12,164 research outputs found
Siegel modular forms and the gonality of curves
There is no stable Siegel modular form that vanishes on the trigonal locus in
every moduli space of curves.Comment: This version takes into account Yamada's correction of Fay's formula
for the period matrix of a certain degenerating family of curve
Asymptotic period relations for Jacobian elliptic surfaces
We find an asymptotic description of the period locus of simply connected
Jacobian elliptic surfaces and of the period locus of hyperelliptic curves. The
two descriptions are essentially the same, and are given by the alkanes of
organic chemistry.Comment: The use of the Minimal Model Program has been clarified, as has the
Torelli theorem for special elliptic surface
"Del Pezzo surfaces as Springer fibres for exceptional groups"
We show that simultaneous log resolutions of simply elliptic singularities
can be constructed inside suitable stacks of principal bundles over elliptic
curves. In particular, we give a direct geometrical construction of del Pezzo
surfaces from the corresponding exceptional simple algebraic groups.Comment: This is a re-written version of "From exceptional groups to del Pezzo
surfaces and simultaneous log resolutions via principal bundles over elliptic
curves". It contains 2 figures. This version corrects one of the figure
The design-by-adaptation approach to universal access: learning from videogame technology
This paper proposes an alternative approach to the design of universally accessible interfaces to that provided by formal design frameworks applied ab initio to the development of new software. This approach, design-byadaptation, involves the transfer of interface technology and/or design principles from one application domain to another, in situations where the recipient domain is similar to the host domain in terms of modelled systems, tasks and users. Using the example of interaction in 3D virtual environments, the paper explores how principles underlying the design of videogame interfaces may be applied to a broad family of visualization and analysis software which handles geographical data (virtual geographic environments, or VGEs). One of the motivations behind the current study is that VGE technology lags some way behind videogame technology in the modelling of 3D environments, and has a less-developed track record in providing the variety of interaction methods needed to undertake varied tasks in 3D virtual worlds by users with varied levels of experience. The current analysis extracted a set of interaction principles from videogames which were used to devise a set of 3D task interfaces that have been implemented in a prototype VGE for formal evaluation
Videogames: the new GIS?
Videogames and GIS have more in common than might be expected. Indeed, it is suggested that videogame technology may not only be considered as a kind of GIS, but that in several important respects its world modelling capabilities out-perform those of most GIS. This chapter examines some of the key differences between videogames and GIS, explores a number of perhaps-surprising similarities between their technologies, and considers which ideas might profitably be borrowed from videogames to improve GIS functionality and usability
Religious marketing: reflections from the other side of politics
The idea that politics and religion occupy adjoining berths in the broadened marketing camp is critically examined. Following a brief review of contemporary religious marketing, a comparison is undertaken of religion and politics to determine whether they conform to a common marketing framework for non-business environments. The idea that marketing in faith environments is validated by the 'religious economy' theory is critically examined, significant objections to the adoption of marketing principles and methods by the religious community are explored, and some limitations of the exchange concept in a faith context are identified. Some implications are considered for both political and mainstream marketing, in terms of recent attempts to broaden the scope of marketing
Developing an inclusive curriculum for visually disabled students
[Aims]
The purpose of this guide is to help staff identify and remove the barriers that visually disabled students may encounter when studying one of the GEES disciplines - i.e. geography, earth and environmental sciences - and to
suggest ways in which students can be helped to enjoy a fulfilling learning experience. Some of the advice and guidance offered will be generic, reflecting the importance of a strategic approach within institutions and departments to the planning and delivery of inclusive curricula. However, much of the advice will apply to specific forms of visual disability, and to the demands made by the study of GEES disciplines. Moreover, because each student is unique, most of what is discussed here will need to be made relevant and personal to individual students. It is a key principle of this guide that a blanket approach to the
management of the learning needs of visually disabled students on a GEES programme of study is likely to be ineffective
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