14,638 research outputs found
Country Profile on Disability: Republic of Uzbekistan
[Excerpt] The Law on Social Security of Disabled People in the Republic of Uzbekistan, Article 1 defines a person with disability as one who is in need of aid because he/she has physical or mental problems. Daily activities such as moving, orientation, speech, behavioral control, and/or work on one\u27s own are completely or partly limited.
In Uzbekistan, persons with disabilities are screened in two steps. Firstly, a diagnosis is given by the hospitals where each person is registered according to his/her residential addresses. Secondly, persons with disabilities receive referrals to the Medicine Labour Expert Commissions (MLEC) of their respective district, which determines the grade of disability.
Regarding reception of social security benefits, the MLEC defines persons with disabilities by legislature in accordance with national traditions, international norms, and the economic resources of Uzbekistan. According to the causes of disabilities, persons with disabilities are divided into three general groups: (1) Disability caused by genetic diseases, (2) Disability caused by acquired diseases, and (3) Disability caused by industrial injury such as traffic accidents, industrial accidents, and natural disasters
Realizing Society 5.0
One definition: "A human-centered society that balances economic advancement with the resolution of social problems by a system that highly integrates cyberspace and physical space." Society 5.0 was proposed in the 5th Science and Technology Basic Plan
Country Profile on Disability: Arab Republic of Egypt
A brief report on disability statistics, public policy and disability-related organizations and activities in Egypt
Japan Mission ARC1983 -007 - FindingAid
https://place.asburyseminary.edu/findingaids/1021/thumbnail.jp
Two-Phased Intra-Cluster Medium in the Centaurus Cluster of Galaxies
ASCA and ROSAT data of the Centaurus cluster were analyzed. A central excess
in the radial brightness profile is found in the hard energy band up to 10keV.
This requires a deeper central potential than a King-type one. A double-beta
brightness distribution gives a good account of the data. A deprojected energy
spectrum within a spherical region of radius 30 kpc at the cluster center
indicates that the ICM cannot be isothermal there. Simultaneous fitting of the
three (PSPC, GIS, and SIS) energy spectra extracted from the central 3' region
showed that a two-temperature model that has temperatures of 1.4keV and 4.4keV
and a common metallicity of 1.0 solar with the Galactic absorption gives the
best description to the spectra. A cooling-flow spectral model did not give
satisfactory fit. A 3-dimensional cluster model incorporating the two-phase
picture, the double-beta brightness distribution, and the central metallicity
increase reproduced the overall ASCA and ROSAT data successfully. The derived
spatial distribution of the dark matter deviates from a King-type profile
exhibiting a central excess, which is consistent with the Navvaro-Frenk-White
model. The iron is revealed to be more widely spread than stars, which may have
been caused by energetic supernovae and the motion of the cD galaxy. Since the
derived characteristics of the cool phase including the temperature, angular
extent, gas mass, and metallicity, are on a smooth extension of those of
inter-stellar medium (ISM) of elliptical galaxies, the cool phase can be
regarded as the ISM associated with the cD galaxy. The cool-phase X-ray
emission is presumably sustained by energies dissipated by infalling mass to
the cD galaxy in the course of cluster evolution.Comment: accepted for publication in Ap
Reassessing Otocky : a forgotten classic in digital games history
What makes a digital game a “classic”, revered by players and studied by academics? Different aspects like technological innovations, design features, or commercial success contribute to this status.
Otocky, designed by Japanese media artist Toshio Iwai in 1987, predated in a number of ways so-called music games, connecting music generation with the established tropes of the shoot’em up genre. It anticipated not only contemporary examples of music-centered gameplay, but also explored the boundaries of games’ formal properties, juxtaposing traditional game characteristics with extemporaneous musical creativity.
This paper addresses the innovation of Otocky, and aims to position it in the current academic discourse surrounding game history, which according to Huhtamo is in its "chronicle era" (Huhtamo 2005). Available journalistic writings about Otocky consider it a curiosity, and a proper historicization process never took place, possibly due to the fact that the game has never been published outside of Japan and was only available for the Famicom Disk System, an add-on for the original Nintendo Famicom.
Interacting with sound is arguably Otocky’s main affordance. Analysis of sound and music in digital games is the topic of numerous academic writings; Collins (2008) defines dynamic audio as “sounds that reacts to changes in the gameplay environment and/or in response to a user”, and identifies different degrees of dynamic activity, taking as examples games such as Grim Fandango (Lucas Arts 1998) and The Legend of Zelda: Ocarina of Time (Nintendo 1998). Otocky, however, structures a simple interaction with its musical content, preferring bizarre improvisations rather than well timed sound cues. This musical system hardly fits Collins’ categorization, and constitutes a relevant example that is currently absent from game sound analysis literature. This paper argues that the game can be addressed as an example of an “open work”, as discussed by Eco (1979) in relation to composition systems such as Klavierstücke XI by Stockhausen.
Even if Otocky is an example of creative freedom awarded to players, it is firmly rooted in the tradition of the shoot’em up: for a contemporary sensibility, it is arguably a very punishing game. Rigid competition and free performance are two polarizing elements in Otocky, which lives out of their sheer incompatibility.
Finally, this paper will position Otocky in the discussion about game genres and forms. With its comedic look, Otocky reassesses the shoot’em up genre tropes, arguably offering a parody version, amplified by the unclear nature of its winning condition. In this sense, the game is akin to contemporary examples such as Jostle Bastard by game auteur Pippin Barr (2013), a satirical take on the popular game Hotline Miami (Dennaton Games 2012).
Conclusion shows that current academic tools in use to analyze digital games can be used to reposition relevant games, rendered little known due to contingencies, positively contributing to the available academic discourse.peer-reviewe
Fokker-Planck-Based Acceleration for SN Equations with Highly Forward Peaked Scattering in Slab Geometry
Short mean free paths are characteristic of charged particles. High energy charged particles often have highly forward peaked scattering cross sections. Transport problems involving such charged particles are also highly optically thick. When problems simultaneously have forward peaked scattering and high optical thickness, their solution, using standard iterative methods, becomes very inefficient. In this dissertation, we explore Fokker-Planck-based acceleration for solving such problems
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