107 research outputs found

    “Something most girls don’t do” An Ethnographic Study of Women in Extreme Sports

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    Extreme sports, like skateboarding, whitewater kayaking, and skiing, have historically been male-dominated. As women’s participation in these sports grows, my research asks: how do women navigate sports spaces and cultures that have for so long been defined by men? To answer this question, I draw on ethnographic research on communities of skateboarders, whitewater kayakers and skiers conducted during the summer of 2021 in Bozeman, Montana. I found that the specific landscapes where these extreme sports take place are often conceptualized by participants as more masculine spaces. Within these spaces and communities, women participants often leverage gender performances associated with masculinity to gain entry into these male-dominated communities. Performing in more masculine ways mitigates feelings of hypervisibility, while also helping to build connections to established members of the community. More than simply fitting in, women find that these gendered performances also help them to build competence in the sport. At the same time, women are transforming skateboarding, whitewater kayaking, and skiing through their participation by creating opportunities for more dynamic and fluid gender performances

    VirtualHome: Simulating Household Activities via Programs

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    In this paper, we are interested in modeling complex activities that occur in a typical household. We propose to use programs, i.e., sequences of atomic actions and interactions, as a high level representation of complex tasks. Programs are interesting because they provide a non-ambiguous representation of a task, and allow agents to execute them. However, nowadays, there is no database providing this type of information. Towards this goal, we first crowd-source programs for a variety of activities that happen in people's homes, via a game-like interface used for teaching kids how to code. Using the collected dataset, we show how we can learn to extract programs directly from natural language descriptions or from videos. We then implement the most common atomic (inter)actions in the Unity3D game engine, and use our programs to "drive" an artificial agent to execute tasks in a simulated household environment. Our VirtualHome simulator allows us to create a large activity video dataset with rich ground-truth, enabling training and testing of video understanding models. We further showcase examples of our agent performing tasks in our VirtualHome based on language descriptions.Comment: CVPR 2018 (Oral

    Fluid--Structure Interaction Modeling of Modified-Porosity Parachutes and Parachute Clusters

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    To increase aerodynamic performance, the geometric porosity of a ringsail spacecraft parachute canopy is sometimes increased, beyond the "rings" and "sails" with hundreds of "ring gaps" and "sail slits." This creates extra computational challenges for fluid--structure interaction (FSI) modeling of clusters of such parachutes, beyond those created by the lightness of the canopy structure, geometric complexities of hundreds of gaps and slits, and the contact between the parachutes of the cluster. In FSI computation of parachutes with such "modified geometric porosity," the flow through the "windows" created by the removal of the panels and the wider gaps created by the removal of the sails cannot be accurately modeled with the Homogenized Modeling of Geometric Porosity (HMGP), which was introduced to deal with the hundreds of gaps and slits. The flow needs to be actually resolved. All these computational challenges need to be addressed simultaneously in FSI modeling of clusters of spacecraft parachutes with modified geometric porosity. The core numerical technology is the Stabilized Space--Time FSI (SSTFSI) technique, and the contact between the parachutes is handled with the Surface-Edge-Node Contact Tracking (SENCT) technique. In the computations reported here, in addition to the SSTFSI and SENCT techniques and HMGP, we use the special techniques we have developed for removing the numerical spinning component of the parachute motion and for restoring the mesh integrity without a remesh. We present results for 2- and 3-parachute clusters with two different payload models. We also present the FSI computations we carried out for a single, subscale modified-porosity parachute

    Irreducible pseudo 2-factor isomorphic cubic bipartite graphs

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    A bipartite graph is {\em pseudo 2--factor isomorphic} if all its 2--factors have the same parity of number of circuits. In \cite{ADJLS} we proved that the only essentially 4--edge-connected pseudo 2--factor isomorphic cubic bipartite graph of girth 4 is K3,3K_{3,3}, and conjectured \cite[Conjecture 3.6]{ADJLS} that the only essentially 4--edge-connected cubic bipartite graphs are K3,3K_{3,3}, the Heawood graph and the Pappus graph. There exists a characterization of symmetric configurations n3n_3 %{\bf decide notation and how to use it in the rest of the paper} due to Martinetti (1886) in which all symmetric configurations n3n_3 can be obtained from an infinite set of so called {\em irreducible} configurations \cite{VM}. The list of irreducible configurations has been completed by Boben \cite{B} in terms of their {\em irreducible Levi graphs}. In this paper we characterize irreducible pseudo 2--factor isomorphic cubic bipartite graphs proving that the only pseudo 2--factor isomorphic irreducible Levi graphs are the Heawood and Pappus graphs. Moreover, the obtained characterization allows us to partially prove the above Conjecture
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