3,790 research outputs found

    Understanding the Potential of Sport for Promoting Physical Activity and Psychological Well-Being in Middle-Aged and Older Adults

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    Insufficient physical activity is considered a global public health challenge. This thesis highlights that, for middle-aged and older adults, sport participation is associated with a wide range of psychosocial benefits. Then, the thesis offers insight into the potential of walking sport programmes to promote health-enhancing physical activity in middle-aged and older adults. Recommendations are provided to promote the appeal, feasibility, and sustainability of walking sport programmes in community-based settings

    Writing Facts: Interdisciplinary Discussions of a Key Concept in Modernity

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    "Fact" is one of the most crucial inventions of modern times. Susanne Knaller discusses the functions of this powerful notion in the arts and the sciences, its impact on aesthetic models and systems of knowledge. The practice of writing provides an effective procedure to realize and to understand facts. This concerns preparatory procedures, formal choices, models of argumentation, and narrative patterns. By considering "writing facts" and "writing facts", the volume shows why and how "facts" are a result of knowledge, rules, and norms as well as of description, argumentation, and narration. This approach allows new perspectives on »fact« and its impact on modernity

    Reframing museum epistemology for the information age: a discursive design approach to revealing complexity

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    This practice-based research inquiry examines the impact of an epistemic shift, brought about by the dawning of the information age and advances in networked communication technologies, on physical knowledge institutions - focusing on museums. The research charts adapting knowledge schemas used in museum knowledge organisation and discusses the potential for a new knowledge schema, the network, to establish a new epistemology for museums that reflects contemporary hyperlinked and networked knowledge. The research investigates the potential for networked and shared virtual reality spaces to reveal new ‘knowledge monuments’ reflecting the epistemic values of the network society and the space of flows. The central practice for this thesis focuses on two main elements. The first is applying networks and visual complexity to reveal multi-linearity and adapting perspectives in relational knowledge networks. This concept was explored through two discursive design projects, the Museum Collection Engine, which uses data visualisation, cloud data, and image recognition within an immersive projection dome to create a dynamic and searchable museum collection that returns new and interlinking constellations of museum objects and knowledge. The second discursive design project was Shared Pasts: Decoding Complexity, an AR app with a unique ‘anti-personalisation’ recommendation system designed to reveal complex narratives around historic objects and places. The second element is folksonomy and co-design in developing new community-focused archives using the community's language to build the dataset and socially tagged metadata. This was tested by developing two discursive prototypes, Women Reclaiming AI and Sanctuary Stories

    Mismarked Flesh: The Interpretability of the Male Body in Julio-Claudian Literature

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    This dissertation studies the increasing failure of the elite Roman male body to serve, as it had done for centuries, as an easily interpretable sign of social identity. The socio-political shift from Republic to Empire led to general disorientation and a crisis of male elite identity that found expression through depictions of the male body. Through Ovid’s Metamorphoses, Petronius’ Satyrica, and Senecan drama, I study this preoccupation in light of the Roman socio-historical context and modern theories of bodily identity found in Kristeva, Spillers, and Scarry, among others. I argue that we can trace the frequent scenes of misrecognition and confusion and the preponderance of wounded, marked, and dismembered non-slave bodies to this identity crisis. The mutilated male body in Julio-Claudian literature becomes a nodal point for multiple intersecting anxieties about gender, class, and status in an uncertain world. Chapter One reviews the socio-political context of the early empire and contemporary theories of embodied identity, and surveys the scholarship on embodied masculinity in early imperial literature. Chapter Two shines light on the confusion of bodily signifiers in the disorienting worlds of Ovid’s Metamorphoses and of Augustan Rome, showing through such stories as Actaeon and Pyramus that failure to interpret signs or to act as an interpretable signifier can be disastrous. Chapter Three examines the new vulnerability of elite men in Augustus’ Rome through the mutilated and dehumanized male bodies of the Metamorphoses, including Marsyas and Hippolytus. Chapter Four connects the confusion of bodily signifiers with a larger failure of the body in Petronius’ Satyrica and in Neronian Rome: whether they do not display legible social identities, fail to perform sexually, or are assaulted, bodies in Petronius’ novel are problems. Chapter Five connects the abject bodies of Seneca’s Oedipus, Thyestes, and Phaedra to the violence of Nero’s reign, reading them as broken signifiers whose misinterpretation spells disaster for their onlookers. Chapter Six offers concluding thoughts, as well as case studies of Pompey’s head in Lucan’s Bellum Civile and Hercules’ suffering in the pseudo-Senecan Hercules Oetaeus.Doctor of Philosoph

    Applying machine learning: a multi-role perspective

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    Machine (and deep) learning technologies are more and more present in several fields. It is undeniable that many aspects of our society are empowered by such technologies: web searches, content filtering on social networks, recommendations on e-commerce websites, mobile applications, etc., in addition to academic research. Moreover, mobile devices and internet sites, e.g., social networks, support the collection and sharing of information in real time. The pervasive deployment of the aforementioned technological instruments, both hardware and software, has led to the production of huge amounts of data. Such data has become more and more unmanageable, posing challenges to conventional computing platforms, and paving the way to the development and widespread use of the machine and deep learning. Nevertheless, machine learning is not only a technology. Given a task, machine learning is a way of proceeding (a way of thinking), and as such can be approached from different perspectives (points of view). This, in particular, will be the focus of this research. The entire work concentrates on machine learning, starting from different sources of data, e.g., signals and images, applied to different domains, e.g., Sport Science and Social History, and analyzed from different perspectives: from a non-data scientist point of view through tools and platforms; setting a problem stage from scratch; implementing an effective application for classification tasks; improving user interface experience through Data Visualization and eXtended Reality. In essence, not only in a quantitative task, not only in a scientific environment, and not only from a data-scientist perspective, machine (and deep) learning can do the difference

    Frontiers of Humanity and Beyond: Towards new critical understandings of borders. Working Papers

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    Handbook Transdisciplinary Learning

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    What is transdisciplinarity - and what are its methods? How does a living lab work? What is the purpose of citizen science, student-organized teaching and cooperative education? This handbook unpacks key terms and concepts to describe the range of transdisciplinary learning in the context of academic education. Transdisciplinary learning turns out to be a comprehensive innovation process in response to the major global challenges such as climate change, urbanization or migration. A reference work for students, lecturers, scientists, and anyone wanting to understand the profound changes in higher education

    Virtual Collaborative Design Environment: Information structure and interfaces

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    The failure to identify design issues in early phases of construction projects has been identified as a significant cause of costly rework, as these issues can impact the building occupants’ abilities to efficiently perform their daily work tasks. Therefore, it is crucial to consider their feedback when design reviewing. To date, efforts have been made to involve building occupants via a variety of user-interfaces that provide different understandings of the project. One such example is Virtual Reality (VR), which increases building occupants’ spatial understanding. Another, is use of design guidelines, intended to support both end-users such as building occupants and also the design team in basing their decision-making on best-practice and ensuring compliance with design requirements. When used together, these different user-interfaces can complement each other by enabling, for instance, visualization of the furniture layout depicted in design guideline documents. However, few studies have identified what is required of a design tool capable of supporting both visualization of design and design-compliance via different user-interfaces. Therefore, the aim of this thesis is to advance the understanding of end-users’ involvement in virtual collaborative environments in the building design process. Accordingly, Design Science Research was applied with a two-fold purpose. First, to identify different stakeholders’ challenges that are faced in the design process and specifically how building occupants’ daily work tasks are considered in the design process. Secondly, the research methods such as workshops, semi-structured interviews and documentation analysis helped identify the requirements of a design tool that would enable this knowledge to be transferred and accessible at a cross-project level. The results show that the information structure and user-interface of design guidelines determine to a large degree how effectively compliance with requirements can be validated. An example is the absence of user-interfaces in design guidelines which prevents building occupants from gaining sufficient spatial understanding. This lack of spatial understanding results in them to being reliant on other project members, such as architects and facility planners, for providing input on the design. Moreover, the results show how cross-project knowledge is difficult to facilitate due to how design guidelines have not been created in relation to today’s digital design process. Therefore, this thesis bridges the concepts of integrating design guidelines and VR in the same design tool

    A conceptual model for transforming construction companies into full-fledged project-based organizations : the case of Ethiopia

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    Local construction firms in Ethiopia and other emerging economies face fierce competition from international construction giants, local market dynamics, and other economic setups. A plethora of studies on the Ethiopian Construction Industry (ECI) indicated that most local construction firms have failed to deliver government and private projects within a scheduled time and anticipated cost due to capacity-related problems. Creating a conducive environment for successful projects needs a rethink of the organisational design of the parent organisations. A Project-based Organisation (PBO) is a unique organisational form suitable for implementing and managing business activities around projects. A construction firm is inherently a PBO as it executes most of its activities through projects. However, PBO design and development still depend on emerging research studies based on a limited empirical foundation. This study aimed to fill the research gap by developing a conceptual model to help transform Ethiopian construction firms (ECFs) into full-fledged PBOs by assimilating PBO characteristics. The study used an exploratory QUAL-quant mixed methods research design. Semi-structured interviews were initially conducted with 12 selected individuals with sufficient knowledge and experience in the ECI. A thematic content analysis was performed to analyse the qualitative research data. The survey questionnaire was designed by performing an extensive literature review and enriched with the interview findings. The questionnaire was distributed to 223 ECI representatives and 180 responses were obtained. Means, standard deviations, frequencies, percentages, one-way ANOVA, and Pearson correlations were used to analyse the quantitative data. This study confirmed the ten antecedents as PBO organisational design dimensions identified in previous studies. It also recognised six other antecedents (including unique PBO characteristics) necessary to transform ECFs into full-fledged PBOs. A transformational conceptual model (CM) was designed to incorporate the core organisational dimensions and their antecedents. The proposed model illustrates transformation needs to begin by assessing the environment, strategic documents, and PBO characteristics. Assimilating lacking PBO characteristics into ECFs is vital to realise organisations' transformation into full-fledged PBOs.Graduate School of Business Leadershi

    Red Pilled - The Allure of Digital Hate

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    Hate is being reinvented. Over the last two decades, online platforms have been used to repackage racist, sexist and xenophobic ideologies into new sociotechnical forms. Digital hate is ancient but novel, deploying the Internet to boost its allure and broaden its appeal. To understand the logic of hate, the author investigates four objects: 8chan, the cesspool of the Internet, QAnon, the popular meta-conspiracy, Parler, a social media site, and Gab, the "platform for the people." Drawing together powerful human stories with insights from media studies, psychology, political science, and race and cultural studies, he portrays how digital hate infiltrates hearts and minds
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