9,413 research outputs found

    Gauss Sums, Stickelberger's Theorem, and the Gras Conjecture for Ray Class Groups

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    Let kk be a real abelian number field and pp an odd prime not dividing [k:Q][k:\mathbb{Q}]. For a natural number dd, let EdE_d denote the group of units of kk congruent to 11 modulo dd, CdC_d the subgroup of dd-circular units of EdE_d, and C(d)\mathfrak{C}(d) the ray class group of modulus dd. Let ρ\rho be an irreducible character of G=Gal(k/Q)G=\mathrm{Gal}(k/\mathbb{Q}) over Qp\mathbb{Q}_p and eρZp[G]e_{\rho} \in \mathbb{Z}_p[G] the corresponding idempotent. We show that if the ramification index of pp in kk is less than p1p-1, then eρSylp(Ed/Cd)=eρSylp(Cd)|e_{\rho} \mathrm{Syl}_p(E_d/C_d) | = |e_{\rho} \mathrm{Syl}_p(\mathfrak{C}_d)| where Cd\mathfrak{C}_d is the part of C(d)\mathfrak{C}(d) where GG acts non-trivially. This is a ray class version of the Gras Conjecture. In the case when p[k:Q]p \mid [k:\mathbb{Q}], similar but slightly less precise results are obtained. In particular, beginning with what could be considered a Gauss sum for real fields, we construct explicit Galois annihilators of Sylp(Ca)\mathrm{Syl}_p(\mathfrak{C}_{\mathfrak{a}}) akin to the classical Stickelberger Theorem

    Social network profiles as information sources for adolescents' offline relations

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    This paper presents the results of a study concerning the use of online profile pages by adolescents to know more about “offline” friends and acquaintances. Previous research has indicated that social networking sites (SNSs) are used to gather information on new online contacts. However, several studies have demonstrated a substantial overlap between offline and online social networks. Hence, we question whether online connections are meaningful in gathering information on offline friends and acquaintances. First, the results indicate that a combination of passive uncertainty reduction (monitoring a target’s profile) and interactive uncertainty reduction (communication through the target’s profile) explains a considerable amount of variance in the level of uncertainty about both friends and acquaintances. More specifically, adolescents generally get to know much more about their acquaintances. Second, the results of online uncertainty reduction positively affect the degree of self-disclosure, which is imperative in building a solid friend relation. Furthermore, we find that uncertainty reduction strategies positively mediate the effect of social anxiety on the level of certainty about friends. This implies that socially anxious teenagers benefit from SNSs by getting the conditions right to build a more solid relation with their friends. Hence, we conclude that SNSs play a substantial role in today’s adolescents’ everyday interpersonal communication

    Bottom-up radio: creating a new media format using living lab research

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    This study resulted in the creation of a new media format for urban youth, adopting a living lab-approach, as current studies have shown that this group is currently not reached with the contemporary media offer. Living lab research is a state-of-the art methodology that aims at involving end-users in the innovation process over a longer time span, combining both quantitative and qualitative research techniques and tools. In a first phase, a panel of urban youngsters was created using an intake survey (N=290). These data were analyzed resulting in three distinct types of urban youngsters. In a second phase, a qualitative research trajectory was organized in order to refine the three profiles and get an insight in their media use, digital skills, media preferences and needs with regards to the current media offer. Research methods during this phase included diary studies, participatory observation during workshops and probe research. In a third phase, co-creation sessions were organized with youngsters from the urban panel in order to get feedback on a concept that was iteratively developed during the first two phases of the project. Results show that mobile devices and social media are important for these urban youngsters and that most of these youngsters have quite some creative skills. Radio seems to be a less popular medium, although they spend a significant amount of time listening to music. Further, results show that these youngsters are in need of a platform which stimulates community building and offers a space to express their creativity. A third requirement for the development of a new media format that would meet the needs of these youngers is a format that provides space for local elements and niche markets. This all resulted in the launch of Chase, an urban, crowdsourced radio station

    Evaluation of the game development process of a location-based mobile game

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    There is a growing interest of government bodies and NGOs in using (serious) video games in awareness campaigns. Until now, however, little was known on how to set up such a campaign so as to effectively cater to the needs of different stakeholders including the target audience. Hence designing, developing and translating a game for educational purposes whilst balancing between fun and learning is a complex process, this paper aims to evaluate this by presenting a methodological framework for involving stakeholders in the design and development of a game-based awareness campaign based on a user-centered software design methodology and assesses its effectiveness in a concrete use case: the development of the location-based mobile game City Jam. The goal was to develop a game-based road safety campaign to confront adolescents with road traffic situations with the aim to positively influence road safety attitude and behavior. Mobile technologies offer new opportunities to embed digital game based learning by in different contexts. Given the nature of the road safety campaign, a location-based game format was chosen, aiming to facilitate learning by means of an extended three-way interaction (human interaction, game and context). Different user-centered design methods were deployed throughout several phases of the game development process: In phase one (the opportunity identification) a literature review was performed to investigate relevant fields for the game’s goal. In phase two (the game concept development) expert interviews and a focus groups were conducted with relevant stakeholders and in phase three (the game concept design) co-design sessions and a focus group resulted in a game design document. In phase four (game development and testing) the beta version of City jam was developed and tested in an iterative field testing design and resulted in the final game. Results obtained throughout the game development process provided us the opportunity to evaluate several major aspects. Firstly the impact of stakeholder involvement on the different phases of the design process and the final product resulted in a game that was tailored to the preferences and needs of the target group. Secondly translating the game concept into practice, such as game elements, proposed educational game elements, were evaluated based on the usability, playability principles and social and technological aspects. Benefits and challenges of user-centered design methods are discussed and how budget constraints and differing desired outcomes of different stakeholders challenge but also enrich the process
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