4,226 research outputs found

    Tourism and heritage in the Chornobyl Exclusion Zone

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    Tourism and Heritage in the Chornobyl Exclusion Zone (CEZ) uses an ethnographic lens to explore the dissonances associated with the commodification of Chornobyl's heritage. The book considers the role of the guides as experience brokers, focusing on the synergy between tourists and guides in the performance of heritage interpretation. Banaszkiewicz proposes to perceive tour guides as important actors in the bottom-up construction of heritage discourse contributing to more inclusive and participatory approach to heritage management. Demonstrating that the CEZ has been going through a dynamic transformation into a mass tourism attraction, the book offers a critical reflection on heritagisation as a meaning-making process in which the resources of the past are interpreted, negotiated, and recognised as a valuable legacy. Applying the concepts of dissonant heritage to describe the heterogeneous character of the CEZ, the book broadens the interpretative scope of dark tourism which takes on a new dimension in the context of the war in Ukraine. Tourism and Heritage in the Chornobyl Exclusion Zone argues that post-disaster sites such as Chornobyl can teach us a great deal about the importance of preserving cultural and natural heritage for future generations. The book will be of interest to academics and students who are engaged in the study of heritage, tourism, memory, disasters and Eastern Europe

    Deep Learning Enabled Semantic Communication Systems

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    In the past decades, communications primarily focus on how to accurately and effectively transmit symbols (measured by bits) from the transmitter to the receiver. Recently, various new applications appear, such as autonomous transportation, consumer robotics, environmental monitoring, and tele-health. The interconnection of these applications will generate a staggering amount of data in the order of zetta-bytes and require massive connectivity over limited spectrum resources but with lower latency, which poses critical challenges to conventional communication systems. Semantic communication has been proposed to overcome the challenges by extracting the meanings of data and filtering out the useless, irrelevant, and unessential information, which is expected to be robust to terrible channel environments and reduce the size of transmitted data. While semantic communications have been proposed decades ago, their applications to the wireless communication scenario remain limited. Deep learning (DL) based neural networks can effectively extract semantic information and can be optimized in an end-to-end (E2E) manner. The inborn characteristics of DL are suitable for semantic communications, which motivates us to exploit DL-enabled semantic communication. Inspired by the above, this thesis focus on exploring the semantic communication theory and designing semantic communication systems. First, a basic DL based semantic communication system, named DeepSC, is proposed for text transmission. In addition, DL based multi-user semantic communication systems are investigated for transmitting single-modal data and multimodal data, respectively, in which intelligent tasks are performed at the receiver directly. Moreover, a semantic communication system with a memory module, named Mem-DeepSC, is designed to support both memoryless and memory intelligent tasks. Finally, a lite distributed semantic communication system based on DL, named L-DeepSC, is proposed with low complexity, where the data transmission from the Internet-of-Things (IoT) devices to the cloud/edge works at the semantic level to improve transmission efficiency. The proposed various DeepSC systems can achieve less data transmission to reduce the transmission latency, lower complexity to fit capacity-constrained devices, higher robustness to multi-user interference and channel noise, and better performance to perform various intelligent tasks compared to the conventional communication systems

    Reflections on the COVID-19 pandemic

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    Z-Numbers-Based Approach to Hotel Service Quality Assessment

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    In this study, we are analyzing the possibility of using Z-numbers for measuring the service quality and decision-making for quality improvement in the hotel industry. Techniques used for these purposes are based on consumer evalu- ations - expectations and perceptions. As a rule, these evaluations are expressed in crisp numbers (Likert scale) or fuzzy estimates. However, descriptions of the respondent opinions based on crisp or fuzzy numbers formalism not in all cases are relevant. The existing methods do not take into account the degree of con- fidence of respondents in their assessments. A fuzzy approach better describes the uncertainties associated with human perceptions and expectations. Linguis- tic values are more acceptable than crisp numbers. To consider the subjective natures of both service quality estimates and confidence degree in them, the two- component Z-numbers Z = (A, B) were used. Z-numbers express more adequately the opinion of consumers. The proposed and computationally efficient approach (Z-SERVQUAL, Z-IPA) allows to determine the quality of services and iden- tify the factors that required improvement and the areas for further development. The suggested method was applied to evaluate the service quality in small and medium-sized hotels in Turkey and Azerbaijan, illustrated by the example

    The Impact of a Play Intervention on the Social-Emotional Development of Preschool Children in Riyadh, Saudi Arabia

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    Practitioners working with children have emphasized that play is vital to children’s development, Links between children’s social-emotional development and play have been widely documented. However, rigorous research evidence of these links remains limited. This study’s objectives were to measure the impact of play on children’s social-emotional development in the kingdom of Saudi Arabia; identify teachers’ viewpoints around the use of play intervention; and understand the children’s experience of play intervention. Fifty-nine children aged between five and six years, with mean age of 5.5 (SD 3.376) and eight teachers participated in the study. The study used a mixed-method strategy including questionnaires, interviews, and focus group discussions. Children’s social-emotional development was measured by using the Strengths and Difficulties Questioner (SDQ). A pre-/post-test counterbalanced design was used to measure the impact of the play intervention on children’s development. Teachers’ perspectives on play were obtained by interviewing eight teachers. Children’s views were gathered through focus group discussions. Repeated measures ANOVA was conducted to determine the differences in the SDQ score over three time points. Results showed that using unstructured loose parts play had positively impacted children’s social-emotional development. After participation in the play intervention, scores from the SDQ indicated that children demonstrated significantly less problematic emotional, conduct and peer relationship issues. They also scored significantly higher in their positive prosocial behaviour. These positive effects were sustained after six weeks of stopping the intervention. The play intervention did not however impact children’s hyperactivity level. The interviews analysis illustrates four main themes: concept and characteristics of play, play functions, developmental benefits of play, and play and practice. Regarding children’s discussion, affordance emerged as a main theme; this includes emotional, social, and functional affordances. Unstructured loose parts play intervention was demonstrated to have positive impacts on children’s social-emotional development. The study’s findings support the view that play is a way to increase children’s development

    The Immersive Mental Rotations Test: Evaluating Spatial Ability in Virtual Reality

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    Advancements in extended reality (XR) have inspired new uses and users of advanced visualization interfaces, transforming geospatial data visualization and consumption by enabling interactive 3D geospatial data experiences in 3D. Conventional metrics (e.g., mental rotations test (MRT)) are often used to assess and predict the appropriateness of these visualizations without accounting for the effect the interface has on those metrics. We developed the Immersive MRT (IMRT) to evaluate the impact that virtual reality (VR) based visualizations and 3D virtual environments have on mental rotation performance. Consistent with previous work, the results of our pilot study suggest that mental rotation tasks are performed more accurately and rapidly with stereo 3D stimuli than with 2D images of those stimuli

    Site Trouble: Asianness and Blackness in Contemporary Cultural Production

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    This project explores the relationships of Asianness and Blackness in racialized geographies. Three onscreen spaces organize my inquiry: the Asian-owned convenience store, the college campus, and the freeway. My argument elucidates the structures—racial, carceral, and spatial—that form the possibilities for popular onscreen racial representation. In the first chapter, this project takes up the convenience store’s mise-en-scène to route my exploration of Black-Korean conflict, reading Do the Right Thing (1989), the novel Native Speaker, the TV series Kim’s Convenience (2016-2021), and the 2017 film Gook, as well as the documentary A Love Song for Latasha (2019). I present a theorization of Asianness that turns from binary media in/visibility discourses and centers itself on Asian American and Black feminist visions of flourishing. The second chapter analyzes the space of the college campus through the TV series Dear White People (2016-2021) and Grown-ish (2018-present), addressing the seriality of racial structures through student activism and protest. In this chapter I intervene in serial narrative studies and television studies by insisting that contemporary narrative seriality be understood as underpinned by racial logics. In my final chapter I move to the freeway through Karen Tei Yamashita’s novel Tropic of Orange and the 1997 film Strawberry Fields, exploring the Asian American feminist road narrative. In this chapter I theorize Asianness as racial infrastructure capable of both transmitting and blocking the force of white supremacy and conclude by locating fugitive ways of being in racial geographies. Ultimately, my research contends that opacity, refusal, being-otherwise, and experimental form are essential to shaping an Asian American feminist politics in solidarity with Black liberation.Doctor of Philosoph

    Gamification of Education and Learning: Heuristic Elements, Player Types, and Learning Outcomes for Art History Games

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    The technology of virtual reality (VR) and the gamification of education and learning has had proven educational benefits, especially in secondary education. However, there remains little to no research on the heuristic elements and mechanics that contribute to learning at the postsecondary level of education. Most research conducted has been refined to science programs, but even in these instances, a study of the effects and interests of different demographics has yet to be considered. Given the visual nature of how the discipline of art history has traditionally been taught, there are a number of virtual reality (VR) applications to assist instructors in the field better engage students in immersive environments to provide a more accurate understanding of subjects covered. In order to capitalize on the strengths of the new digital medium, including immersion, engagement, and presence, the end user needs to be considered. This heuristic study investigates the different experiences, preferences, learning styles, and expectations relating to educational gaming of art history students at a private, Midwestern college. Results demonstrate that effective game design and development need consider the target audience to optimize user experience and learning outcomes
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