1,649 research outputs found

    Malice and the Ridiculous as Self-ignorance: A Dialectical Argument in Philebus 47d-50e

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    Abstract: In the Philebus, Socrates constructs a dialectical argument in which he purports to explain to Protarchus why the pleasure that spectators feel when watching comedy is a mixture of pleasure and pain. To do this he brings in phthonos (malice or envy) as his prime example (47d-50e). I examine the argument and claim that Socrates implicitly challenges Protarchus’ beliefs about himself as moderate and self-knowing. I discuss two reasons to think that more is at stake in the argument than the mixed pleasure and pain of comic malice

    Multimodal Composing Across Disciplines: Examining Community College Professors’ Perceptions of Twenty-First Century Literacy Practices

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    Providing a close examination of how professors approach twenty-first century literacy practices and production of multimodal texts, this project focuses on community college professors’ perceptions and expectations of students’ composing abilities pertaining to academic discourse across disciplines. Participants included 24 professors from a variety of disciplines at a large community college. The project examined survey responses, assignment guidelines, course syllabi, course outcomes, and video interviews of five of the 24 participants. Video interviews provided greater insight into participants’ perceptions and expectations. Additionally, research questions targeted course and assignment design, course outcomes, and assessment practices. Data findings suggest that despite access to technology, increased availability of mobile devices (for both instructors and students), and ample information technology support, student production of multimodal texts is occurring minimally at the site in question. Participants appear to struggle with meeting course outcomes and addressing course content when attempting to integrate modes other than written or alphabetic; therefore, they do not actively pursue a multimodal pedagogy. Recognizing the value of integrating digital technologies into course and assignment designs is often challenging for community college instructors who might struggle with understanding the technologies available to them or who do not possess the skills or time to develop technologically advanced courses. However, literacy practices today include producing texts in written, visual, aural or digital modes, all of which encourage the use of digital technologies and production of multimodal texts. Most recent scholarship has not fully examined whether making meaning of and producing multimodal texts is congruent with academic discourse in a community college setting. Indeed, community colleges enroll “43% (7.5 million credit students) of the postsecondary education student population, yet they continue to be the most understudied” (Kater & Levin, 2013, p. ix). Reporting on faculty perceptions across disciplines, this study provides a valuable analysis of the challenges community college professors confront and confirms an interest in developing a multimodal pedagogy, but recognizes that resistance occurs due to limitations in time and ensuring alignment with course outcomes

    Justice and Efficiency: An Empirical Study on Simplified Procedure for Guilty Plea Cases

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    This study explores the simplified procedure for guilty plea cases emerged in the context of the rise of crime in China. It examines the effect of the simplified procedure and the relevance of the concept of guilty plea in practice, seeking to answer the questions such as: how efficient was it in process durations in the simplified procedure? Is there any difference for guilty plea cases in sentencing between simplified procedure and regular procedure cases? What is the core problem in considerations and relationship between justice and efficiency in the simplified procedure? To answer these questions, the empirical study is developed on the basis of relevant case summaries collected from the database of Chinalawinfo and surveys carried out in Beijing, Shanghai, Zhejiang, and Hunan in China. Three basic ideas come out from it: First, the duration of process in the simplified procedure changes little, particularly in trial stage. Second, there is no substantial difference for guilty plea cases in sentencing between simplified procedure and regular procedure cases. Third, the simplified procedure without the support of the public defense system would be deemed defective. Under these findings, it appears better to improve the presence of defense to ultimately overcome the ineffectiveness or problems in the implementation of the simplified procedure

    Peranan Motion Graphic Artist di dalam Industri Game Anoman Studio

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    Dalam pelaksanaan matakuliah magang, penulis bekerja di Anoman studio yang berlokasi di Jakarta. Anoman studio bergerak di bidang video game development yang telah memasukkan gamenya ke beberapa platform seperti steam. Selain itu juga, bergerak pada animasi yang diambil dengan proyek luar seperti motion graphic. Penulis memilih tempat magang di Anoman studio karena studio game membutuhkan motion graphic sehingga membuat penulis terlihat unik pada studio game tersebut. Anoman Studio tidak menerapkan waktu jam kerja kepada mahasiswa magang sehingga mahasiswa magang bebas dengan waktu jam kerja tersebut. Hambatan dan kendala yang dialami oleh penulis selama magang adalah kurangnya kerjaan saat magang, kurang komunikasi dengan supervisor, permasalahan laptop penulis dan deadline dalam suatu proyek. Solusi yang dilakukan oleh penulis adalah berkomunikasi dengan supervisor dalam pemberian proyek tersebut. Selama proses magang, penulis mempelajari banyak hal seperti berkomunikasi dengan anggota atau kelompok, mempelajari penggunaan puppet tool, penggunaan effect typewriter, kesempatan untuk melihat sebuah konsep game pada tahap pra-produksi, dan lain-lain

    Energy Harvesting Techniques to Power Onboard Railway Bearing Condition Monitoring Systems

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    Limitations of the standard wayside hotbox detection system as a method to identify failing railway bearings severely inhibit the reliability and safety of rail transport. An onboard bearing condition monitoring system would address and ameliorate the issues present in the current detection system. The onboard system would provide more frequent and reliable information regarding bearing condition. For the system to succeed in reducing maintenance time and preventing bearing failure, a method of providing the system with sufficient energy to power its instrumentation is necessary. The instrumentation location environment poses a significant challenge. The device must be placed on the steel adapter adjacent to the bearing, where it will experience high temperatures, corrosion and significant loading conditions. The goal of this thesis is to investigate an energy harvesting medium in such an environment. An investigation of vibration of the bearing adapter during typical railway use is coupled with magnetostrictive elements and the Villari effect to develop a set of simulations to determine the energy harvesting capabilities of a vibrational-based energy harvesting system located on the bearing adapter. The work in this thesis summarizes the potential energy harvesting capability of a giant magnetostrictive material-based vibrational energy harvester for railway use

    The Impact of Subtitled Films on English as a Second Language Students Vocabulary Retention

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    The current study aimed at examining the effects of subtitled films on the vocabulary development of English as second language (ESL) students. To able to achieve this aim a mixed methods research design was employed. For the quantitative part a quasi-experimental design was implemented through a quantitative research approach. For the qualitative part, after the treatment phase interviews were carried out with the participants in the experimental group. Accordingly, two groups were of focus: control and experimental. One group watched English films with subtitles in English and the other watched the same films without subtitles. A pre-post test was administered in which the pre-test was employed as a diagnostic test to see whether the participants vocabulary knowledge was similar and the post test was administered to reveal whether the student participants had improved their vocabulary knowledge. Thirty ESL students preparing for their O level exams constituted the participants. The findings revealed that films improve vocabulary knowledge. However, when the performances of both groups were compared it was revealed that the group who watched the films with subtitles performed better than the group that watchedthe films without subtitles. In other words, it was revealed that, the use of watching films with subtitles intensively affectedESL students’ vocabulary knowledge. Furthermore, this study revealed that ESL students have positive attitudes towards watching films in language classes in general, and in vocabulary classes in particular

    Perancangan Informasi Visual Math-Adventure

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    Visualisasi merupakan bagian terpenting dalam sistem kognisi/pengetahuan tersebut. Visual juga merupakan bagian terpenting dalam menyampaikan informasi. Informasi visual mewakili data dalam bentuk kumpulan organisasi simbol grafis, lokasi, serta penanda/petunjuk grafis. Selain itu juga, pergabungan antara beberapa fitur visual (warna,ukuran & posisi), element text (judul, intruksi, label) dan pilihan interaktif (search, zoom, filter). Dalam penulisan ini, menggunakan pendekatan form language componets dan informasi (static, motion graphic, interactive design). Karya yang akan digunakan adalah menggunakan karya Math-Adventure. Karya tersebut merupakan film pendek fiksi untuk edukasi bagi anak-anak sekolah dasar dalam mempelajari matematika dasar. Visual yang dibuat oleh penulis adalah textbox, loading text, tabel, dan 2d visual/bidang datar. Visual dalam informasi memiliki sifat yang krusial. Sebab, ketika sebuah visual yang tidak akurat akan menimbulkan kesalahan dalam informasi tersebut. Sebuah informasi tidak dapat terpisah dengan elemen desain visual. Oleh karena itu, elemen desain visual dan informasi saling melengkapi dalam menyampaikan informasi kepada pembaca maupun penoton/audiens
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