1. Perfect letters

Author(s):  
Paul Luna
Keyword(s):  

Typography is design for reading; a set of visual choices designed to make a written message more accessible, more easily transmitted, more significant, or more attractive. Some letters are more legible, some are designed for particular technologies, and some strike us as having intrinsic emotional associations. What determines the shapes of the letters we use? ‘Perfect letters’ explains how our capital alphabet comes from the letters the Romans cut in stone, and our small letters come from the handwriting of Renaissance scribes. It also discusses the invention of printing in the 1440s, the ‘new typography’ movement of the 1920s that promoted sans serif typefaces, and more recent ideas about letter construction.

2013 ◽  
Vol 562-565 ◽  
pp. 417-420
Author(s):  
Qing Yi Wang ◽  
Xiao Wei Liu ◽  
Rui Zhang ◽  
Liang Yin ◽  
Zhi Ping Zhou

Quartz vibrating gyroscope is a kind of angular rate sensor which is the compromise between the high performance and the small volume. Improvement of the performance is a focus of reach. In this paper, a sine-wave exciting method is discussed. A sine-wave exciting circuit is design and processed with 0.5μm CMOS processing technology. During comparing the sine-wave exciting response and the square-wave one, the sine-wave exciting circuit is more beneficial to improve the performance of the quartz vibrating gyroscope.


2013 ◽  
Vol 479-480 ◽  
pp. 1014-1017
Author(s):  
Yi Cheng Chang ◽  
Meng Ting Hsu ◽  
Yu Chang Hsieh

In this study, three stage ultra-wide-band CMOS low-noise amplifier (LNA) is presented. The UWB LNA is design in 0.18μm TSMC CMOS technique. The LNA input and output return loss are both less than-10dB, and achieved 10dB of average power gain, the minimum noise figure is 6.55dB, IIP3 is about-9.5dBm. It consumes 11mW from a 1.0-V supply voltage.


MaPan ◽  
2021 ◽  
Vol 9 (1) ◽  
pp. 27
Author(s):  
Andi Aras ◽  
Fawziah Zahrawati

Interest in learning is one important factor that determines student success in learning. Low student interest in learning is associated with their ability to master the concept of summing whole numbers. This study aims to foster students' interest in learning mathematics through makkudendeng traditional game. The research method is design research starting from the preliminary design, design experiment, and retrospective analysis. The research subjects were students in grade II primary school. The results of this study conclude that the makkudendeng traditional game, which is used as a learning resource in learning the addition of whole numbers, has relevance to the indicators of learning interest, which include: pleasure in learning, interest in learning, attention, and involvement in learning. It is because students learn while playing. So, the makkudendeng traditional game can be a solution to foster students' interest in learning mathematics.


2019 ◽  
Vol 70 (6) ◽  
pp. 429-442
Author(s):  
Ondrej Kováč ◽  
Ján Mihalík

Abstract We describee some possible options for implementation of the Discrete multiwavelet transform (DMWT) of an image by using filter banks. DMWT can be implemented by two channel bank of vector filters which are made by cross-connected scalar filters. The properties of DGHM, CL, BiHermite and SA4 multiwavelets are here analyzed, and compression analysis for output normalization of DMWT is performed. A procedure is design of equivalent replacing of 2 channel multifilters bank by 4 channel bank of single scalar filters. Finally, we deal with a possible reduction and combinations of subbands and suggest their use.


Author(s):  
I Made Dwi Indrasanjaya . ◽  
I Made Agus Wirawan, S.Kom, M.Cs . ◽  
I Ketut Resika Arthana, S.T., M.Kom .

DIL (Dynamic Intellectual Learning) merupakan sebuah prototype pembelajaran online sebagai sebuah perubahan E-learning menuju adaptive learning. Tahapan penelitian dimulai dari analisis masalah yaitu penyebaran survey. Hasil survey berupa angket yang peneliti sebarkan ke mahasiswa Pendidikan Teknik Informatika menunjukkan bahwa sebagian besar mahasiswa setuju dengan pembelajaran menggunakan media dibandingkan pembelajaran konvensional. Kemudian tahapan penelitian dilanjutkan dengan mendesain sistem, mengembangkan coding sistem, mengimplementasi sistem, dan mengevaluasi sistem dengan uji blackbox, uji whitebox, uji ahli media, dan uji respon pengguna. Pengembangan Aplikasi Mobile Dynamic Intellectual Learning Berbasis Android adalah solusi dari permasalahan tersebut. Tujuan penelitian ini adalah untuk merancang dan mengimplementasikan “Aplikasi Mobile Dynamic Intellectual Learning Berbasis Android”. Pengembangan aplikasi Mobile Dynamic Intellectual Learning Berbasis Android menggunakan siklus hidup pengembangan perangkat lunak ADDIE (Analysis, Design, Development, Implementation and Evaluations). Bahasa pemrograman yang digunakan adalah Java, dengan software pengembangan Eclipse. Hasil dari penelitian ini yaitu perancangan dan implementasi “Pengembangan Aplikasi Mobile Dynamic Intellectual Learning Berbasis Android” dan uji blackbox, uji whitebox, uji ahli media, uji respon pengguna yaitu dari mahasiswa telah berhasil dilakukan. Seluruh kebutuhan fungsional telah berhasil diimplementasikan sesuai dengan rancangan.Kata Kunci : DIL, Android, E-Learning, Eclipse, Respon DIL (Dynamic Intellectual Learning) is a prototype of online learning as a change E-learning to adaptive learning. Stages of research starting from the analysis of the problem, namely the spread of the survey. The results of a questionnaire survey that researchers disclose to students of Informatic Technic of Education showed that most students agree with the learning using media than conventional learning. Later stages of the research continued with designing a system, developing a coding system, implement the system, and evaluate the system with blackbox testing, whitebox testing, media expert test, and user response test. Development of Mobile Dynamic Intellectual Learning Android Based Application is the solution to these problems. The purpose of this research is to design and implement "Mobile Dynamic Intellectual Learning Android Based Application". Development of Mobile Dynamic Intellectual Learning Android Based application use the software development life cycle ADDIE (Analysis, Design, Development, Implementation and Evaluations). The programming language used is Java, with Eclipse as software development. The results of this analysis is design and implementation of “Mobile Dynamic Intellectual Learning Android Based Application" and blackbox testing, whitebox testing, media expert test, and user response test. of the user, is students have been successfully performed. The entire functional requirements have been successfully implemented in accordance with the design.keyword : DIL, Android, E-Learning, Eclipse, Response


Author(s):  
Andra Irbīte ◽  
Aina Strode

Design thinking has become a paradigm that is considered to be useful in solving many problems in different areas:  both in development of design projects and outside of traditional design practice.  It raises the question - is design thinking understood as a universal methodology in all cases? How it is interpreted in design education? The analysis of theoretical and design related literature indicates different basic and contextual challenges facing design today: increasing scale of social, economic and industrial borders; complexity of environment and systems; requirements in all levels. As specialists and researchers in the field of design have concluded, here are multiple disconnects betweenwhat the graduate design schools are teaching at the level of methods and what skills is already needed. The problems have been found also in interdisciplinary cooperation and research. In the context of design thinking models and problem solving methods, the analysis shows that design education implementers in public higher education institutions in Latvia are ready for local and global challenges.  


2017 ◽  
Vol 5 (1) ◽  
Author(s):  
Mika Meitriana Manurung ◽  
Hening Windria ◽  
Lukman Fakhmi

Intersection and union concepts are crucial part of operation in sets, especially in solving word problems and creating the venn diagram. In fact, not a few students do fallacies in representing sets word problems into a sets operation, so they do mistakes in solving the problems. This study aims to investigate students’ thinking in learning intersection and union concept, specifically by using colored cards. The learning is designed under Realistic Mathematics Education (RME) approach and the principle used is emergent modeling. The method used in this study is design research. The subjects of this study is 25 students of the 7th grade junior high school, in which five of them were the focused group. The main findings in this study are description of students’ thinking while learning union and intersection using colored cards in the class, and any kinds of students’ ‘diagram venn’models. Keywords: design research, intersection, realistic mathematics education, union, venn diagram


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