves and writing styled by computers is, on the whole, dull in comparison to human-crafted literature. It came about by thinking how it would be possible to reach a point where writing by people and procedural writing are considered to have equal value. For this reason the thesis is set in a posthuman context, where the differences between machines and people are erased. The thesis uses practice to inform an original conceptual space model, based on quality dimensions and dynamic-inter operation of spaces. This model gives an example of the procedures which a posthuman creative writer uses when engaged in creative styling. It suggests an original formulation for the conceptual blending of conceptual spaces, based on the casting of qualities from one space to another. In support of and informing its arguments are ninety-nine examples of creative writing practice which show the procedures by which style has been applied, created and assessed. It provides a route forward for further joint research into both computational and human-coded creative writing

    Fictocritical Cyberfeminism: A Paralogical Model for Post-Internet Communication

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    This dissertation positions the understudied and experimental writing practice of fictocriticism as an analog for the convergent and indeterminate nature of “post-Internet” communication as well a cyberfeminist technology for interfering and in-tervening in metanarratives of technoscience and technocapitalism that structure contemporary media. Significant theoretical valences are established between twen-tieth century literary works of fictocriticism and the hybrid and ephemeral modes of writing endemic to emergent, twenty-first century forms of networked communica-tion such as social media. Through a critical theoretical understanding of paralogy, or that countercultural logic of deploying language outside legitimate discourses, in-volving various tactics of multivocity, mimesis and metagraphy, fictocriticism is ex-plored as a self-referencing linguistic machine which exists intentionally to occupy those liminal territories “somewhere in among/between criticism, autobiography and fiction” (Hunter qtd. in Kerr 1996). Additionally, as a writing practice that orig-inated in Canada and yet remains marginal to national and international literary scholarship, this dissertation elevates the origins and ongoing relevance of fictocriti-cism by mapping its shared aims and concerns onto proximal discourses of post-structuralism, cyberfeminism, network ecology, media art, the avant-garde, glitch feminism, and radical self-authorship in online environments. Theorized in such a matrix, I argue that fictocriticism represents a capacious framework for writing and reading media that embodies the self-reflexive politics of second-order cybernetic theory while disrupting the rhetoric of technoscientific and neoliberal economic forc-es with speech acts of calculated incoherence. Additionally, through the inclusion of my own fictocritical writing as works of research-creation that interpolate the more traditional chapters and subchapters, I theorize and demonstrate praxis of this dis-tinctively indeterminate form of criticism to empirically and meaningfully juxtapose different modes of knowing and speaking about entangled matters of language, bod-ies, and technologies. In its conclusion, this dissertation contends that the “creative paranoia” engendered by fictocritical cyberfeminism in both print and digital media environments offers a pathway towards a more paralogical media literacy that can transform the terms and expectations of our future media ecology

    To, From: Of Time, Of Distance, Of Body and Mind

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    This paper introduces the concepts, theories, and techniques associated with my thesis project “To, From.” The paper consists of three parts: Time as Structure, Distance as Premise, and Body and Mind. Each chapter is written in a mixture of personal narration and a general introduction to materials that are directly or implicatively relevant and important to the creation of my project. In this experimental narrative comprises film screening and live performance with multi-channel sound, I tell a story of non-story. Words and the exchange of words, movements and non- movements, objects that are being handled and subjects that are handling... all of the elements become gestures, the representation of the thing instead of the thing itself. In the constructed multitude of temporality, operating under the idea of remaining distance, the apparatus of cinema and theatre, of mise-en-scenè culminates an experience of different experiences

    Eunomia: Enabling User-specified Fine-Grained Search in Symbolically Executing WebAssembly Binaries

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    Although existing techniques have proposed automated approaches to alleviate the path explosion problem of symbolic execution, users still need to optimize symbolic execution by applying various searching strategies carefully. As existing approaches mainly support only coarse-grained global searching strategies, they cannot efficiently traverse through complex code structures. In this paper, we propose Eunomia, a symbolic execution technique that allows users to specify local domain knowledge to enable fine-grained search. In Eunomia, we design an expressive DSL, Aes, that lets users precisely pinpoint local searching strategies to different parts of the target program. To further optimize local searching strategies, we design an interval-based algorithm that automatically isolates the context of variables for different local searching strategies, avoiding conflicts between local searching strategies for the same variable. We implement Eunomia as a symbolic execution platform targeting WebAssembly, which enables us to analyze applications written in various languages (like C and Go) but can be compiled into WebAssembly. To the best of our knowledge, Eunomia is the first symbolic execution engine that supports the full features of the WebAssembly runtime. We evaluate Eunomia with a dedicated microbenchmark suite for symbolic execution and six real-world applications. Our evaluation shows that Eunomia accelerates bug detection in real-world applications by up to three orders of magnitude. According to the results of a comprehensive user study, users can significantly improve the efficiency and effectiveness of symbolic execution by writing a simple and intuitive Aes script. Besides verifying six known real-world bugs, Eunomia also detected two new zero-day bugs in a popular open-source project, Collections-C.Comment: Accepted by ACM SIGSOFT International Symposium on Software Testing and Analysis (ISSTA) 202

    Canonical Decompositions in Monadically Stable and Bounded Shrubdepth Graph Classes

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    IMAGINING, GUIDING, PLAYING INTIMACY: - A Theory of Character Intimacy Games -

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    Within the landscape of Japanese media production, and video game production in particular, there is a niche comprising video games centered around establishing, developing, and fulfilling imagined intimate relationships with anime-manga characters. Such niche, although very significant in production volume and lifespan, is left unexplored or underexplored. When it is not, it is subsumed within the scope of wider anime-manga media. This obscures the nature of such video games, alternatively identified with descriptors including but not limited to ‘visual novel’, ‘dating simulator’ and ‘adult computer game’. As games centered around developing intimacy with characters, they present specific ensembles of narrative content, aesthetics and software mechanics. These ensembles are aimed at eliciting in users what are, by all intents and purposes, parasocial phenomena towards the game’s characters. In other words, these software products encourage players to develop affective and bodily responses towards characters. They are set in a way that is coherent with shared, circulating scripts for sexual and intimate interaction to guide player imaginative action. This study defines games such as the above as ‘character intimacy games’, video game software where traversal is contingent on players knowingly establishing, developing, and fulfilling intimate bonds with fictional characters. To do so, however, player must recognize themselves as playing that type of game, and to be looking to develop that kind of response towards the game’s characters. Character Intimacy Games are contingent upon player developing affective and bodily responses, and thus presume that players are, at the very least, non-hostile towards their development. This study approaches Japanese character intimacy games as its corpus, and operates at the intersection of studies of communication, AMO studies and games studies. The study articulates a research approach based on the double need of approaching single works of significance amidst a general scarcity of scholarly background on the subject. It juxtaposes data-driven approaches derived from fan-curated databases – The Visual Novel Database and Erogescape -Erogē Hyƍron KĆ«kan – with a purpose-created ludo-hermeneutic process. By deploying an observation of character intimacy games through fan-curated data and building ludo-hermeneutics on the resulting ontology, this study argues that character intimacy games are video games where traversal is contingent on players knowingly establishing, developing, and fulfilling intimate bonds with fictional characters and recognizing themselves as doing so. To produce such conditions, the assemblage of software mechanics and narrative content in such games facilitates intimacy between player and characters. This is, ultimately, conductive to the emergence of parasocial phenomena. Parasocial phenomena, in turn, are deployed as an integral assumption regarding player activity within the game’s wider assemblage of narrative content and software mechanics
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