7,903 research outputs found

    The Potentials of Agro-Industry for Growth Promotion and Equality Improvement in Indonesia

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    Despite its significant roles in accumulating and sustaining growth, agriculture’s contribution to GDP and employment inevitably decreases as the economy grows. One possible strategy to promote the welfare of the agricultural sectors as well attain overall economic growth is by the development of agro-industry. Earlier research findings have contended that agro-industry improves income equality while still maintaining economic growth. This article uses empirical data in a Social Accounting Matrix (SAM) framework to verify these findings. The results reveal that agro-industry is indeed an appropriate vehicle for pursuing the goals of growth promotion and income equality.agro-industry, Social Accounting Matrix (SAM),growth

    Magnetic-field effects on photon-induced quantum transport in a single dot-cavity system

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    In this study, we show how a static magnetic field can control photon-induced electron transport through a quantum dot system coupled to a photon cavity. The quantum dot system is connected to two electron reservoirs and exposed to an external perpendicular static magnetic field. The propagation of electrons through the system is thus influenced by the static magnetic and the dynamic photon fields. It is observed that the photon cavity forms photon replica states controlling electron transport in the system. IF the photon field has more energy than the cyclotron energy, then the photon field is dominant in the electron transport. Consequently, the electron transport is enhanced due to activation of photon replica states. By contrast, the electron transport is suppressed in the system when the photon energy is smaller than the cyclotron energy.Comment: 5 Figures, 6 Page

    Space-time configuration for visualisation in information space

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    Exploring digital encounters in the city

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    In this paper we explore the types of encounters that technology enables. We consider the differences between digital and non-digital encounters, and investigate how technology can be appropriated for shared interactions that support conscious (or unconscious) social encounters. Finally, we describe two prototypes that generate different types of digital encounters in a city context, and we discuss our initial results

    Interactive form creation: exploring the creation and manipulation of free form through the use of interactive multiple input interface

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    Most current CAD systems support only the two most common input devices: a mouse and a keyboard that impose a limit to the degree of interaction that a user can have with the system. However, it is not uncommon for users to work together on the same computer during a collaborative task. Beside that, people tend to use both hands to manipulate 3D objects; one hand is used to orient the object while the other hand is used to perform some operation on the object. The same things could be applied to computer modelling in the conceptual phase of the design process. A designer can rotate and position an object with one hand, and manipulate the shape [deform it] with the other hand. Accordingly, the 3D object can be easily and intuitively changed through interactive manipulation of both hands.The research investigates the manipulation and creation of free form geometries through the use of interactive interfaces with multiple input devices. First the creation of the 3D model will be discussed; several different types of models will be illustrated. Furthermore, different tools that allow the user to control the 3D model interactively will be presented. Three experiments were conducted using different interactive interfaces; two bi-manual techniques were compared with the conventional one-handed approach. Finally it will be demonstrated that the use of new and multiple input devices can offer many opportunities for form creation. The problem is that few, if any, systems make it easy for the user or the programmer to use new input devices

    A socializing interactive installation for the urban environments

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    In this paper we present the LEDs Urban Carpet: an interactive urban installation using a body-input as a form of a non-traditional user interface. The installation was tested in various locations around the city of Bath, UK. We selected locations with low, medium and high pedestrian flows. The aim is to generate a novel urban experience, which can be introduced in different locations in the city and with different social situations. The installation represents a game with a grid of LEDs that can be embedded as an interactive carpet into the urban context. A pattern of lights is generated dynamically following the pedestrians movement over the carpet. In this case the pedestrians become active participants that influence the generative process and make the pattern of LED-s change. The paper suggests that introducing this kind of display in a social scenario can enrich the casual interaction of people nearby and this might enhance social awareness and engagement. However, we should point out that a number of factors need to be taken into consideration when designing an interactive installation, especially when situated within the urban space. The experience we present here can assist designers in understanding difficulties and issues that need to be taken into account during the design of an interactive urban project of this nature

    Framework for the implementation of urban big screens in the public space

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    In the last decade, big urban screens have appeared in town squares and on building facades across the UK. The use of these screens brings new potentials and challenges for city regulators, artists, architects, urban designers, producers, broadcasters and advertisers. Dynamic moving images form new architectural material, affecting our perception and the experience of the space around us. A new form of urban space is emerging that is fundamentally different from what we have known, and it seems that we are ill-equipped to deal with and analyse it. We are just beginning to understand the opportunities for public information, art and community engagement. Most of screens at present serve mainly commercial purposes, they do not broadcast information aimed at sharing community content nor do they support public social interactions. We need to see more negotiation between commercial, public and cultural interests. The SCREAM project addresses these new challenges by looking at the physical urban spaces and the potential spaces created by the new technologies

    Mapping, sensing and visualising the digital co-presence in the public arena

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    This paper reports on work carried out within the Cityware project using mobile technologies to map, visualise and project the digital co-presence in the city. This paper focuses on two pilot studies exploring the Bluetooth landscape in the city of Bath. Here we apply adapted and ‘digitally augmented’ methods for spatial observation and analysis based on established methods used extensively in the space syntax approach to urban design. We map the physical and digital flows at a macro level and observe static space use at the micro level. In addition we look at social and mobile behaviour from an individual’s point of view. We apply a method based on intervention through ‘Sensing and projecting’ Bluetooth names and digital identity in the public arena. We present early findings in terms of patterns of Bluetooth flow and presence, and outline initial observations about how people’s reaction towards the projection of their Bluetooth names practices in public. In particular we note the importance of constructing socially meaningful relations between people mediated by these technologies. We discuss initial results and outline issues raised in detail before finally describing ongoing work

    Normal type-2 Fuzzy Rational B-Spline Curve

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    In this paper, we proposed a new form of type-2 fuzzy data points(T2FDPs) that is normal type-2 data points(NT2FDPs). These brand-new forms of data were defined by using the definition of normal type-2 triangular fuzzy number(NT2TFN). Then, we applied fuzzification(alpha-cut) and type-reduction processes towards NT2FDPs after they had been redefined based on the situation of NT2FDPs. Furthermore, we redefine the defuzzification definition along with the new definitions of fuzzification process and type-reduction method to obtain crisp type-2 fuzzy solution data points. For all these processes from the defining the NT2FDPs to defuzzification of NT2FDPs, we demonstrate through curve representation by using the rational B-spline curve function as the example form modeling these NT2FDPs
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