160 research outputs found

    Functional fun: legitimising adult recreational drug use

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    © 2016Background Recent statistics from the Crime Survey for England and Wales report a slight increase in past year drug use for the over thirty-age range (Home Office, 2014). This paper explores how adult ‘recreational’ drug takers account for their illicit consumption alongside otherwise conforming lives. Methods Twenty-six in-depth interviews were conducted with individuals between the ages of 30 and 59. Each participant had taken drugs in the past year, their main source of income was not a result of criminal activity and they were not currently receiving drug treatment. Discursive Psychology was used to analyse how the participants describe, reason and justify their use. Results The analysis resulted in the development of three discursive frameworks that demonstrate the different ways in which illicit drug use can be legitimised. The ‘drug cultures’ framework achieves this through highlighting the accommodation of drugs within social networks. The ‘planned celebration’ framework outlines the occasional frequency of drug use to legitimise consumption. The ‘situational opportunity’ framework positions the wide access and availability of drugs as the influence of their behaviour. Conclusion If drug takers can articulate their ability to control their use and maintain functionality within their lives, then both drug taker and drug use may be legitimated. In order to better understand the conceptualisation of drug use and the acceptable boundaries of behaviour, this research has demonstrated that it is more appropriate to conceptualise drug use on a spectrum that runs from control through to dysfunction, rather than either recreational or problematic

    Modeling Yeah- and Nay-Saying to Alternatives in Conjoint Experiments

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    Using a series of hurdle choice models, this study considers both nay-saying and yeah-saying to alternatives offered in a conjoint experiment. These behaviors are characterized by respondents persistently choosing the no-choice alternative or choosing at least one of the non-empty options offered in a survey. Results show that jointly consider nay-saying and yeah-saying in a two-hurdle model drastically improves model fit; welfare implications based on hurdle models are also different from those based on models without hurdle specification.conjoint experiment, hurdle choice model, yeah and nay-saying, Research Methods/ Statistical Methods, D12, C25,

    Bringing tabletop technologies to kindergarten children

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    Taking computer technology away from the desktop and into a more physical, manipulative space, is known that provide many benefits and is generally considered to result in a system that is easier to learn and more natural to use. This paper describes a design solution that allows kindergarten children to take the benefits of the new pedagogical possibilities that tangible interaction and tabletop technologies offer for manipulative learning. After analysis of children's cognitive and psychomotor skills, we have designed and tuned a prototype game that is suitable for children aged 3 to 4 years old. Our prototype uniquely combines low cost tangible interaction and tabletop technology with tutored learning. The design has been based on the observation of children using the technology, letting them freely play with the application during three play sessions. These observational sessions informed the design decisions for the game whilst also confirming the children's enjoyment of the prototype

    Analisa Pengaruh Corporate Social Responsibility Terhadap Brand Image Jw Marriott Surabaya

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    Penelitian ini dilakukan untuk mengetahui apakah ketiga dimensi corporate social responsibility (CSR) memiliki pengaruh terhadap functional dan affective brand image JW Marriott Surabaya.Metode pengumpulan data yang digunakan adalah dengan kuesioner online. 132 kuesioner online telah disebarkan dan kemudian diolah menggunakan teknik analisa data PLS-SEM (Partial Least Square-Structural Equation Modeling). Hasil penelitian menunjukkan bahwa dimensi ekonomi dari CSR memiliki pengaruh positif dan signifikan terhadap functional brand image, sedangkan dimensi sosial dan lingkungan memiliki pengaruh positif dan signifikan terhadap affective brand image. This study was conducted to determine whether or not the three dimensions of CSR affect functional and affective brand image of JW Marriott Surabaya.The data for this study was collected by using online questionnaires. 132 online questionnaires were distributed and then analyzed by using PLS-SEM (Partial Least Square-Structural Equation Modeling). The data processing result showed that economics dimensions of CSR have positive and significant impact to functional brand image, while social and environment dimensions of CSR have positive and significant impact to affective brand image

    Image Restoration Using One-Dimensional Sobolev Norm Profiles of Noise and Texture

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    This work is devoted to image restoration (denoising and deblurring) by variational models. As in our prior work [Inverse Probl. Imaging, 3 (2009), pp. 43-68], the image (f) over tilde to be restored is assumed to be the sum of a cartoon component u (a function of bounded variation) and a texture component v (an oscillatory function in a Sobolev space with negative degree of differentiability). In order to separate noise from texture in a blurred noisy textured image, we need to collect some information that helps distinguish noise, especially Gaussian noise, from texture. We know that homogeneous Sobolev spaces of negative differentiability help capture oscillations in images very well; however, these spaces do not directly provide clear distinction between texture and noise, which is also highly oscillatory, especially when the blurring effect is noticeable. Here, we propose a new method for distinguishing noise from texture by considering a family of Sobolev norms corresponding to noise and texture. It turns out that the two Sobolev norm profiles for texture and noise are different, and this enables us to better separate noise from texture during the deblurring process.open0

    Injecting Extension into the American Zeitgeist

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    Extension is a product of times past and needs to be updated and upgraded for today\u27s world. Zeitgeist is a German term that encompasses the moral, cultural, and intellectual climate that exists within a certain time and place. Defining how this relates to Extension is not easy. Extension should examine popular culture and realize that story-driven and relatable visual media, such as television and film, are what capture the public interest. Extension must tap into that to assimilate with the younger demographics. Ultimately, we in Extension are responsible for telling and being the heroes of our own story

    PERAN RUANG RELAKSASI PADA PERANCANGAN BERKONSEP KREATIF UNTUK PENINGKATAN KREATIVITAS KARYAWAN KANTOR 24SLIDES INDONESIA

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    In the creative industries offices, all of the employees are required to work professionally with creative and innovative ideas. According to the professional work that already mentioned before, the positive feedback and customer’s satisfaction will be easily achieved. The perfect results behind are cannot be detached from the office's atmosphere and team collaboration within the office itself. A study research conveys if a company treats their workers as valuable assets, it will brings reciprocity from their workers. That is a perfect and convenient output. It is relatable with one of the 24Slides office's vision which prioritizes the happiness and joy of their employees in order to produce optimal results. Cooperative companies will make way to improve the performance and motivation of workers by facilitating and designing offices that are exhilarating and professional. If a creative industry office requires new creativity and innovation ideas, then a relaxation facility with some communicative games is recommended to stimulate the brain. Providing these facilities will restore workers' enthusiasm before taking a break or starting an activity. Lounge facilities or lounge rooms are also not provided that simple way. With an attractive interior design, it could be the other proponent as well as supporting housing from the office. Thus, the authors make a study research related to the design of a relaxation room that suitable for the 24Slides office. The purpose of this research is to figuring out the creativity and productivity enhancement of workers with the existence of a relaxation room, knowing the responses of workers, and designing concepts. Design Thinking is used as a method of this research, consisting of emphatisize, define, ideate, prototype and test. Data collection was carried out by conducting interviews with 5 respondents and a field survey at the 24Slides office. The data analysis carried out in the form of assessing existing analyzes, field surveys and interviews that had been obtained. The results of this study will be used as a reference to carry out the design of the relaxation room (funspace) at the 24Slides Indonesia office

    Stop Being Sedentary

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    http://deepblue.lib.umich.edu/bitstream/2027.42/108436/1/theziz_1398807017.pd

    THE EFFECTIVENESS OF USING ENGLISH MOVIE WITH ENGLISH SUBTITTLES IN TEACHING VOCABULARY AT THE EIGHTH YEAR STUDENTS OFSMPN 1SELONG IN THE ACADEMIC YEAR OF 2018/2019

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    This investigation was aimed to identify the effectiveness of using English movie with English subtitles in teaching vocabulary in the form comprehension of descriptive text at the eighth year students of SMPN 1 Selong Lombok Timur in the academic year of2018/2019. Learning out comes in this research included learning achievement in the form of cognitive skill and vocabulary mastery. This research was a quasi-experimental research. The population is the whole class VIIISMPN1Selong. Sampling was done by random sampling technique for the population in the unit class. Samples of study were class VIIIA as a control class that uses conventional teaching (lectures) and VIIIB as an experimental class that use media movie with subtitles. The data were obtained through pre test to know the students’ ability. Statistical test used to test the hypothesis was Mann Whitney U test with a normal curve approach Z performed on the data post-test. Data post-test showed at the 0.05significance level, the value of Z table=1.99, and Z count (3.25)>Z table (1.99). Because Z count is greater than Z table, then Ha accepted and Ho is rejected. It was found that the result of this research was the using of media movie with English subtitles was effective in increasing knowledge of vocabulary in class VIII SMAN 1Selong Lombok Timur in the academic year of 2018/2019
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