3,568 research outputs found

    Theme city or gated community - images of future cities

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    The future of the cities has been under discussion since the first city. It has been typical in every civilisation and era to hope for a better city. Creek philosopher Platon created image of future city where all men were equal and the city was ruled by philosophers minds. Many philosopher or later social scientist have ended up to similar "hope to be city". The form and type of the better city has depended from creators of those future city images. The creators have had their future city images made through their own political, ideological, religious or other principles. In the recent discussion on the national or international level it has been common to have those images of the future cities divided in only two categories: "it''s gonna be either small or big city", "it''s gonna be either well balanced or polarising city development", "it''s gonna be either dying or competitive city", etc. The varying images of future cities are missed but yet still not noticed. The future of the cities is made by varying creators/factors/composers. Happening development is to be made by common evolution of societies, changing structures of infrastructure, public sector and work, international trades and markets, or natural catastrophes or wars. Or they are made by cities (their managers, developers, citizens, city marketing units, etc.) themselves. The images of future cities can be developed by many ways. These images are born in the minds of common people while they follow the ongoing evolution of the globe, nations, nature, cities etc. - both in international and local level. Or the images of future cities are made especially for some particular purpose. Movies such as "Matrix", "Blade Runner" and "12 Monkeys" present their writers and directors view to the possible future. City marketing units try to create fancy images of their city now and in the future - when all the aims of the city developers are to be full fill the needs of the most wanted citizens. The aim of the paper is to present six different type of possible future cities: "Theme city", "Urban village", "Gated community", "Multicultural city", "Network city" and "Ecological city". There are many more future images of the cities presented in studies of the cities and in other literature. These six different city types are introduced shortly - basic elements and features.

    Intellectual Property in Experience

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    In today’s economy, consumers demand experiences. From Star Wars to Harry Potter, fans do not just want to watch or read about their favorite characters— they want to be them. They don the robes of Gryffindor, flick their wands, and drink the butterbeer. The owners of fantasy properties understand this, expanding their offerings from light sabers to the Galaxy’s Edge®, the new Disney Star Wars immersive theme park opening in 2019. Since Star Wars, Congress and the courts have abetted what is now a $262 billion-a-year industry in merchandising, fashioning “merchandising rights” appurtenant to copyrights and trademarks that give fantasy owners exclusive rights to supply our fantasy worlds with everything from goods to a good time. But are there any limits? Do merchandising rights extend to fan activity, from fantasy-themed birthday parties and summer camps to real world Quidditch leagues? This Article challenges the conventional account, arguing that as the economic value of fantasy merchandising increases in the emergent “experience economy,” intellectual property owners may prove less keen on tolerating uncompensated uses of their creations. In fact, from Amazon’s Kindle Worlds granting licenses for fan fiction, to crackdowns on sales of fan art sold on internet sites like Etsy, to algorithms taking down fan videos from YouTube, the holders of intellectual property in popular fantasies are seeking to create a world requiring licenses to make, do, and play. This Article turns to social and cultural theories of art as experience, learning by doing, tacit knowledge, and performance to demonstrate that fan activity, from discussion sites to live-action role-playing fosters learning, creativity, and sociability. Law must be attentive to the profound effects these laws have on human imagination and knowledge creation. I apply the insights of these theories to limit merchandising rights in imaginative play through fair use, the force in the legal galaxy intended to bring balance to intellectual property law

    Sensitivity analysis in a scoping review on police accountability : assessing the feasibility of reporting criteria in mixed studies reviews

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    In this paper, we report on the findings of a sensitivity analysis that was carried out within a previously conducted scoping review, hoping to contribute to the ongoing debate about how to assess the quality of research in mixed methods reviews. Previous sensitivity analyses mainly concluded that the exclusion of inadequately reported or lower quality studies did not have a significant effect on the results of the synthesis. In this study, we conducted a sensitivity analysis on the basis of reporting criteria with the aims of analysing its impact on the synthesis results and assessing its feasibility. Contrary to some previous studies, our analysis showed that the exclusion of inadequately reported studies had an impact on the results of the thematic synthesis. Initially, we also sought to propose a refinement of reporting criteria based on the literature and our own experiences. In this way, we aimed to facilitate the assessment of reporting criteria and enhance its consistency. However, based on the results of our sensitivity analysis, we opted not to make such a refinement since many publications included in this analysis did not sufficiently report on the methodology. As such, a refinement would not be useful considering that researchers would be unable to assess these (sub-)criteria

    Don't panic: Recursive interactions in a miniature metaworld

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    © 2019 Association for Computing Machinery. Metaworld is a new recursive interaction paradigm for virtual reality, where a miniature display (or 3D map) of the virtual world is presented to the user as a miniature model that itself lives inside the virtual world. The miniature model is interactive and every action which occurs on the miniature world similarly occurs to the greater virtual world and vice-versa. We implemented the metaworld concept in the virtual reality application MetaCity, a city designing sandbox where users can reach into a miniature model and move the cars and skyscrapers. Design considerations of how to display and interact with the miniature model are presented, and a technical implementation of the miniature world is described. The metaworld concept was informally and playfully tested in the MetaCity which revealed a number of novel interactions that enable the user to navigate quickly through large spaces, re-scale objects in the world and manipulate the very fabric of the world itself. These interactions are discussed within the context of four major categories-Experiential Planning, Interdimensional Transformations, Power of the Gods and Self Manipulation

    PQM: A Point Quality Evaluation Metric for Dense Maps

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    LiDAR-based mapping/reconstruction are important for various applications, but evaluating the quality of the dense maps they produce is challenging. The current methods have limitations, including the inability to capture completeness, structural information, and local variations in error. In this paper, we propose a novel point quality evaluation metric (PQM) that consists of four sub-metrics to provide a more comprehensive evaluation of point cloud quality. The completeness sub-metric evaluates the proportion of missing data, the artifact score sub-metric recognizes and characterizes artifacts, the accuracy sub-metric measures registration accuracy, and the resolution sub-metric quantifies point cloud density. Through an ablation study using a prototype dataset, we demonstrate the effectiveness of each of the sub-metrics and compare them to popular point cloud distance measures. Using three LiDAR SLAM systems to generate maps, we evaluate their output map quality and demonstrate the metrics robustness to noise and artifacts. Our implementation of PQM, datasets and detailed documentation on how to integrate with your custom dense mapping pipeline can be found at github.com/droneslab/pq

    Comment gérer des expériences extraordinaires ? Analyse et recommandations à partir d'une immersion dans les parcs à thème

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    International audienceThe designers and managers of amusement parks seek above all to encourage the visitor's immersion in the heart of an extraordinary experience. Yet access to this type of experience is not systematic and the visitor's immersion does not seem permanent. The aim of this paper is to deepen understanding of the park experience. The analysis of 41 introspective diaries of visitors to amusement parks identifes states of immersion but also other states submersion, emersion, reject). On a managerial plan, this approach offers understanding keys to theme park managers on experiences related to this offer.Les concepteurs et managers de parcs de loisirs cherchent avant tout à favoriser l'immersion du visiteur au coeur d'une expérience extraordinaire. Pourtant l'accès à ce type d'expérience n'est pas systématique et l'immersion du visiteur ne semble pas permanente. L'objectif de cet article est d'approfondir la compréhension de l'expérience vécue dans les parcs de loisirs. L'analyse de 41 journaux de bord de visiteurs de parcs d'attraction permet de mettre à jour des états d'immersion mais également d'autres états ressentis (submersion, émersion, rejet). Sur le plan managérial, cette démarche offre des clés de compréhension aux managers de parcs à thèmes sur le vécu lié à ce type d'offre

    The social dimension of open design

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    The sustainability of the quality and rate of the design process has always posed challenges. Initial open design concepts evolved from the need for an even faster rapid product development process and the desire to have co-creative platforms. Innovative open design platforms and toolkits ensure a continuous interchanging of knowledge between many and diverse stakeholders from a community with a common vision. Companies continuously research social strategies to get volunteers’ attention and keep their interest to contribute to the company’s objectives. Doing this can create significant value for the company’s customers and shareholders. Therefore, the objective of this research study was to understand the main reasons for contributing to these open design platforms. Both community- and company driven open design platforms were studied and; the benefits and challenges for utilising these platforms discussed. As a result boundary conditions were identified to exploit, without compromising the constraints of current design systems. Plans for further investigations are also given
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