scholarly journals Across Edges: Art to Cartography; One Landscape to the Next

2021 ◽  
Vol 4 ◽  
pp. 1-7
Author(s):  
Darren Sears

Abstract. Maps have the empowering effect of placing the “world at your fingertips,” compressing portions of it into a more “knowable” form. I find that some places have this map-like character even in real life—natural environments that are sliced by sharp, unexpected edges and contrasts into more accessible and digestible fragments. Over the years I have explored creating maps that heighten these places’ compressed quality but also preserve their immersive aspect.This search led me first to the field of landscape architecture, and then into two dimensions after I realized that creating these idealized places out in real world was mostly a fantasy. I began piecing together travel photographs into abstract photomontages, later reinterpreted in oil paints, that sharpen natural edges and contrasts to depict imaginary places. I then transitioned to watercolors, and toward depicting places not quite as imaginary, using the same fractured style to combine travel-inspired landscapes with bird’s-eye views.Finding the task of painting the individual fragments less engaging than the process of shaping them into compositions, I came to think of these works as maps in terms of both theory and process—in emphasizing the spatial relationships between scenes rather than the individual scenes themselves. My motivation for creating these maps has expanded beyond personal fulfilment to include conveying the fragility of the natural remnants and contrasts that captivate me.

Author(s):  
Teresa Yanitska-Panek

Literary education is very important in the process of forming the personality of the individual. It is necessary to implement a number of conditions in order to student’s contact with literature was a great experience. Reading can be seen as a way of man’s existence in the world of symbols and information. Reading can also be a medium through which cultural content reaches to the recipient and enrich and improve his language and engage him emotionally. Reading is an act of great importance, austerity and effort, and at the same time it is an act of preparing the reader and the recipient to the reflection.Many authors emphasize the value of reading, inspired many motives. The authors draw attention to the different attitudes towards reading of the text which have been described by Lech Witkowski, philosopher and pedagogue in 2007. Eight status of the text in the course of reading are specific hints for teachers and non-pedagogical readers how to treat the text. The philosopher’s look on the function of reading puts this ability in a variety of contexts and makes that people interested in reading can become seekers and creative.The reading is determined the following learning outcomes: student reads fluently, correctly, fluently and expressively aloud texts consisting of words discussed during classes. These texts relate to real-life experiences of children and cognitive expectations. A student also understands short texts read silently; student correctly reads aloud texts written own in a notebook and texts stored on a PC. The student working with text by searching for the most beautiful piece. He is also able to distinguish in literary texts the forms such as narrative, description and dialogue.


2020 ◽  
pp. 659-678
Author(s):  
Andrei George Florea ◽  
Cătălin Buiu

In order to use membrane computing models for real life applications there is a real need for software that can read a model from some form of input media and afterwards execute it according to the execution rules that are specified in the definition of the model. Another requirement of this software application is for it to be capable of interfacing the computing model with the real world. This chapter discusses how this problem was solved along the years by various researchers around the world. After presenting notable examples from the literature, the discussion continues with a detailed presentation of three membrane computing simulators that have been developed by the authors at the Laboratory of Natural Computing and Robotics at the Politehnica University of Bucharest, Romania.


2013 ◽  
Vol 2013 ◽  
pp. 1-9 ◽  
Author(s):  
Linda De Wet ◽  
Sue Walker

Many students do not seem to transfer their learning during formal education into applications in the real world. The objective of this ongoing study was to investigate the opinion of third-year students concerning their program through problem-based learning and to improve the module where necessary. Students attending theory classes had to apply their newly gained knowledge coupled with real-life weather data to solve a problem during practicums. Students attending practicums were given the same questionnaire thrice; thus, the answers were based on different sets of exercises. Responses by attendees for the three questionnaires were 73%, 100%, and 61%, respectively. Students preferred problem-based practicums (78%, 54%, and 72%, resp.) to other non-problem-based practicums. Most students thought that their knowledge had improved and it had prepared them better for the workplace (85%, 77%, and 92%, resp.). Generally students preferred working in groups (74%, 62%, and 56%, resp.), in contrast to those preferring to work individually. Students benefited from problem-based learning in that they thought they had improved their knowledge, skills, and critical thinking abilities and felt that they had learnt things that they could carry into their future lives out in the world at large and the workplace.


2005 ◽  
Vol 2 (3) ◽  
pp. 211-223 ◽  
Author(s):  
James Paul Gee

This article addresses three questions. First, what is the deep pleasure that humans take from video games? Second, what is the relationship between video games and real life? Third, what do the answers to these questions have to do with learning? Good commercial video games are deep technologies for recruiting learning as a form of profound pleasure, and have much to tell us about what learning could look like in the future should we relinquish the old grammars of traditional schooling. They are extensions of life insofar as they recruit and externalize some fundamental features of how humans orientate themselves in and to the real world when operating at their best. Video games create a projective stance in the sense of a stance toward the world in which we see the world simultaneously as a project imposed on us and as a site onto which we can actively project our desires, values and goals. A special category of games allows players to enact the projective stance of an ‘authentic professional’, thereby experiencing deep expertise of the kind that so widely eludes learners in school.


Humanus ◽  
2014 ◽  
Vol 12 (2) ◽  
pp. 143
Author(s):  
Imas Maryanah

AbstractThe changing dynamic of human lives makes most of them ignorant to the values of right and wrong. Truth, freedom, and justice have become scarce and beyond real.Cruelty has caused fear, restlessness, and misery. In order to be free from excruciatingpressure, Kalatidha describes a picture of how someone has lived in his dream happily.The dreams and goals he is been longing for are only enjoyed in that surreal world, theworld freed from norms, ideas, and public opinion. “Running away” is the word used todescribe how people lock themselves away from the real world.  For him, the real world he understands is the world that can give him joy,happiness, and cheerfulness. Things that are immoral in the eyes of the public are noshame to him. One thing he is sure of, that life is a journey, and how he live it. Emptinessis no longer misery, but a process that has to be passed through the journey. Kalatidhahas become a picture of how inner unrest becomes a focus of deceitful real life pantings.Deceit and dishonesty are stupid, and craziness is an act of hopelessness.  Key words : Dream, Journey, Deceit AbstrakDinamika gambaran kehidupan manusia yang terus-menerus berubah menyebabkan sebagian manusia tidak mengindahkan lagi, mana yang harus dilakukanmana yang dilarang. Kebenaran, kebebasan, keadilan menjadi barang langka yanghanya menjadi impian belaka. Kekejaman telah memunculkan ketakutan, kegelisahan,kesengsaraan. Agar terbebas dari tekanan yang menyiksa, Kalatidha menyajikan sebuahpotret bagaimana seseorang telah hidup di alam khayalnya dengan bahagia. Impian dancita-cita yang selama ini didambakan, hanya dapat dinikmati di alam “sana”. Alamyang  terbebas dari norma, ide, pendapat masyarakat. “Lari” itulah kata yang tepatuntuk menggambarkan bagaimana seseorang telah memenjarakan dirinya darikehidupan nyata.  Kehidupan nyata yang ia pahami hanyalah dunia yang dapat memberinyakesenangan, kegembiraan dan keceriaan. Hal-hal aneh yang dianggap menyimpang olehmasyarakat pada umumnya bukan merupakan celaan baginya. Satu hal yang ia yakinibahwa hidup ini adalah sebuah perjalanan, dan bagaimana ia menjalankannya. Kekosongan dan kehampaan bukan lagi siksaan, tapi sebuah proses yang harus dilewatidalam menempuh perjalanan. Kalatidha telah menjadi sebuah potret bagaimanapergolakan batin menjadi fokus sebuah lukisan kenyataan semu. Kepalsuan dan kepurapuraanadalahhalbodoh,dankegilaanadalahtindakandarisuatukeputusasaan.Key words : Impian, Perjalanan, Semu


Author(s):  
Srinivas Mahankali ◽  
Sudhir Chaudhary

Every individual undergoes a series of educational programs and acquires skills and pedagogical certifications throughout his/her life from various educational and skill development organisations across the world, including the companies they work for. It is imperative that there is a comprehensive record of these certifications that can be authentically verified by those wanting to employ the individual for these respective skills accredited through certifications. In this chapter, the authors explore the utility of blockchain technology-led digitization, automation of trust, and disintermediation in education sector. They examine some of the prominent use cases and challenges faced by blockchain technology. They also look at the current state of blockchain technology-enabled applications in related domains and its implications for the education sector in India along with a real-life illustration with implementation using AuxCert on Auxledger, a permissioned blockchain platform from Auxesis group.


Anxiety ◽  
2020 ◽  
pp. 361-396
Author(s):  
Bettina Bergo

Following claims that Being and Time was essentially philosophical anthropology, and questions about the embodiment and mortality of Dasein, and Heidegger recurred to the distinction between humans who, as being-there, create a “world” for themselves and confront their death resolutely, versus animals who are caught up in their natural environments and do not die so much as “perish” biologically. In 1929 he studied the work of gestalt biologists like Jakob von Uexküll to support his arguments for the world-poverty of animals, unable hermeneutically to forge a real “world.” By 1936, nevertheless, his logic faltered when he argued that the age of technology and giganticism had reduced most humans to mere “technicized animals.” Even if this was a rhetorical flourish, it remained that only an anxious few remained among us who could dwell poetically and be free for their death, an idea with significant implications for the metaphysical politics Heidegger developed in response to Nazi politics. By 1949, the technicized animal—poor in world—appeared to perish with no greater resoluteness and dignity than its animal relatives.


First Monday ◽  
2005 ◽  
Author(s):  
Wagner James Au

In 2005, persistent online worlds — sometimes saddled with the unwieldy acronym MMORPGs, for “massively multiplayer online role playing games,” or somewhat less clumsily, MMOs — made the leap from niche entertainment to global mainstream medium. On a popularity metric, Worlds of Warcraft became the first game to surpass a million U.S. subscribers, while gaining a global audience over 4.5 million and counting (with a third of that from mainland China.) On an innovation scale, Second Life suggested the potential for MMOs to also be a development platform for commercial, educational, and research projects. As broadband and high end PCs saturate the international market, it’s time to consider MMOs as the likeliest candidate for the Internet’s next generation, supplanting the two dimensional, semi–interactive portal of the Web for an immersive, three–dimensional, fully interactive Metaverse of data. But a new medium requires new guidelines for understanding it, and it is here that many questions loom. What happens as users continue to employ MMOs for purposes beyond gaming or light socializing, when they become the first true meeting space for the world, where cultural, commercial, and political intercourse is conducted in real time in an immersive setting that feels real, even hyperreal? When they have a direct, measurable impact on real world news? And who will do the reporting to understand this profound shift? Unlike the Web revolution of the ’90s, documenting the emergence of online worlds is something that will be conducted from the inside, immersed within the media itself. Some tentative guidelines are therefore proposed, a new kind of journalistic ethics for a world where reality and identity are mutable and anonymity is both hazard and godsend. Based on nearly three years as Second Life’s official embedded journalist, the author suggests several principles, with the object to preserve a separation between real life identity and virtual being, while sustaining the fantastic, otherworldly nature of online worlds. Paradoxically, it’s argued, maintaining the illusion increases the value of online worlds as a journalistic tool, enabling a direct, intimate form of communication with diverse people throughout the world. At the same time, it enables us to see these worlds as model and microcosm for the socioeconomic realm of the world at large. In either case, these worlds can help us understand the conflicts and values of our own material world — and for good and ill, begin to shape them. To emphasize how crucial the need to understand this next dramatic shift for the Internet, the author offers five likely futures in which online worlds directly impact national and international politics and the global economy — a time when MMOs help decide the outcomes of real–world elections and influence long–established jurisprudence, while authoritarian government attempt to repress them, and they become the next theater for terrorist and counterterrorist infiltration.


Author(s):  
Sven Linker ◽  
Michele Sevegnani

One of the applications popularized by the emergence of wireless sensor networks is target counting: the computational task of determining the total number of targets located in an area by aggregating the individual counts of each sensor. The complexity of this task lies in the fact that sensing ranges may overlap, and therefore, targets may be overcounted as, in this setting, they are assumed to be indistinguishable from each other. In the literature, this problem has been proven to be unsolvable, hence the existence of several estimation algorithms. However, the main limitation currently affecting these algorithms is that no assurance regarding the precision of a solution can be given. We present a novel algorithm for target counting based on exhaustive enumeration of target distributions using linear Presburger constraints. We improve on current approaches since the estimated counts obtained by our algorithm are by construction guaranteed to be consistent with the counts of each sensor. We further extend our algorithm to allow for weighted topologies and sensing errors for applicability in real-world deployments. We evaluate our approach through an extensive collection of synthetic and real-life configurations.


2018 ◽  
Author(s):  
Janna Protzak ◽  
Klaus Gramann

AbstractIn real life, behavior is influenced by dynamically changing contextual factors and is rarely limited to simple tasks and binary choices. For a meaningful interpretation of brain dynamics underlying more natural cognitive processing in active humans, ecologically valid test scenarios are essential. To understand whether brain dynamics in restricted artificial lab settings reflect the neural activity in complex natural environments, we systematically tested the eventrelated P300 in both settings. We developed an integrative approach comprising an initial P300-study in a highly controlled laboratory set-up and a subsequent validation within a realistic driving scenario. Using a simulated dialog with a speech-based input system, increased P300 amplitudes reflected processing of infrequent and incorrect auditory feedback events in both the laboratory setting and the real world setup. Environmental noise and movement-related activity in the car driving scenario led to higher data rejection rates but revealed no effect on signal-to-noise ratio in theta and alpha frequency band or the amplitudes of the event-related P300. Our results demonstrate the possibility to investigate cognitive functions like context updating in highly adverse driving scenarios and encourage the consideration of more realistic task settings in prospective brain imaging approaches.


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