15,270 research outputs found
Serving to secure "Global Korea": Gender, mobility, and flight attendant labor migrants
This dissertation is an ethnography of mobility and modernity in contemporary South Korea (the Republic of Korea) following neoliberal restructuring precipitated by the Asian Financial Crisis (1997). It focuses on how comparative “service,” “security,” and “safety” fashioned “Global Korea”: an ongoing state-sponsored project aimed at promoting the economic, political, and cultural maturation of South Korea from a once notoriously inhospitable, “backward” country (hujin’guk) to a now welcoming, “advanced country” (sĹŹnjin’guk). Through physical embodiments of the culturally-specific idiom of “superior” service (sĹŹbisĹ), I argue that aspiring, current, and former Korean flight attendants have driven the production and maintenance of this national project.
More broadly, as a driver of this national project, this occupation has emerged out of the country’s own aspirational flights from an earlier history of authoritarian rule, labor violence, and xenophobia. Against the backdrop of the Korean state’s aggressive neoliberal restructuring, globalization efforts, and current “Hell Chosun” (Helchosŏn) economy, a group of largely academically and/or class disadvantaged young women have been able secure individualized modes of pleasure, self-fulfillment, and class advancement via what I deem “service mobilities.” Service mobilities refers to the participation of mostly women in a traditionally devalued but growing sector of the global labor market, the “pink collar” economy centered around “feminine” care labor. Korean female flight attendants share labor skills resembling those of other foreign labor migrants (chiefly from the “Global South”), who perform care work deemed less desirable. Yet, Korean female flight attendants elude the stigmatizing, classed, and racialized category of “labor migrant.” Moreover, within the context of South Korea’s unique history of rapid modernization, the flight attendant occupation also commands considerable social prestige.
Based on ethnographic and archival research on aspiring, current, and former Korean flight attendants, this dissertation asks how these unique care laborers negotiate a metaphorical and literal series of sustained border crossings and inspections between Korean flight attendants’ contingent status as lowly care-laboring migrants, on the one hand, and ostensibly glamorous, globetrotting elites, on the other. This study contends the following: first, the flight attendant occupation in South Korea represents new politics of pleasure and pain in contemporary East Asia. Second, Korean female flight attendants’ enactments of soft, sanitized, and glamorous (hwaryŏhada) service help to purify South Korea’s less savory past. In so doing, Korean flight attendants reconstitute the historical role of female laborers as burden bearers and caretakers of the Korean state.U of I OnlyAuthor submitted a 2-year U of I restriction extension request
Meso-scale FDM material layout design strategies under manufacturability constraints and fracture conditions
In the manufacturability-driven design (MDD) perspective, manufacturability of the product or system is the most important of the design requirements. In addition to being able to ensure that complex designs (e.g., topology optimization) are manufacturable with a given process or process family, MDD also helps mechanical designers to take advantage of unique process-material effects generated during manufacturing. One of the most recognizable examples of this comes from the scanning-type family of additive manufacturing (AM) processes; the most notable and familiar member of this family is the fused deposition modeling (FDM) or fused filament fabrication (FFF) process. This process works by selectively depositing uniform, approximately isotropic beads or elements of molten thermoplastic material (typically structural engineering plastics) in a series of pre-specified traces to build each layer of the part. There are many interesting 2-D and 3-D mechanical design problems that can be explored by designing the layout of these elements. The resulting structured, hierarchical material (which is both manufacturable and customized layer-by-layer within the limits of the process and material) can be defined as a manufacturing process-driven structured material (MPDSM). This dissertation explores several practical methods for designing these element layouts for 2-D and 3-D meso-scale mechanical problems, focusing ultimately on design-for-fracture. Three different fracture conditions are explored: (1) cases where a crack must be prevented or stopped, (2) cases where the crack must be encouraged or accelerated, and (3) cases where cracks must grow in a simple pre-determined pattern. Several new design tools, including a mapping method for the FDM manufacturability constraints, three major literature reviews, the collection, organization, and analysis of several large (qualitative and quantitative) multi-scale datasets on the fracture behavior of FDM-processed materials, some new experimental equipment, and the refinement of a fast and simple g-code generator based on commercially-available software, were developed and refined to support the design of MPDSMs under fracture conditions. The refined design method and rules were experimentally validated using a series of case studies (involving both design and physical testing of the designs) at the end of the dissertation. Finally, a simple design guide for practicing engineers who are not experts in advanced solid mechanics nor process-tailored materials was developed from the results of this project.U of I OnlyAuthor's request
The Metaverse: Survey, Trends, Novel Pipeline Ecosystem & Future Directions
The Metaverse offers a second world beyond reality, where boundaries are
non-existent, and possibilities are endless through engagement and immersive
experiences using the virtual reality (VR) technology. Many disciplines can
benefit from the advancement of the Metaverse when accurately developed,
including the fields of technology, gaming, education, art, and culture.
Nevertheless, developing the Metaverse environment to its full potential is an
ambiguous task that needs proper guidance and directions. Existing surveys on
the Metaverse focus only on a specific aspect and discipline of the Metaverse
and lack a holistic view of the entire process. To this end, a more holistic,
multi-disciplinary, in-depth, and academic and industry-oriented review is
required to provide a thorough study of the Metaverse development pipeline. To
address these issues, we present in this survey a novel multi-layered pipeline
ecosystem composed of (1) the Metaverse computing, networking, communications
and hardware infrastructure, (2) environment digitization, and (3) user
interactions. For every layer, we discuss the components that detail the steps
of its development. Also, for each of these components, we examine the impact
of a set of enabling technologies and empowering domains (e.g., Artificial
Intelligence, Security & Privacy, Blockchain, Business, Ethics, and Social) on
its advancement. In addition, we explain the importance of these technologies
to support decentralization, interoperability, user experiences, interactions,
and monetization. Our presented study highlights the existing challenges for
each component, followed by research directions and potential solutions. To the
best of our knowledge, this survey is the most comprehensive and allows users,
scholars, and entrepreneurs to get an in-depth understanding of the Metaverse
ecosystem to find their opportunities and potentials for contribution
Large-scale rollout of extension training in Bangladesh: Challenges and opportunities for gender-inclusive participation
Despite the recognized importance of women’s participation in agricultural extension services, research continues to show inequalities in women’s participation. Emerging capacities for conducting large-scale extension training using information and communication technologies (ICTs) now afford opportunities for generating the rich datasets needed to analyze situational factors that affect women’s participation. Data was recorded from 1,070 video-based agricultural extension training events (131,073 farmers) in four Administrative Divisions of Bangladesh (Rangpur, Dhaka, Khulna, and Rajshahi). The study analyzed the effect of gender of the trainer, time of the day, day of the week, month of the year, Bangladesh Administrative Division, and venue type on (1) the expected number of extension event attendees and (2) the odds of females attending the event conditioned on the total number of attendees. The study revealed strong gender specific training preferences. Several factors that increased total participation, decreased female attendance (e.g., male-led training event held after 3:30 pm in Rangpur). These findings highlight the dilemma faced by extension trainers seeking to maximize attendance at training events while avoiding exacerbating gender inequalities. The study concludes with a discussion of ways to mitigate gender exclusion in extension training by extending data collection processes, incorporating machine learning to understand gender preferences, and applying optimization theory to increase total participation while concurrently improving gender inclusivity
Accurate and Interpretable Solution of the Inverse Rig for Realistic Blendshape Models with Quadratic Corrective Terms
We propose a new model-based algorithm solving the inverse rig problem in
facial animation retargeting, exhibiting higher accuracy of the fit and
sparser, more interpretable weight vector compared to SOTA. The proposed method
targets a specific subdomain of human face animation - highly-realistic
blendshape models used in the production of movies and video games. In this
paper, we formulate an optimization problem that takes into account all the
requirements of targeted models. Our objective goes beyond a linear blendshape
model and employs the quadratic corrective terms necessary for correctly
fitting fine details of the mesh. We show that the solution to the proposed
problem yields highly accurate mesh reconstruction even when general-purpose
solvers, like SQP, are used. The results obtained using SQP are highly accurate
in the mesh space but do not exhibit favorable qualities in terms of weight
sparsity and smoothness, and for this reason, we further propose a novel
algorithm relying on a MM technique. The algorithm is specifically suited for
solving the proposed objective, yielding a high-accuracy mesh fit while
respecting the constraints and producing a sparse and smooth set of weights
easy to manipulate and interpret by artists. Our algorithm is benchmarked with
SOTA approaches, and shows an overall superiority of the results, yielding a
smooth animation reconstruction with a relative improvement up to 45 percent in
root mean squared mesh error while keeping the cardinality comparable with
benchmark methods. This paper gives a comprehensive set of evaluation metrics
that cover different aspects of the solution, including mesh accuracy, sparsity
of the weights, and smoothness of the animation curves, as well as the
appearance of the produced animation, which human experts evaluated
A Proposed Meta-Reality Immersive Development Pipeline: Generative AI Models and Extended Reality (XR) Content for the Metaverse
The realization of an interoperable and scalable virtual platform, currently known as the “metaverse,” is inevitable, but many technological challenges need to be overcome first. With the metaverse still in a nascent phase, research currently indicates that building a new 3D social environment capable of interoperable avatars and digital transactions will represent most of the initial investment in time and capital. The return on investment, however, is worth the financial risk for firms like Meta, Google, and Apple. While the current virtual space of the metaverse is worth 84.09 billion by the end of 2028. But the creation of an entire alternate virtual universe of 3D avatars, objects, and otherworldly cityscapes calls for a new development pipeline and workflow. Existing 3D modeling and digital twin processes, already well-established in industry and gaming, will be ported to support the need to architect and furnish this new digital world. The current development pipeline, however, is cumbersome, expensive and limited in output capacity. This paper proposes a new and innovative immersive development pipeline leveraging the recent advances in artificial intelligence (AI) for 3D model creation and optimization. The previous reliance on 3D modeling software to create assets and then import into a game engine can be replaced with nearly instantaneous content creation with AI. While AI art generators like DALL-E 2 and DeepAI have been used for 2D asset creation, when combined with game engine technology, such as Unreal Engine 5 and virtualized geometry systems like Nanite, a new process for creating nearly unlimited content for immersive reality is possible. New processes and workflows, such as those proposed here, will revolutionize content creation and pave the way for Web 3.0, the metaverse and a truly 3D social environment
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Comparison of value perception of children in playing videogames and traditional games: Turkish and British samples
The present study examined the value perceptions of Turkish and British children according to various variables and determined to what extent traditional and videogame genres preferred by children predict their value perceptions, dominant case design, one of the mixed research designs, was used. While the quantitative approach was mainly used in the research, the qualitative approach was used as a supporter. The data collection process of the study lasted for two academic years. In the first year, the study was conducted with 243 primary school students studying in Nottingham (England). In the following year it was conducted with 267 primary school students studying in Ankara (Turkey). A total of 510 primary school students with ages ranging from 9-11 years were recruited for the study. Data were collected using the “Personal Information Form” and “Moral Dilemma Stories Inventory for Children”. Both were developed in English and then adapted into Turkish. It was found that, in both sample, girls’ value perception scores were significantly higher than boys’ scores. Videogames primarily produced for entertainment were the most preferred games by Turkish and British children while educational and serious videogames were the least preferred. Traditional games in sports (soccer, cricket, etc.) were preferred more by British children, while traditional action games (dodgeball, playing tag etc.) were preferred more by Turkish children. It was found that action-adventure and role-playing videogames predicted children’s value perception negatively, and simulation and puzzle videogame genres predicted children’s value perceptions positively. Furthermore, movement-based traditional games (sports, action) predicted children’s value perceptions positively, while traditional competitive (racing) games predicted children’s value perceptions negatively
AIUCD 2022 - Proceedings
L’undicesima edizione del Convegno Nazionale dell’AIUCD-Associazione di Informatica Umanistica ha per titolo Culture digitali. Intersezioni: filosofia, arti, media. Nel titolo è presente, in maniera esplicita, la richiesta di una riflessione, metodologica e teorica, sull’interrelazione tra tecnologie digitali, scienze dell’informazione, discipline filosofiche, mondo delle arti e cultural studies
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