scholarly journals Digital representations using the greatest integer function

1989 ◽  
Vol 312 (1) ◽  
pp. 355-355 ◽  
Author(s):  
Bruce Reznick
2014 ◽  
Vol 69 (3) ◽  
pp. 283-304 ◽  
Author(s):  
Michael J. Egnoto ◽  
Joseph M. Sirianni ◽  
Christopher R. Ortega ◽  
Michael Stefanone

Increasingly, individuals are bonding and maintaining relationships online. These digital representations of ourselves allow us to connect with others in ways previously not possible. One behavior that is growing in online presentations of self is grieving after the death of an individual in our social network. This work investigates the outcomes of online grieving from a transcorporeal communication model perspective, and draws conclusions on the outcomes of online grief behaviors.


Author(s):  
Adrienne de Ruiter

AbstractDeepfake technology presents significant ethical challenges. The ability to produce realistic looking and sounding video or audio files of people doing or saying things they did not do or say brings with it unprecedented opportunities for deception. The literature that addresses the ethical implications of deepfakes raises concerns about their potential use for blackmail, intimidation, and sabotage, ideological influencing, and incitement to violence as well as broader implications for trust and accountability. While this literature importantly identifies and signals the potentially far-reaching consequences, less attention is paid to the moral dimensions of deepfake technology and deepfakes themselves. This article will help fill this gap by analysing whether deepfake technology and deepfakes are intrinsically morally wrong, and if so, why. The main argument is that deepfake technology and deepfakes are morally suspect, but not inherently morally wrong. Three factors are central to determining whether a deepfake is morally problematic: (i) whether the deepfaked person(s) would object to the way in which they are represented; (ii) whether the deepfake deceives viewers; and (iii) the intent with which the deepfake was created. The most distinctive aspect that renders deepfakes morally wrong is when they use digital data representing the image and/or voice of persons to portray them in ways in which they would be unwilling to be portrayed. Since our image and voice are closely linked to our identity, protection against the manipulation of hyper-realistic digital representations of our image and voice should be considered a fundamental moral right in the age of deepfakes.


2010 ◽  
Vol 69 (1) ◽  
pp. 12-37 ◽  
Author(s):  
Diane Favro ◽  
Christopher Johanson

Scientifically accurate, three-dimensional digital representations of historical environments allow architectural historians to explore viewsheds, movement, sequencing, and other factors. Using real-time interactive simulations of the Roman Forum during the mid-Republic and the early third century CE, Diane Favro and Christopher Johanson examine the visual and sequential interrelationships among audience, actors, and monuments during funeral rituals. Death in Motion: Funeral Processions in the Roman Forum presents a hypothetical reconstruction of the funeral of the Cornelii family in the early second century BCE and argues that the conventional understanding of the staging of the funeral oration may be incorrect. It then reviews the imperial funerals of the emperors Pertinax and Septimius Severus to compare the ways that later building in the Roman Forum altered the ritual experience, controlled participant motion, and compelled the audience to submit to an imperial program of viewing.


2021 ◽  
Vol 3 (4) ◽  
pp. 4-11
Author(s):  
D. V. Shelokov

The state is a complex social entity that plays a system-forming role in society. This is reflected in the implementation of many functions inherent in the state as a social institution. Their combination implies a directed influence on the elements that interact in a certain situation, in order to achieve goals in the most effective ways. Such goals seem significant in the context of a certain set of socially useful aspects of life. The implementation of public administration in such conditions actualizes its social orientation, which is based on a scientific approach using modern information and communication digital technologies. This approach should be based on social modeling, which is a specific way of knowing the corresponding aspect of being. Its specificity lies not only in the formalization of knowledge about social structures and processes, but also in the reflection of controlled and spontaneous processes, the awareness of the necessary actions and the will to carry them out in the interacting subjects – actors and building by them of a logically related model of behavior. At the same time, a feature of cognition is the maximum approximation of the formed image to a real process or phenomenon. This is achieved by taking into account the largest number of factors in their relationship with each other, as well as goals of creating the model and the results expected from its implementation. Within the framework of social modeling, there are objective ways to form a behavioral image that allow you to predict the direction and content specifics of the development of many social processes. The article considers the main areas of application of social modeling in public administration: assessment of the effectiveness of management bodies in the monitoring mode, development of strategic decisions, their translation into technological formats, digital representations of strategies and technologies.


Author(s):  
Paul Newhouse ◽  
Pina Tarricone

High-stakes external assessment for practical courses is fraught with problems impacting on the manageability, validity and reliability of scoring. Alternative approaches to assessment using digital technologies have the potential to address these problems. This paper describes a study that investigated the use of these technologies to create and submit digital representations of practical production work and forms of creative expression for summative high-stakes assessment. The study set out to determine the feasibility of students creating and submitting these digital representations for assessment and to identify which of analytical or comparative pairs scoring generated the more reliable scores. This paper proposes that scoring digital representations of creative practical work submitted by students is a viable alternative to traditional approaches to assessment. L’évaluation externe à enjeux élevés dans les cours pratiques se heurte à des problèmes qui se répercutent sur la gestion, la validité et la fiabilité de la notation. Des approches différentes de l'évaluation utilisant des technologies numériques ont le potentiel de remédier à ces problèmes. Cet article décrit une étude consacrée à l'utilisation de ces technologies pour créer et soumettre des représentations numériques de travaux pratiques de production et de création pour une évaluation sommative à enjeux élevés. L'étude visait à déterminer si la création de ces représentations numériques par les étudiants et leur soumission pour évaluation étaient réalisables. Elle visait aussi à identifier quel système de notation de groupe, analytique ou comparatif, générait les scores les plus fiables. Cet article soutient que noter les représentations numériques de travaux pratiques soumis par les étudiants offre un choix viable aux approches traditionnelles d'évaluation.


2019 ◽  
Vol 147 (1-2) ◽  
pp. 10-16
Author(s):  
Marijana Arapovic-Savic ◽  
Mihajlo Savic ◽  
Mirjana Umicevic-Davidovic ◽  
Adriana Arbutina ◽  
Nenad Nedeljkovic ◽  
...  

Introduction/Objective. Rapid developments in information technologies lead to the wider use of digital representations of dental study models in orthodontics. Most popular way of digitizing the models is to use a 3D scanner and then perform measurements on 3D models, which requires additional and expensive hardware and software resources. In this paper we present an alternative approach based on the use of photogrammetry in the newly developed OrthoPhoto4D software that calculates and corrects perspective distortion errors. Methods. We measured individual tooth width for 24 teeth, 12 two-teeth segments as well as inter-molar and inter-canine distances on 50 models. Measurements are performed in OrthoPhoto4D software that uses four photographs of each model for measurements, uses QR codes for automation, calculates the camera position and corrects perspective distortion-caused errors in measurements. Obtained measurements are compared to ones obtained from models generated by structured light 3D scanner. Results. Statistical analysis strongly indicates that there is no significant difference between the two methods. The recorded differences also have no clinical impact as they have mean values of 0.2 mm for individual tooth widths, approximately 0.2 mm for two teeth segments, and under 0.3 mm for both intercanine and inter-molar distances. All recorded differences fall within the expected measurement error. Conclusion. We concluded that the described photogrammetry measurements performed in OrthoPhoto4D can be used in diagnosis and therapy planning.


2021 ◽  
Author(s):  
B Wang ◽  
Tane Moleta ◽  
Marc Aurel Schnabel

Technology inevitably evolves and develops rapidly in the modern era, industries and professions continue to strive in integrating, adapting and utilising these advancements to improve, optimise and improve the process of design to manufacture to the user experience. One such system that fits into this category is the advent of Virtual Reality and Augmented Reality. The numerous possibilities to which these visually and spatially immersive systems opportunities for immense innovation often lacks direction or an ultimate goal thus rendering this piece of software to often be little more than a visualisation tool.This paper recognises the unique position that VR allows and seeks to interrogate and deconstruct current, traditional design processes to better utilise VR in aiding and reinforcing the idea of partial testing of ideas and concepts throughout the design cycle. Different sciences such as psychology, processes and automation from computational design and considerations within software development will be employed and injected into the broader architectural context in which this research presides. In addition to the VR headset, eye tracking external hardware are integrated to develop a seamless tool and workflow that allows us, as designers to better interrogate clients behaviour within our designed digital representations which leads to validations, evaluations and criticisms of our actions within the architectural realm.


2020 ◽  
pp. 58-86
Author(s):  
Semjon F. Adlaj ◽  
◽  
Sergey N. Pozdniakov ◽  

This article is devoted to a comparative analysis of the results of the ReMath project (Representing Mathematics with digital media), devoted to the study of digital representations of mathematical concepts. The theoretical provisions and conclusions of this project will be analyzed based on the theory of the information environment [1], developed with the participation of one of the authors of this article. The analysis performed in this work partially coincides with the conclusions of the ReMath project, but uses a different research basis, based mainly on the work of Russian scientists. It is of interest to analyze the work of the ReMath project from the conceptual positions set forth in this monograph and to establish links between concepts and differences in understanding the impact of computer tools (artifacts) on the process of teaching mathematics. At the same time, the authors dispute the interpretation of some issues in Vygotsky’s works by foreign researchers and give their views on the types and functions of digital artifacts in teaching mathematics.


2016 ◽  
Vol 6 (2) ◽  
pp. 225-225
Author(s):  
Alanna Rae

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