Summary of Findings and Conclusions

This chapter contains a summary of discussions and findings presented in this book. The findings are based primarily on the analysis of the data collected through a field survey of 106 companies who have invested in B2B e-commerce infrastructure. It has been supplemented by the analysis of the data that was collected through an on-line evaluation of 65 B2B e-exchanges in order to examine the relationship between the levels of trust and various trust inducing web dimensions. These results have been discussed in context of the components of the ‘Trust and Technology’ model and the related eleven hypotheses.

Animation ◽  
2021 ◽  
Vol 16 (1-2) ◽  
pp. 83-95
Author(s):  
Raz Greenberg

Produced throughout the 1980s using the company’s Adventure Game Interpreter engine, the digital adventure games created by American software publisher Sierra On-Line played an important and largely overlooked role in the development of animation as an integral part of the digital gaming experience. While the little historical and theoretical discussion of the company’s games of the era focuses on their genre, it ignores these games’ contribution to the relationship between the animated avatars and the gamers that control them – a relationship that, as argued in this article, in essence turns gamers into animators. If we consider Chris Pallant’s (2019) argument in ‘Video games and animation’ that animation is essential to the sense of immersion within a digital game, then the great freedom provided to the gamers in animating their avatars within Sierra On-Line’s adventure games paved the way to the same sense of immersion in digital. And, if we refer to Gonzalo Frasca’s (1999) divide of digital games to narrative-led or free-play (ludus versus paidea) in ‘Ludology meets narratology: Similitude and differences between (video) games and narrative’, then the company’s adventure games served as an important early example of balance between the two elements through the gamers’ ability to animate their avatars. Furthermore, Sierra On-Line’s adventure games have tapped into the traditional tension between the animator and the character it animated, as observed by Scott Bukatman in ‘The poetics of Slumberland: Animated spirits and the animated spirit (2012), when he challenged the traditional divide between animators, the characters they animate and the audience. All these contributions, as this articles aims to demonstrate, continue to influence the role of animation in digital games to this very day.


1995 ◽  
Vol 61 ◽  
pp. 347-370 ◽  
Author(s):  
Richard Bradley ◽  
Felipe Criado Boado ◽  
Ramón Fábregas Valcarce

This paper discusses the relationship between the earlier prehistoric pattern of settlement in Atlantic Europe and the creation of rock art. It investigates the organisation of the Copper Age and Early Bronze Age landscape of north-west Spain using the evidence provided by the distribution, siting, and composition of rock carvings. It presents the results of field survey in three sample areas extending from the centre to the outer edge of their distribution. Although these drawings cannot be interpreted as illustrations of daily life, they may have helped to define rights to particular resources in an area which experienced abrupt changes of ground conditions over the course of the year.


Comunicar ◽  
2008 ◽  
Vol 15 (30) ◽  
pp. 155-163 ◽  
Author(s):  
José María Perceval-Verde ◽  
Santiago Tejedor-Calvo

This article portrays an overview of the five degrees of comunication in education: oralgestural, writing, audio, audiovisual and digital. It highlights the changes introduced by the on-line scenario in the educational process, reflecting on the character of the student, the teacher and the relationship between them.En el marco del presente artículo se presenta un recorrido a través de cinco grados de la comunicación en educación: el oral-gestual, la escritura, el audio, el audiovisual y el digital. El texto destaca los cambios que el escenario on-line introduce en el proceso educativo reflexionando sobre la figura del estudiante, del docente y de las relaciones entre ambos.


Author(s):  
Michal Černý ◽  
Jan Pelikán

Companies producing, processing and consuming commodities in the production process often hedge their commodity expositions using derivative strategies based on different, highly correlated underlying commodities. Once the open position in a commodity is hedged using a derivative position with another underlying commodity, the appropriate hedge ratio must be determined in order the hedge relationship be as effective as possible. However, it is questionable whether the hedge ratio determined at the inception of the risk management strategy remains stable over the whole period for which the hedging strategy exists. Usually it is assumed that in the short run, the relationship (say, correlation) between the two commodities remains stable, while in the long run it may vary. We propose a method, based on statistical theory of stability, for on-line detection whether market movements of prices of the commodities involved in the hedge relationship indicate that the hedge ratio may have been subject to a recent change. The change in the hedge ratio decreases the effectiveness of the original hedge relationship and creates a new open position. The method proposed should inform the risk manager that it could be reasonable to adjust the derivative strategy in a way reflecting the market conditions after the change in the hedge ratio.


2009 ◽  
Vol 24 (1) ◽  
pp. 1
Author(s):  
Mujiyo Mujiyo

<span>The research has aims to know ; (1) the velocity of function displace of the rice field to the non rice field during year period 2000, 2004 and 2008, (2) change grain product during year period 2000, 2004 and 2008, and (3) the relationship between the velocity of function displace of the rice field to the non rice field and the grain production during year period 2000, 2004 and 2008. Function displace of the rice field in the Kebabakkramat District known by determining the wide of each land use type in the appointed year, and then comparing it with data in the next year. The first mapping was based on the Map of Rupa Bumi Bakosurtanal which made in 2000. The second mapping was based on the image QUICK BIRD 2004 which published in the internet media Google Earth. And the third mapping determined by field survey in the 2008. Result of the research shows that ; (1) rice field in the Kebakkramat District along period 2000 until 2008 had function displace, 2.571,89 ha (2000) decreased to become 2.153,33 ha (2004), and decreased again to become 2.128,11 ha (2008), (2) grain production in the Kebakkramat District along period 2000 until 2007 shows increasing trend, 39.880 ton (2000) increased to become 40.631 ton (2003), but decreased to become 35.354 ton (2004), and increased again to become 43.062 ton (2007), (3) although wide of the rice field decreased, but the grain production increased, because increasing its land productivity caused by continuity of the rice field intensification program.</span>


2011 ◽  
Vol 233-235 ◽  
pp. 2528-2531 ◽  
Author(s):  
Xi An Li ◽  
Qiang Xu ◽  
Hong Zhou Lin ◽  
Wan Jun Ye

Sub-ground erosion often resulted in severe problems in various engineering constructions, most of which is due to the sub-erosion in loess. In this paper, the critical condition of “soil bursting” was analyzed and the formula describing the critical condition of soil bursting was derivated by the analytical method. Furthermore, the velocity of tunnel-erosion in loess and its influential factors were studied. A set of tests are designed to study the relationship between the tunnel-erosion velocity and the key influential factors. The key factors considered in the test include soil density as well as the initial water content. The other purpose is to reveal the characteristics of the tunnel-erosion process. Phenomena observed during the tests together with the data from field survey revealed the mechanism of tunneling in loess very well, and the work in this paper formed a theoretical basis for further study about sub-ground erosion in loess.


2013 ◽  
pp. 163-179
Author(s):  
Bridgette Wessels ◽  
Yvonne Dittrich ◽  
Annelie Ekelin ◽  
Sara Eriksén

In this article, the gap between participatory design of services and planning processes is identified. This means that any innovations in service design – whether technological, social, or locality-based – are not fully developed. The authors address the relationship between operational design and strategic planning. The article feeds some of the insights gained from participatory design into debates about collaborative and communicative planning by drawing on two exemplars. One focuses on creating a synergy between designing and planning in transforming neighborhood-based children’s services: the other discusses the design of Web 2.0 for on-line public consultancy for comprehensive planning and for mobile services for disabled people. All require synergies between operational design and strategic planning to support participation in collaborative planning for accessibility in urban spaces. The article shows how the development of design constituencies within various contexts of participatory design provides a vehicle for developing collaborative and communicative planning.


Author(s):  
Jaroslav Švelch

In this chapter, the authors create a theoretical model to analyze the challenges inherent in the implementation of moral choices in single-player avatar-based video game. Based on previous research in moral psychology and game studies, the authors investigate the relationship between the player’s moral emotions and the events she causes to happen in the fictional world of a video game. The authors find that there are two factors that govern the identification with the moral content of the game’s fiction: the implementation of moral agency into the game, of which they identify two basic scenarios (fixed justice and accumulation of deeds), and the style of gameplay the player chooses to follow. The authors give numerous examples from interviews, on-line discussions and gaming press of instances when players feel moral emotions about im(moral) actions they have taken in a video game.


1986 ◽  
Vol 9 (5) ◽  
pp. 293-296 ◽  
Author(s):  
C.J. Ryan ◽  
J.M. Courtney ◽  
M. Aslam ◽  
D. Falkenhagen ◽  
M. Böttcher ◽  
...  

The selection of assessment procedures for the preclinical evaluation of haemosorbents and the relationship between such procedures and the intended application are exemplified by examination of the design and utilization of procedures based on the rat. Procedures are described for haemoperfusion and for membrane plasma separation followed by on-line sorbent treatment of plasma (plasma perfusion). These procedures are suitable for single or repeated use, with the animal in an unrestrained and conscious state. The relevance to the intended application is demonstrated with respect to artificial liver support by the ability of rat extracorporeal circuits to provide information on the relationship between sorbent properties and liver regeneration as determined by the proliferative response following partial hepatectomy.


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