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Forecasted attribution of the human influence on Hurricane Florence.
Changes in extreme weather, such as tropical cyclones, are one of the most serious ways society experiences the impact of climate change. Advance forecasted conditional attribution statements, using a numerical model, were made about the anthropogenic climate change influence on an individual tropical cyclone, Hurricane Florence. Mean total overland rainfall amounts associated with the forecasted storm's core were increased by 4.9 ± 4.6% with local maximum amounts experiencing increases of 3.8 ± 5.7% due to climate change. A slight increase in the forecasted storm size of 1 to 2% was also attributed. This work reviews our forecasted attribution statement with the benefit of hindsight, demonstrating credibility of advance attribution statements for tropical cyclones
Urban Games: Convergence of physical and virtual
Redefining the city as interactive media can reveal new possibilities for architects and designers. Today, designers must augment architecture and urbanism by incorporating new aspects of virtual habitation. This paper investigates contemporary attitudes toward digital public spaces, from media facades, augmented reality games, and mobile apps to guerrilla-like techniques such as tactical media, activist gaming, and electronic civil disobedience. It looks at these notions as renewed forms of public participation that build upon the past analog models. It touches on the relationship between ownership and authorship of the public realm, and the role design, art, and technology play in this balance. Ubiquitous technologies, democratization of access to and means of creative production, and virtualization of physicality allow for broader participation in cultural authorship and ownership, an opportunity that may not be fully realized if not embraced effectively. In this redefined image of the city, online and mobile games become important contributor to genius loci and emerging social networks. Furthermore, this paper discusses the mutually-informing relationship between the imaginary (virtual) and the real (physical). It presents the city as a virtual construct modulated by pervasive and ubiquitous computing, social networking, and (geo)location-based participatory events such as augmented reality (AR) gaming. In the perceptual dimension, video games, such as Grand Auto Theft, Mirror's Edge, or Assassins' Creed, are becoming potent advocates or adversaries of traditional image (notion) of the city. The combination of purely virtual reality (VR) game cities and augmented reality (AR), information-laced and geo-located environments transforms our expectations towards urban landscapes. This paper investigates the following aspects of augmented urbanisms: the virtual city of computer games and movie narratives, the physical city overlaid with virtual information accessible via augmented reality browsers and electronic social networks. It also looks into how these new electronic agents facilitate an unconventional use of the city
An Exploration of How Three Elementary Teachers Use Questions To Support Their Students\u27 Literacy Development
The teacher\u27s use of quality questions is important because the questions provide opportunities for students to critically think and ponder new information (Hunkins, 1989). The use of quality questions can elicit higher-level thinking, which allows students to think beyond the text in order to examine the texts (Dantonio, 1990; Morgan & Saxton, 2006; Walsh & Sattes, 2005). A teacher\u27s use of quality questions not only provides opportunities for students to engage in higher level thinking but also, provides a scaffold for further learning (Walsh & Sattes, 2005).
When teachers\u27 ask quality questions to their students, the questions give students a model of what types of questions they can ask themselves while reading. The use of questions are a way for students to stay engaged in the content and help them organize their thoughts to communicate clearly about what is being asked (Dantonio, 1990; Morgan & Saxton, 2006; Walsh & Sattes, 2005).
Collecting observations and interviews with the three classroom teachers enabled me to see how purposeful questions can enhance student learning. The interviews gave me a chance to communicate with the teachers to understand their thought processes in terms of how they use questions, which in turn allowed me to develop as a teacher
At source of nanotechnology
Nanotechnology is a broad field of modern science and also engineering, which creates, potentially, endless possibilities. This term is most often defined as the preparation and use of structures in which at least one dimension is expressed in nanometers. Usually, the dimensions of these structures are in the range from 1 to 100 nm (more often up to several hundred nm).The term nano-technology was used first time in 1974 by Japanese scientist Norio Taniguchi. He used the term to describe semiconductor processes. His definition of nano-technology was as follows: "Nano-technology mainly consists of the processing of separation, consolidation, and deformation of materials by one atom or one molecule".Nanotechnology is a broad field of modern science and also engineering, which creates, potentially, endless possibilities. This term is most often defined as the preparation and use of structures in which at least one dimension is expressed in nanometers. Usually, the dimensions of these structures are in the range from 1 to 100 nm (more often up to several hundred nm).The term nano-technology was used first time in 1974 by Japanese scientist Norio Taniguchi. He used the term to describe semiconductor processes. His definition of nano-technology was as follows: "Nano-technology mainly consists of the processing of separation, consolidation, and deformation of materials by one atom or one molecule"
Why do they care? Using mixed methods to explore adult informal caregivers’ motivations and willingness to provide care
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