Academic literature on the topic 'Tim Characters'

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Journal articles on the topic "Tim Characters"

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Baines Alarcos, M. Pilar. "She lures, she guides, she quits : Femile characters in Tim Winton's "The Riders"." Journal of English Studies 8 (May 29, 2010): 7. http://dx.doi.org/10.18172/jes.146.

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Tim Winton is an Australian writer whose male characters often defy the traditional concept of masculinity. As for the notion of femininity, however, this kind of defiance is not displayed. In this essay, I study the presentation of the female protagonists in The Riders in order to illustrate this point, bearing in mind the Australian social and cultural context that surrounds them. Winton’s fictional women, no matter whether they are strong or weak, are normally depicted according to female archetypes. This leads to their negative portrayal as ambivalent beings, thus making them unreliable and even dangerous, as is the case of Jennifer and Irma. In contrast, Billie is a positive female character. She, who is also significantly a child, combines both feminine and masculine qualities. It is precisely this characteristic that enables her to be her father’s protector.
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Harahap, Muharrina. "Penguatan Nilai Karakter dalam Cerita Anak “Little Abid Balita Cerdas & Saleh” Karya Tim Cordoba Kids." Diglosia: Jurnal Kajian Bahasa, Sastra, dan Pengajarannya 5, no. 1s (February 1, 2022): 215–34. http://dx.doi.org/10.30872/diglosia.v5i1s.391.

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This article examines the character values ​​contained in the children's story series "Little Abid Balita Cerdas & Saleh" by the Cordoba Kids Team. This children's story series consists of seven stories that tell the commendable behavior of a child named Abid. This character can be a role model for children, especially toddlers in planting character in a family. By using a qualitative descriptive method, the character values ​​contained in this children's story can be found, in relation to their representation in everyday life. The approach used in this study is the objective approach proposed by Abrams. Through this approach, the character values ​​contained in the seven series of children's stories will be seen through text structure analysis. Through the structure of the text, the character values ​​of the characters can be revealed. These values ​​include: divinity (religion), tolerance, honesty, compassion, generosity, respect for parents, courtesy, and cooperation. These character values ​​are very important in the pillars of children's character formation. These character values ​​are also a form of strengthening children's literacy in the family, especially at the age of toddlers.
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Gao, Fei, Yifan Ge, Shufang Lu, and Libo Weng. "Vehicle Tire Text Reader: Text Spotting and Rectifying for Small, Curved, and Rotated Characters." IEEE Transactions on Instrumentation and Measurement 70 (2021): 1–12. http://dx.doi.org/10.1109/tim.2021.3111973.

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Rahman, Md Abdur, and Abdulmotaleb El Saddik. "Notice of Violation of IEEE Publication Principles: Modified Syntactic Method to Recognize Bengali Handwritten Characters." IEEE Transactions on Instrumentation and Measurement 56, no. 6 (December 2007): 2623–32. http://dx.doi.org/10.1109/tim.2007.907955.

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Horev, A. A. "EXPERIMENTAL STUDIES OF OPERATOR RECOGNITION OF TEXT CHARACTERS ON THE MONITOR SCREEN OBTAINED WITH DIFFERENT RESOLUTIONSThe." Journal of the Ural Federal District. Information security 20, no. 4 (2020): 22–30. http://dx.doi.org/10.14529/secur200402.

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The paper describes special software for conducting experimental studies and presents the results of experimental studies of operator recognition of images of text symbols (letters and numbers) on the monitor screen obtained with different resolutions. Based on the processing of experimental data, analytical relations were obtained for calculating the probability of correct recognition by the operator of letters and numbers (font −Tim Times New Roman, font −14 points) displayed on the monitor screen, depending on the image resolution.
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Aqeeli, Ammar A. "Tim O’Brien’s representation of the subjugated other’s voice against war in The Things They Carried." Ars Aeterna 12, no. 2 (December 1, 2020): 20–33. http://dx.doi.org/10.2478/aa-2020-0008.

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Abstract Tim O’Brien’s Vietnam-based The Things They Carried has been criticized for exclusively depicting the painful and traumatic experiences of the American soldiers in the war zone. Despite the limited number of Vietnamese characters in the novel, and despite their relegation to the role of powerless and voiceless onlookers, their presence shows the degree of the power imbalance between Vietnam and America. This article demonstrates how O’Brien infused sentiments in his stories to emphasize his opposition to the war and his concern for the dignity of the Vietnamese people. O’Brien asserts that the main purpose of the United States’s invasion was to make Vietnam a learnable and controllable place. Through his critique of the United States’s imperial ambitions in Vietnam, O’Brien provides a representative voice for the people of Vietnam to share their sufferings from an unjust war.
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Widyastuti, Putri Anggraeni, Yuke Ardhiati, and Krishna Hutama. "PENCIPTAAN COSPLAY TOKOH WAYANG 'LIMBUK' UNTUK SENI PERTUNJUKAN URBAN DI JAKARTA." Jurnal Dimensi Seni Rupa dan Desain 10, no. 1 (February 1, 2013): 59–74. http://dx.doi.org/10.25105/dim.v10i1.935.

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AbstractIn general beginner-level cosplayer and common people think that in cosplay events, cosplayers pklay as fictional and non-fictional characters from America or Japan. However, a similar event charged this perception somewhat. In Hellofest, cosplayers not only play as characters from Japan or America, but also from Indoensia. In this event, one can find cosplayers posing as characters inspired from wayang talesOf Course, this changes the principal meaning of cosplay itself. Cosplay is the art of playacting, not unlike theatre, as in cosplay can be considered as a part of urban art. To popularize this urban event, the wayang character "Limbuk" was created. This serves not only as a critic for cosplay in general, but it also serves as a solution for cosplayers with rotund bodies who are concerned with their body shapes. It also helps preserve the wayang tradition in this globalization era, while introducing this female punakawan to the peopleUsing qualitative reserach method with the grounded theory and phenomenology approaches, as well as supported by several theories, such as the post-modern theory, the writers tried to conceptualize the cosplay of the awayang character " Limbuk" for theatrical shown in Jakarta. The process itself is not so different from fashion designing in general AbstrakPada umumnya cosplayer pemula dan masyarakat awam hanya mengetahui bahwa dalam acara cosplay, cosplayer menampilkan karakter fiksi dan non fiksi dua dimensi dari Jepang atau amerika ke dalam bentuk tiga dimensi. akan tetapi , melihat seuah fenomena acara sejenis yang berbeda, mengubah pemikiran mengenai cosplay. acara tersebut adalah Hellofest, di mana para cosplayer mengenakan kostum dan dandanan karakter dari Jepang atau Amerika tetapi juga dari Indonesia. Di acara ini, dapat ditemui para cosplayer mengenakan kostum dan dandanan yang terinsipirasi dari tokoh pewayangan.Ini tentu saja mengubah pemahaman mengenai cosplay itu sendiri. Cosplay adalah seni bermain peran seperti layaknya teater, karena bagimanapun juga dalam acara cosplay terdapat kabaret yang diikuti oleh tim-tim cosplayer. Jadi tidak heran kalau cosplay merupakan bagian dari seni pertunjukan urban. Untuk meramiakan acara seni pertunjukan urban ini, maka dibuatlah penciptaan tokoh wayang Limbuk. Ini di samping sebagai kritik terhadap cosplay pada umumnya, juga sebagai solusi bagi cosplayer bertubuh gemuk, agar bisa ikut bagian dalam acara cosplay tanpa harus khawatir dengan bentuk tubuh. Di samping ini juga memlestarikan pewayangan di era globalisasi ini. Selain ini juga memperkenalkan dan mengapresiasi tokoh punkawan wanita ini kepada masyarakat.Dengan menggunakan metode penelitian kualitatif dengan pendekatan grounded theory dan fenomenologi, serta didukung dengan berbagai teori seperti teori postmodern, penulis mencoba membuat konsep penciptaaan cosplay tokoh wayang " Limbuk" untuk seni pertunjukan di Jakarta. Untuk proses penciptaaan cosplay karakter ini tidak jauh berbeda denga yang dilakukan desainer fashion pada umumnya
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Özmen, Özlem. "A Postdramatic Engagement with Robinsonade Motifs in Tim Crouch’s I, Caliban." Porównania 25 (December 15, 2019): 101–12. http://dx.doi.org/10.14746/por.2019.2.6.

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Tim Crouch’s I, Caliban is a postdramatic adaptation of Shakespeare’s The Tempest included in a collection titled I, Shakespeare in which he recreates Shakespeare’s most marginalised characters. The focus in this sequel adaptation is on Caliban who tries to survive after Prospero and all others have left the island. Different from the representation of Caliban in postcolonial reworkings of Shakespeare’s play, Caliban, in this work, is not preoccupied with taking revenge. Instead, he emphasises the need for social interaction as he has been left alone on his island. Drawing on former structural comparisons of The Tempest and Daniel Defoe’s Robinson Crusoe based on their common themes such as the island setting, master-servant relationship, colonial expansion, and power politics, the aim of this paper is to discuss Crouch’s adaptation as a transformation of common motifs of the Robinsonade in its attempt to respond to the ideologicalformations of Shakespeare’s text. Among such transformations, the concept of survival, for instance, is handled from the native’s viewpoint in Crouch’s work. Instead of the figure of the stranger who finds life on an unknown land difficult to cope with, this time, the native turns into a captive on the island though it is a familiar setting. Another motif used in an alternative manner is isolation, which is not presented as fuel for civilisation but as Caliban’s psychological trauma, which he explores through storytelling as a postdramatic element. Apart from the narration, the play demonstrates other uses of postdramatic elements to suggest an isolated figure on an uninhabited island like the use of objects such as toy boats and tape of sea sounds. Instead of seeing Crouch’s work as a postcolonial response to Shakespeare’s work, this paper will try to investigate how the use of island setting and the theme of isolation can make it closer to a Robinsonade. By this means, it will also try to ask whether an adaptation could also be read in relation to a work that is not intended as its source text.
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Hellystia, Devi. "Narrative Functions in Burton’s Sleepy Hollow Movie." Vivid: Journal of Language and Literature 10, no. 1 (July 27, 2021): 31. http://dx.doi.org/10.25077/vj.10.1.31-40.2021.

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Narrative is the primary aspect of literary work. The quality of work is represented by narrative. In prose and drama, they both involve story and characters to present events in narrative. The writer chose to analyze narrative functions because the writer wanted to examine the validity of Propp’s theory which considers character’s action as fundamental element of narrative structure. In this research, the writer aimed to find out the narrative functions by analyzing character’s action and to know how the functions are depicted in the movie of Tim Burton’s Sleepy Hollow. The reason of this movie is analyzed since Sleepy Hollow movie had never been analyzed by other researchers. In analysis, the writer used Vladimir Propp’s model since it emphasizes character’s action as fundamental element of narrative structure. This research used formal method which excludes discussions concern with the creator as the main subject of research. the result showed that Sleepy Hollow movie is constructed by 25 functions such as interdiction, violation, reconnaissance, delivery, complicity, villainy, lack, mediation, beginning counteraction, departure, the first function of the donor, the hero’s reaction, provision or receipt of a magical agent, guidance, struggle, initial misfortune or lack is liquidated, return, pursuit, rescue, unrecognized arrival, difficult task, exposure, transfiguration, punishment, and wedding.
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Hu, Yi. "Home-Space and Politics of Gender in Housekeeping." Theory and Practice in Language Studies 11, no. 10 (October 1, 2021): 1318–22. http://dx.doi.org/10.17507/tpls.1110.21.

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Focusing on female characters of Foster family, Marilynne Robinson’s debut novel Housekeeping presents a tension between stability and mobility within the home-space, and in terms of a fixed, bounded gender identity ascribed by domesticity and social convention with a fluid, non-essential one. Drawing on critical theories of Judith Butler, Henri Lefebvre, Michel Foucault, Tim Cresswell, etc., this paper attempts to analyze how the protagonist Sylvie successfully subverts normative politics of gender by redefining the spatial order of home-space and conducting spatial practices.
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Dissertations / Theses on the topic "Tim Characters"

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Cedermalm, Rebecca. "Real-time Fur Deformations forFilm-Quality Characters." Thesis, Linköpings universitet, Medie- och Informationsteknik, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-165668.

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In this thesis, the goal was to get a production ready fur groom to deform with the underlying subdivided and animated surface in real-time. The thesis investigates how to import a fur groom into Unity, how to render it, how to deform it and how to remove the most obvious of artefacts. When it came to rendering the fur, two different methods were investigated: rendering it as poly lines and as view facing triangle strips. Rendering the fur as view facing trian­gle strips was proven to be slower but the visual quality was a lot better. The deforming of the fur was done as transformations following the underlying subdivided surface. The subdivision of the surface was done using the open-source project OpenSubdiv which was found to be a very helpful tool when finding the hair strands positions on the surface. The methods of volumetric velocity smoothing together with Extended Position Based Dynam­ics were used to add hair-to-hair interactions and to simulate the stiffness of the fur. This removed artefacts of when for example bending an arm or a leg and the hair crashed into each other at the cost of performance. The performance of having 0.9 million hairs, built using 10.2 million hair vertices, de­forming with the underlying surface was measured to be around lOms depending on the way it was chosen to be rendered. Adding hair-to-hair interactions to that dragged the performance down to 332ms. As a conclusion, having a production ready fur groom deform with the underlying surface in real-time is possible. The hair-to-hair interactions part looks promising but will need further improvements and investigations to work in real-time for charaders with a lot of fur.
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Lloyd, Graeme T. "Character acquisition through geological time." Thesis, University of Bristol, 2009. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.505754.

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The study of tempo and mode in evolution is rooted in palaeontology and begins with the fossil record, our only empirical record of character acquisition through geological time. With the growth of cladistic methods and increased sampling of die fossil record the amount of character information has exploded. An initial question of this study is how did clades acquire tiieir characters, in a relatively rapid early burst as lungfishes did, or by steady, continual change as synapsids did?
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Kenwright, Benjamin. "Real-time biped character stepping." Thesis, University of Newcastle upon Tyne, 2014. http://hdl.handle.net/10443/2580.

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A rudimentary biped activity that is essential in interactive evirtual worlds, such as video-games and training simulations, is stepping. For example, stepping is fundamental in everyday terrestrial activities that include walking and balance recovery. Therefore an effective 3D stepping control algorithm that is computationally fast and easy to implement is extremely valuable and important to character animation research. This thesis focuses on generating real-time controllable stepping motions on-the-fly without key-framed data that are responsive and robust (e.g.,can remain upright and balanced under a variety of conditions, such as pushes and dynami- cally changing terrain). In our approach, we control the character’s direction and speed by means of varying the stepposition and duration. Our lightweight stepping model is used to create coordinated full-body motions, which produce directable steps to guide the character with specific goals (e.g., following a particular path while placing feet at viable locations). We also create protective steps in response to random disturbances (e.g., pushes). Whereby, the system automatically calculates where and when to place the foot to remedy the disruption. In conclusion, the inverted pendulum has a number of limitations that we address and resolve to produce an improved lightweight technique that provides better control and stability using approximate feature enhancements, for instance, ankle-torque and elongated-body.
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Burke, Robert Carrington 1976. "It's about time : temporal representations for synthetic characters." Thesis, Massachusetts Institute of Technology, 2001. http://hdl.handle.net/1721.1/61119.

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Thesis (S.M.)--Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, 2001.
Includes bibliographical references (p. 91-93).
Inspired by recent work in ethology and animal training, we integrate representations for time and rate into a behavior-based architecture for autonomous virtual creatures. The resulting computational model of affect and action selection allows these creatures to discover and refine their understanding of apparent temporal causality relationships which may or may not involve self-action. The fundamental action selection choice that a creature must make in order to satisfy its internal needs is whether to explore, react or exploit. In this architecture, that choice is informed by an understanding of apparent temporal causality, the representation for which is integrated into the representation for action. The ability to accommodate changing ideas about causality allows the creature to exist in and adapt to a dynamic world. Not only is such a model suitable for computational systems, but its derivation from biological models suggests that it may also be useful for gaining a new perspective on learning in biological systems. The implementation of a complete character built using this architecture is able to reproduce a variety of conditioning phenomena, as well as learn using a training technique used with live animals.
by Robert Carrington Burke.
S.M.
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Holmgren, Cecilia. "Hemingways kvinnor : stereotypa eller en spegling av sin tid?" Thesis, Högskolan Kristianstad, Sektionen för lärande och miljö, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:hkr:diva-9456.

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This essay is about the female characters in the books of Hemingway. Are they as simple as some critics say, or are they more complex beings, and which ones of the women in the life of Hemingway, can be noticed in his female characters? In the work with this essay, biographies of Hemingway as well as a few of his novels have been studied. The selected novels are Farewell to Arms, Across the River and into the Trees, The Sun also rises and the short story The Snows of Kilimanjaro. The selection was based on the fact that these stories contain good female characters. The result of the essay is that I don´t think that it is possible to divide the female characters in the works of Hemingway, in two categories. I think that they are more complex beings and a reflection of their time.
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Chang, Kenny 1975. "Character animation for real-time natural gesture generation." Thesis, Massachusetts Institute of Technology, 1999. http://hdl.handle.net/1721.1/80238.

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Thesis (M.Eng.)--Massachusetts Institute of Technology, Dept. of Electrical Engineering and Computer Science, June 1999.
"May 21, 1999."
Includes bibliographical references (leaves 43-44).
by Kenny Chang.
M.Eng.
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Samuel, E. Sue Campbell. "Character, place and time in the narrative of Haggai." Thesis, University of Sheffield, 1998. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.301272.

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Bergstrand, Johan. "Arm motion and deformation of a real-time character." Thesis, Luleå tekniska universitet, Institutionen för konst, kommunikation och lärande, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-69590.

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The anatomy of the human body is important in both the video game and the VFX industry. Whenever a limb is bending or moving, there are several different muscles working for this to happen. This work will look at the re-topology of the arm and the moving anatomy around the bending and twisting areas of the arm. A method will be done were three different re-topologies of a muscular arm will be created. These arms will be deformed with common arm movements/animations to find better or worse retopology methods.
Anatomin i den mänskliga kroppen är viktig i både tv spels och VFX branschen. När en lem böjer eller rör sig, arbetar flera olika muskler på sig samtidigt för att detta skall hända. Detta arbete kommer undersöka den rörande anatomin omkring dom större böjnings och vridnings områdena i armen. En metod kommer att genomföras där tre olika om-topologier av en muskulös arm kommer att skapas. Dessa armar kommer att deformeras med vanliga arm rörelser/animeringar för att hitta bättre eller sämre om-topologi metoder.
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Karthikeyan, Muruganand. "Real Time Crowd Visualization using the GPU." Thesis, Virginia Tech, 2008. http://hdl.handle.net/10919/34853.

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Crowd Simulation and Visualization are an important aspect of many applications such as Movies, Games and Virtual Reality simulations. The advantage with crowd rendering in movies is that the entire rendering process can be done off-line. And hence computational power is not much of an overhead. However, applications like Games and Virtual Reality Simulations demand real-time interactivity. The sheer processing power demanded by real time interactivity has, thus far, limited crowd simulations to specialized equipment. In this thesis we try to address the issue of rendering and visualizing a large crowd of animated figures at interactive rates. Recent trends in hardware capabilities and the availability of cheap, commodity graphics cards capable of general purpose computations have achieved immense computational speed up and have paved the way for this solution. We propose a Graphics Processing Unit(GPU) based implementation for animating virtual characters. However, simulation of a large number of human like characters is further complicated by the fact that it needs to be visually convincing to the user. We suggest a motion graph based animation-splicing approach to achieving this sense of realism.
Master of Science
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Greer, David Andrew. "Physics-based character locomotion control with large simulation time steps." Thesis, Bournemouth University, 2016. http://eprints.bournemouth.ac.uk/25038/.

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Physical simulated locomotion allows rich and varied interactions with environments and other characters. However, control is di cult due to factors such as a typical character's numerous degrees of freedom and small stability region, discontinuous ground contacts, and indirect control over the centre of mass. Previous academic work has made signi cant progress in addressing these problems, but typically uses simulation time steps much smaller than those suitable for games. This project deals with developing control strategies using larger time steps. After describing some introductory work showing the di culties of implementing a handcrafted controller with large physics time steps, three major areas of work are discussed. The rst area uses trajectory optimization to minimally alter reference motions to ensure physical validity, in order to improve simulated tracking. The approach builds on previous work which allows ground contacts to be modi ed as part of the optimization process, extending it to 3D problems. Incorporating contacts introduces di cult complementarity constraints, and an exact penalty method is shown here to improve solver robustness and performance compared to previous relaxation methods. Trajectory optimization is also used to modify reference motions to alter characteristics such as timing, stride length and heading direction, whilst maintaining physical validity, and to generate short transitions between existing motions. The second area uses a sampling-based approach, previously demonstrated with small time steps, to formulate open loop control policies which reproduce reference motions. As a prerequisite, the reproducibility of simulation output from a common game physics engine, PhysX, is examined and conditions leading to highly reproducible behaviour are determined. For large time steps, sampling is shown to be susceptible to physical inva- lidities in the reference motion but, using physically optimized motions, is successfully applied at 60 time steps per second. Finally, adaptations to an existing method using evolutionary algorithms to learn feedback policies are described. With large time steps, it is found to be necessary to use a dense feedback formulation and to introduce phase-dependence in order to obtain a successful controller, which is able to recover from impulses of several hundred Newtons applied for 0.1s. Additionally, it is shown that a recent machine learning approach based on support vector machines can identify whether disturbed character states will lead to failure, with high accuracy (99%) and with prediction times in the order of microseconds. Together, the trajectory optimization, open loop control, and feedback developments allow successful control for a walking motion at 60 time steps per second, with control and simulation time of 0.62ms per time step. This means that it could plausibly be used within the demanding performance constraints of games. Furthermore, the availability of rapid failure prediction for the controller will allow more high level control strategies to be explored in future.
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Books on the topic "Tim Characters"

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Funke, Cornelia Caroline. Tim mực: Tintenherz. Thành phố Hồ Chí Minh: NXB Tr̉e, 2006.

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Cox, R. David. Character in time: The US presidents. Galax, Va: History Project, 1997.

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Durbridge, Francis. Tim Frazer Again. London: Arcturus, 2013.

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Gareth, Adamson, ed. Little Shoppers (Topsy + Tim). London: Ladybird, 1999.

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Saunders, Catherine. Disney princess enchanted character guide. New York: DK Publishing, 2014.

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Slices through time: Greater Manchester's historic character revealed. Lancaster: Oxford Archaeology, 2012.

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Topsy + Tim go camping. London: Ladybird, 2007.

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Gareth, Adamson, ed. Topsy and Tim go camping. London: Ladybird, 2010.

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The throat. London: HarperCollins, 1994.

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The throat. New York: Dutton, 1993.

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Book chapters on the topic "Tim Characters"

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Rohatinski, Željko. "Historical Character." In Time and Economics, 45–54. Cham: Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-61705-3_4.

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Rohatinski, Željko. "Circular Character." In Time and Economics, 55–63. Cham: Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-61705-3_5.

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Sandis, Constantine. "People Across Time." In Character and Causation, 58–76. 1 [edition]. | New York : Taylor amp; Francis, 2019.: Routledge, 2018. http://dx.doi.org/10.4324/9781315270029-5.

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Kenwright, Ben. "Real-Time Reactive Biped Characters." In Transactions on Computational Science XVIII, 155–71. Berlin, Heidelberg: Springer Berlin Heidelberg, 2013. http://dx.doi.org/10.1007/978-3-642-38803-3_9.

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Shine, Rick. "Rough Characters in the Billabong." In So Many Snakes, So Little Time, 173–202. Boca Raton: CRC Press, 2022. http://dx.doi.org/10.1201/b22815-8.

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Nacci, Michela. "Il carattere di Jules Michelet." In Studi e saggi, 123–43. Florence: Firenze University Press, 2020. http://dx.doi.org/10.36253/978-88-5518-160-0.08.

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The article deals with the national character in Jules Michelet. Michelet supports an essentialist version of the character. According him, it is caused by natural elements: geography, food and the various regions that make up France. These elements are spiritualized over time: it is the history that gave rise to the character of the French. The result is the complete fusion of all differences in a nation-individual: a generous person towards humanity. The French character is contrasted with the English character: selfish, greedy, all devoted to work and earnings. It is precisely because of their different characters that France has given the world the Revolution and England the Industrial Revolution, a phenomenon that mechanizes work, that destroys the body and soul of the workers.
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Rohatinski, Željko. "The Relative Character of Functional Time." In Time and Economics, 145–61. Cham: Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-61705-3_12.

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Frings, Manfred S. "The Three Characters of Absolute Time." In Philosophy of Prediction and Capitalism, 13–39. Dordrecht: Springer Netherlands, 1987. http://dx.doi.org/10.1007/978-94-009-3637-9_2.

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Sheldon, Lee. "Once Upon a Time." In Character Development and Storytelling for Games, 133–55. 3rd ed. Boca Raton: CRC Press, 2022. http://dx.doi.org/10.1201/9780429284991-11.

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Jacobs, Katrien. "Hyper-cute Characters and Gender Wars in Mainland China." In Tit-For-Tat Media, 93–108. London: Routledge, 2022. http://dx.doi.org/10.4324/9781003162056-6.

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Conference papers on the topic "Tim Characters"

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Wu, Duan, Peng Gao, Dongying Hu, Ran Xu, Yue Qi, and Yumeng Zhang. "The Relationship Between Simplified Chinese Character Height and Cognition Research in Signage Design." In 13th International Conference on Applied Human Factors and Ergonomics (AHFE 2022). AHFE International, 2022. http://dx.doi.org/10.54941/ahfe1001608.

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75% of our external information comes from vision, in signage and wayfinding system, characters and graphics have become the most important factor of information cognition. As the main characters in China's signage and wayfinding system, simplified Chinese characters affect the rapid and accurate cognition of information. At present, most of the cognitive research on simplified Chinese characters are learned from the data of Japan and Taiwan. Compared with Latin alphabets, Japanese and Chinese characters are much similar, but there are still significant differences between them. Japanese is a combination of Chinese characters and Kanas, the fonts and the layout of characters are very different. The traditional Chinese characters used in Taiwan are much more complicated than the simplified ones used in mainland China. In order to obtain the data that can really guide the standards of signage design in China, this research carried out a series of experimental studies on simplified Chinese characters’ recognition. Under the condition of fixed font, font weight, color, similar stroke number and character frequency range, the experiment obtained the data of characters’ height and recognition distance by changing characters’ height and recording the corresponding visual recognition reaction time. Then, based on the method of regression analysis, the relationship between the two variables of character height and recognition distance is calculated and visualized. Through indoor simulation and supplementary experiments, the data and conclusions could guide or verify the existing ergonomics data and signage design standard. The research outcome shows the relationship between simplified Chinese character height and cognition distance of on public signage system, which provides a theoretical basis for the related research and design. The results also revealed that with the use of Sans Serif typeface,the minimum of character height in the current design standard can be further increased. This research is still in early stage, in addition to the character height, the influence of stroke number, thickness and background colour contrast of characters still need to be further studied.
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Fijat, Igor, Neda Milić Keresteš, and Bojan Banjanin. "Defining cost-effective workflow for a photorealistic 3D character based on a real person using a metahuman framework." In 11th International Symposium on Graphic Engineering and Design. University of Novi Sad, Faculty of technical sciences, Department of graphic engineering and design, 2022. http://dx.doi.org/10.24867/grid-2022-p31.

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The average estimated time for creating a realistic human-like 3D game character using traditional workflow is approximately one hundred hours. Creating corresponding facial animations for the persuasive narrative of 3D characters is even more time-consuming. The manuscript explores the possibilities of creating a personalized digital character according to an actual person within the newlydeveloped technology. The goal of the work involves defining guidelines for the workflow of generating a personalized three-dimensional character based on a real person in the MetaHuman framework. The given detailed insight into the state-of-the-art methodology for creating game characters ensures understanding and reproducibility within a timeframe that is ten times shorter compared to the standard 3D character design workflow.
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Xin, Cai. "Chinese Characters Factory - Design of children's Chinese character construction enlightenment game based on augmented reality technology." In 13th International Conference on Applied Human Factors and Ergonomics (AHFE 2022). AHFE International, 2022. http://dx.doi.org/10.54941/ahfe1002067.

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China's "13th Five-Year Plan" points out that the development of the industry should adapt to the development trend of multi-media technology. Nowadays, augmented reality and virtual reality technologies have gradually penetrated into our daily life and have had a significant impact in many aspects. Since ancient times, there have been many important educational ideas in China. With the development of the Internet, there is a particular focus on the importance of Chinese characters. In recent years, the application of AR design and related research in various fields of children's education has also developed rapidly, at the same time, the unique interactive, immersive and imaginative characteristics of AR technology have greatly improved the enthusiasm and initiative of learning because they conform to children's figurative thinking. Therefore, in this environment, it is meaningful to explore how to effectively create a sought after AR children's Chinese character construction enlightenment game.【Methods】: This paper introduces augmented reality technology into the field of children's Chinese character education through technical research to create a design method of virtual-real interaction.This paper discovers the characteristics of children's language education, as well as the Chinese character root method through theoretical research, and finds the fit in children's cognitive development and the character root method. The author attempts to design a suitable set of diagrams to tap into the similarities between word-making thinking and product thinking.This paper finds the AR teaching format through market research. It weakens the one-way indoctrination process of product knowledge information and gives play to children's subjective initiative. The content is intuitive and can be used to perceive information through visual, tactile and auditory senses in a comprehensive manner.【Result】: “Chinese Characters Factory” is developed based on the Unity 3D, with ARkit as an augmented reality technology solution, run on the IOS platform. Users have access to game experience with iPad. The whole design practice is divided into three systems: Chinese character experiment system, mapping collection system and entertainment interactive system. The Chinese Character Experiment System was inspired by chemical experiments. Chinese characters are formed by the combination of character roots and graphemes with corresponding character formation methods. It identifies the Chinese character card images in the physical environment according to the image tracking technology of ARkit, being able to superpose Chinese character models. In addition, mapping collection system and entertainment interactive system are used to solve children's Chinese character literacy, novel and entertaining growth education.【Conclusion】: Children's educational products with augmented reality technology are important and innovative for the development of children's minds. It is highly interactive and rich in teaching content presentation, so it can mobilize children's all-round perception of information, which greatly stimulates children's learning interest in the learning process and brings a brand-new experience to teaching.Based on the characteristics of Chinese characters, "Chinese character Factory" is a Chinese character AR game that fits the characteristics of language education and the cognitive development of preschool children. It applies the advantages of augmented reality technology to help children learn and memorize Chinese characters in a gamified way by experimenting with synthetic Chinese characters, bringing children a vivid and interesting Chinese character learning experience. At the same time, "Chinese character test" is ready to be put on the App store.At present, the application of educational products based on augmented reality technology on the market is still in the primary stage. In the future, we still need to explore the application of augmented reality technology in education.
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Saadeh, Mohammad, and Mohamed Trabia. "Development of a Measuring System of Contact Force for Braille Reading Using a Six-Axis Force Sensor." In ASME 2010 International Mechanical Engineering Congress and Exposition. ASMEDC, 2010. http://dx.doi.org/10.1115/imece2010-39976.

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The objective of the recent research effort on tactile sensation is to provide the blind or visually impaired (BVI) persons with a more natural handling of their surrounding environment. To generate natural fingertip stimulations, the forces felt by the fingertip should be characterized. This work presents an approach to measure the fingertip forces while reading Braille characters. In the proposed experimental procedure, a subject is asked to identify five individual Braille characters that are hidden from view. Each Braille character is mounted on top of a six–axis force sensor. The experiment requires that each subject places a fingertip normal to a Braille character until the character is identified. The same experiment is repeated but with the subject applying pressure in the tangential direction. A new approach is proposed to identify these forces to ensure the validity of the readings. The subject is then asked to identify the letter out of images of the Braille characters. Twenty-eight subjects participated in the experiment so far. Data are statistically analyzed to obtain a general form of force-time history during the phase of Braille character identification. Normalization of the data is explored by identifying the equivalent fingertip pressure.
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Nguyen Thi, Dung. "The World Miraculous Characters in Vietnamese Fairy Tales Aspect of Languages – Ethnic in Scene South East Asia Region." In GLOCAL Conference on Asian Linguistic Anthropology 2019. The GLOCAL Unit, SOAS University of London, 2019. http://dx.doi.org/10.47298/cala2019.13-1.

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Like other genres of folk literature, fairy tales of Vietnamese ethnicity with miraculous character systems become strongly influenced by Southeast Asia’s historical-cultural region. Apart from being influenced by farming, Buddhism, Confucianism, urbanism, Vietnamese fairy tales are deeply influenced by ethno-linguistic elements. Consequently, fairy tales do not preserve their root identities, but shift and emerge over time. The study investigates and classifies the miraculous tales of peoples of Vietnam with strange characters (fairies, gods, Buddha, devils) in linguistic and ethnographic groups, and in high-to-low ratios. Here the study expands on, evaluates, correlates, and differentiates global miraculous characters, and describes influences of creation of miraculous characters in these fairy tales. The author affirms the value of this character system within the fairy tales, and develops conceptions of global aesthetic views. To conduct the research, the author applies statistical methods, documentary surveys, type comparison methods, systematic approaches, synthetic analysis methods, and interdisciplinary methods (cultural studies, ethnography, psychoanalysis). The author conducted a reading of and referring to the miraculous fairy tales of the peoples of Vietnam with strange characters. 250 fairy tales were selected from 32 ethnic groups of Vietnam, which have the most types of miraculous characters, classifying these according to respective language groups, through an ethnography. The author compares sources to determine characteristics of each miraculous character, and employs system methods to understand the components of characters. The author analyzes and evaluates the results based on the results of the survey and classification. Within the framework of the article, the author focuses on the following two issues; some general features of the geographical conditions and history of Vietnam in the context of Southeast Asia’s ancient and medieval periods were observed; a survey was conducted of results of virtual characters in the fairy tales of Vietnam from the perspective of language, yet accomplished through an ethnography. The results of the study indicate a calculation and quantification of magical characters in the fairy tales of Vietnamese. This study contributes to the field of Linguistic Anthropology in that it presents the first work to address the system of virtual characters in the fairy tales of Vietnam in terms of language, while it surveys different types of material, origins formed, and so forth.
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Yang, Chao, Ziang Chen, Kaili Yin, Jin Liang, Xiaoyi Zhou, Hongyu Wang, and Tiancheng Huang. "The influence of character display size on personnel discrimination performance under long ship sailing background." In 8th International Conference on Human Interaction and Emerging Technologies. AHFE International, 2022. http://dx.doi.org/10.54941/ahfe1002725.

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Character size has a significant impact on the task completion performance of the touch operator, and the long voyage has an impact on the cognition of the operator. Based on the interface display design requirements, this study took characters in the interface as the object to explore the influence of different character display sizes (5, 8, 13, 20.5, 33 pounds) on the operation performance of operators under the background of long voyage. The results show that the click response time of different character sizes has a significant effect on the long voyage background, and the character display of information system needs a larger size in the middle of the long voyage
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Kumar, Teerath, Muhammad Turab, Shahnawaz Talpur, Rob Brennan, and Malika Bendechache. "Detection Datasets: Forged Characters for Passport and Driving Licence." In 6th International Conference on Artificial Intelligence, Soft Computing and Applications (AISCA 2022). Academy and Industry Research Collaboration Center (AIRCC), 2022. http://dx.doi.org/10.5121/csit.2022.120204.

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Forged characters detection from personal documents including a passport or a driving licence is an extremely important and challenging task in digital image forensics, as forged information on personal documents can be used for fraud purposes including theft, robbery etc. For any detection task i.e. forged character detection, deep learning models are data hungry and getting the forged characters dataset for personal documents is very difficult due to various reasons, including information privacy, unlabeled data or existing work is evaluated on private datasets with limited access and getting data labelled is another big challenge. To address these issues, we propose a new algorithm that generates two new datasets named forged characters detection on passport (FCD-P) and forged characters detection on driving licence (FCD-D). To the best of our knowledge, we are the first to release these datasets. The proposed algorithm first reads the plain image, then performs forging tasks i.e. randomly changes the position of the random character or randomly adds little noise. At the same time, the algorithm also records the bounding boxes of the forged characters. To meet real world situations, we perform multiple data augmentation on cards very carefully. Overall, each dataset consists of 15000 images, each image with size of 950 x 550. Our algorithm code, FCD-P and FCD-D are publicly available.
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Zhang, Jiayi, Jiayu Zhang, Justin Wang, and Yu Sun. "FunReading: A Game-based Reading Animation Generation Framework to Engage Kids Reading using AI and Computer Graphics Techniques (for Special Needs)." In 12th International Conference on Computer Science and Information Technology (CCSIT 2022). Academy and Industry Research Collaboration Center (AIRCC), 2022. http://dx.doi.org/10.5121/csit.2022.121309.

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Children with ASD or ADHD are having a hard time learning and understanding, and there’s no perfect education system [1][2]. However, audios and animations can improve their reading effectiveness. This paper designs an application to have animated characters talking with audio based on the text using Optical Character Recognition, text to speech, and Natural Language Processing.
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Nikolić, Andrijana A. "MOTIVI FANTASTIKE U ROMANU „NA PUTU ZA DARDEL“ SLOBODANA ZORANA OBRADOVIĆA I U PRIPOVJEDNOJ PROZI „ZAPISI IZ HODNIKA VREMENA“ ALEKSANDRA OBRADOVIĆA." In KNjIŽEVNOST ZA DECU U NAUCI I NASTAVI. University of Kragujevac, Faculty of Education in Jagodina, 2022. http://dx.doi.org/10.46793/kdnn21.113n.

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Slobodan and Aleksandar Obradović (father and son) from Bijelo Polje are authors whose fiction abounds in fantastic motifs ‒ characters’ actions, their ability to travel through time zones, their mythological features and the mission they are devoted to accomplish. Capable inventors, fliers, beings who transcendentally move from place to place require critical judgment ‒ whether contemporary children’s literature is truly in accordance with their age and whether and to what extent a child can identify with or distance from the characters. By combining symbols and fiction, both writers encourage readers to decipher the symbols and teach them the lesson of the story. The writers express their thoughts about important life issues through fictional characters, using narrative polyphony, skillfully avoiding identification with any character. Crossing the line between literary and non-literary is typical for both writers. In addition, parents’ role in child upbringing and their influence on the development of child’s imagination should be considered.
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Leong, Wilkins, Julie Porteous, and John Thangarajah. "Automated Sifting of Stories from Simulated Storyworlds." In Thirty-First International Joint Conference on Artificial Intelligence {IJCAI-22}. California: International Joint Conferences on Artificial Intelligence Organization, 2022. http://dx.doi.org/10.24963/ijcai.2022/686.

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Story sifting (or story recognition) allows for the exploration of events, stories, and patterns that emerge from simulated storyworlds. The goal of this work is to reduce the authoring burden for creating sifting queries. In this paper, we use the event traces of simulated storyworlds to create Dynamic Character Networks that track the changing relationship scores between characters in a simulation. These networks allow for the fortunes between any two characters to be plotted against time as a story arc. Similarity scores between story arcs from the simulation and a user’s query arc can be calculated using the Dynamic Time Warping algorithm. Events corresponding to the story arc that best matches the query arc can then be returned to the user, thus providing an intuitive means for users to sift a variety of stories without coding a search query. These components are implemented in our experimental prototype ARC SIFT. The results of a user study support our expectation that ARC SIFT is an intuitive and accurate tool that allows human users to sift stories out from a larger chronicle of events emerging from a simulated story world.
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Reports on the topic "Tim Characters"

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Murphy, Jamie. Typographic design, one character at a time. University of Limerick, 2015. http://dx.doi.org/10.31880/10344/5867.

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Klensin, J. DNS Privacy, Authorization, Special Uses, Encoding, Characters, Matching, and Root Structure: Time for Another Look? RFC Editor, February 2018. http://dx.doi.org/10.17487/rfc8324.

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Kamminga, Jorrit, Cristina Durán, and Miguel Ángel Giner Bou. Zahra: A policewoman in Afghanistan. Oxfam, December 2020. http://dx.doi.org/10.21201/2020.6959.

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As part of Oxfam’s Strategic Partnership project ‘Towards a Worldwide Influencing Network’, the graphic story Zahra: A policewoman in Afghanistan was developed by Jorrit Kamminga, Cristina Durán and Miguel Ángel Giner Bou. The project is funded by the Ministry of Foreign Affairs of the Netherlands. The graphic story is part of a long-standing Oxfam campaign that supports the inclusion and meaningful participation of women in the Afghan police. The story portrays the struggles of a young woman from a rural village who wants to become a police officer. While a fictional character, Zahra’s story represents the aspirations and dreams of many young Afghan women who are increasingly standing up for their rights and equal opportunities, but who are still facing structural societal and institutional barriers. For young women like Zahra, there are still few role models and male champions to support their cause. Yet, as Oxfam’s project has shown, their number is growing, which contributes to small shifts in behaviour and perceptions, gradually normalizing women’s presence in the police force. If a critical mass of women within the police force can be reached and their participation increasingly becomes meaningful, this can reduce the societal and institutional resistance over time. Oxfam hopes the fictional character of Zahra can contribute to that in terms of awareness raising and the promotion of women’s participation in the police force. The story is also available on the #IMatter website.
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Vavrin, John L., Ghassan K. Al-Chaar, Eric L. Kreiger, Michael P. Case, Brandy N. Diggs, Richard J. Liesen, Justine Yu, et al. Automated Construction of Expeditionary Structures (ACES) : Energy Modeling. Engineer Research and Development Center (U.S.), February 2021. http://dx.doi.org/10.21079/11681/39641.

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The need to conduct complex operations over time results in U.S. forces remaining in deployed locations for long periods. In such cases, more sustainable facilities are required to better accommodate and protect forward deployed forces. Current efforts to develop safer, more sustainable operating facilities for contingency bases involve construction activities that redesign the types and characteris-tics of the structures constructed, reduce the resources required to build, and reduce resources needed to operate and maintain the com-pleted facilities. The Automated Construction of Expeditionary Structures (ACES) project was undertaken to develop the capability to “print” custom-designed expeditionary structures on demand, in the field, using locally available materials with the minimum number of personnel. This work investigated large-scale automated “additive construction” (i.e., 3D printing with concrete) for construction applications. This document, which documents ACES energy and modeling, is one of four technical reports, each of which details a major area of the ACES research project, its research processes, and associated results, including: System Requirements, Construction, and Performance; Energy and Modeling; Materials and Testing; Architectural and Structural Analysis.
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Diggs, Brandy N., Richard J. Liesen, Michael P. Case, Sameer Hamoush, and Ahmed C. Megri. Automated Construction of Expeditionary Structures (ACES) : Energy Modeling. Engineer Research and Development Center (U.S.), February 2021. http://dx.doi.org/10.21079/11681/39759.

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The need to conduct complex operations over time results in U.S. forces remaining in deployed locations for long periods. In such cases, more sustainable facilities are required to better accommodate and protect forward deployed forces. Current efforts to develop safer, more sustainable operating facilities for contingency bases involve construction activities that redesign the types and characteris-tics of the structures constructed, reduce the resources required to build, and reduce resources needed to operate and maintain the com-pleted facilities. The Automated Construction of Expeditionary Structures (ACES) project was undertaken to develop the capability to “print” custom-designed expeditionary structures on demand, in the field, using locally available materials with the minimum number of personnel. This work investigated large-scale automated “additive construction” (i.e., 3D printing with concrete) for construction applications. This document, which documents ACES energy and modeling, is one of four technical reports, each of which details a major area of the ACES research project, its research processes, and associated results, including: System Requirements, Construction, and Performance; Energy and Modeling; Materials and Testing; Architectural and Structural Analysis.
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Kaatrakoski, Heli. Learning in and for work in correctional services in Norway. University of Stavanger, November 2022. http://dx.doi.org/10.31265/usps.251.

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The study explored the views of prison officer students and their supervisors regarding (1) prison officer education, (2) prison officers’ continuing professional development, (3) prison officers’ training needs and opportunities, and 4) the future of prison work. A total of ten interviews were conducted in a prison in Norway in October 2021. The prison officer students who were interviewed expressed satisfaction with their education. Communication was highlighted as the most relevant learning topic. Regarding the continuing professional development of prison officers, learning about communication and mental health issues were expressed as areas of particular significance. Learning about services for female prisoners was also brought up. The issues that impede prison officers’ participation in training were the limited time to arrange training and the lack of financial resources. The importance of collaborating and learning together with mental health professionals was expressed, but borrowing learning resources from the neighbouring disciplines was considered to be problematic because of the specific character of prison work. The future of prison work was discussed from different viewpoints. The numbers of aggressive prisoners, old prisoners and those with mental health issues were expected to increase. The need to continue the development of prisons and concerns over the future role of prison officer were also expressed. The report provided five suggestions for future research concerning correctional services.
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Fullan, Michael, and Joanne Quinn. How Do Disruptive Innovators Prepare Today's Students to Be Tomorrow's Workforce?: Deep Learning: Transforming Systems to Prepare Tomorrow’s Citizens. Inter-American Development Bank, December 2020. http://dx.doi.org/10.18235/0002959.

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Disruptive innovators take advantage of unique opportunities. Prior to COVID-19 progress in Latin America and the Caribbean for integrating technology, learning, and system change has been exceedingly slow. In this paper we first offer a general framework for transforming education. The framework focuses on the provision of technology, innovative ideas in learning and well-being, and what we call systemness which are favorable change factors at the local, middle/regional, and policy levels. We then take up the matter of system reform in Latin America and the Caribbean noting problems and potential. Then, we turn to a specific model in system change that we have developed called New Pedagogies for Deep Learning, a model developed in partnerships with groups of schools in ten countries since 2014. The model consists of three main components: 6 Global Competences (character, citizenship, collaboration, communication, creativity, and critical thinking), 4 learning elements (pedagogy, learning partnerships, learning environments, leveraging digital), and three system conditions (school culture, district/regional culture, and system policy). We offer a case study of relative success based on Uruguay with whom we have been working since 2014. Finally, we identify steps and recommendations for next steps in Latin America for taking action on system reform in the next perioda time that we consider critical for taking advantage of the current pandemic disruption. The next few years will be crucial for either attaining positive breakthroughs or slipping backwards into a reinforced status quo.
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Derbentsev, V., A. Ganchuk, and Володимир Миколайович Соловйов. Cross correlations and multifractal properties of Ukraine stock market. Politecnico di Torino, 2006. http://dx.doi.org/10.31812/0564/1117.

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Recently the statistical characterizations of financial markets based on physics concepts and methods attract considerable attentions. The correlation matrix formalism and concept of multifractality are used to study temporal aspects of the Ukraine Stock Market evolution. Random matrix theory (RMT) is carried out using daily returns of 431 stocks extracted from database time series of prices the First Stock Trade System index (www.kinto.com) for the ten-year period 1997-2006. We find that a majority of the eigenvalues of C fall within the RMT bounds for the eigenvalues of random correlation matrices. We test the eigenvalues of C within the RMT bound for universal properties of random matrices and find good agreement with the results for the Gaussian orthogonal ensemble of random matrices—implying a large degree of randomness in the measured cross-correlation coefficients. Further, we find that the distribution of eigenvector components for the eigenvectors corresponding to the eigenvalues outside the RMT bound display systematic deviations from the RMT prediction. We analyze the components of the deviating eigenvectors and find that the largest eigenvalue corresponds to an influence common to all stocks. Our analysis of the remaining deviating eigenvectors shows distinct groups, whose identities correspond to conventionally identified business sectors. Comparison with the Mantegna minimum spanning trees method gives a satisfactory consent. The found out the pseudoeffects related to the artificial unchanging areas of price series come into question We used two possible procedures of analyzing multifractal properties of a time series. The first one uses the continuous wavelet transform and extracts scaling exponents from the wavelet transform amplitudes over all scales. The second method is the multifractal version of the detrended fluctuation analysis method (MF-DFA). The multifractality of a time series we analysed by means of the difference of values singularity stregth (or Holder exponent) ®max and ®min as a suitable way to characterise multifractality. Singularity spectrum calculated from daily returns using a sliding 250 day time window in discrete steps of 1. . . 10 days. We discovered that changes in the multifractal spectrum display distinctive pattern around significant “drawdowns”. Finally, we discuss applications to the construction of crushes precursors at the financial markets.
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Golovko, Khrystyna. TRAVEL REPORT BY ALEKSANDER JANTA-POŁCZYNSKI «INTO THE USSR» (1932): FROG PERSPECTIVE. Ivan Franko National University of Lviv, March 2021. http://dx.doi.org/10.30970/vjo.2021.50.11091.

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The article analyzes a series of materials by Aleksander Janta-Polczynski «Into the USSR» from Soviet Russia during the in 1932, published on «Wiadomości Literackiе». The purpose of this article is explain the uniqueness of the reporter’s style and personality. We want to emphasize the role of Janta-Polczynski as the pioneer of reportage journalism. He was the first who worked professionally in this position in the full sense of this word. Analyzed the cycle of Alexander Janta-Polczynski from Russia, we can emphasize the scale of the reporter’s trip: in 1932 the journalist made the largest journalistic trip to the USSR. Janta visited the Eastern republics, which differed from the popular Moscow and Leningrad. Also, he saw the largest construction in the USSR at this time – which it bragged about russian newspapers – Magnitogorsk and Dneprostroy. For a better understanding are given the visual examples from reportorial texts. It should be noted that for Janta the main task of the reporter is to show what is seen and recorded: only facts and personal experience in communication. This cycle can safely be called a journey and social expedition. The main task for Janta the scene where the reportage takes place is to find proper characters and convince them of the importance of their story. These are the materials of a reporter – an eyewitness, not a researcher, a report from the scene, which pushes the reader to an independent conclusion. We explore that all the Janta-Polczynski texts are inextricably linked by looking into the «middle» of the process: the diversity of what is seen allows the journalist to look for differences and similarities, compare, look at the fundamental components, track changes and distinguish them. Special attention was paid to a low-angle shot in his materials. He describes how Soviet society lives, how factories work, how the system of educating a Soviet person, goes to the movies and exhibitions, communicates with ordinary citizens. Undoubtedly, all this is successfully complemented by the factual detail and uniqueness of the author’s style.
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Nechaev, V., Володимир Миколайович Соловйов, and A. Nagibas. Complex economic systems structural organization modelling. Politecnico di Torino, 2006. http://dx.doi.org/10.31812/0564/1118.

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One of the well-known results of the theory of management is the fact, that multi-stage hierarchical organization of management is unstable. Hence, the ideas expressed in a number of works by Don Tapscott on advantages of network organization of businesses over vertically integrated ones is clear. While studying the basic tendencies of business organization in the conditions of globalization, computerization and internetization of the society and the results of the financial activities of the well-known companies, the authors arrive at the conclusion, that such companies, as IBM, Boeing, Mercedes-Benz and some others companies have not been engaged in their traditional business for a long time. Their partner networks performs this function instead of them. The companies themselves perform the function of system integrators. The Tapscott’s idea finds its confirmation within the framework of a new powerful direction of the development of the modern interdisciplinary science – the theory of the complex networks (CN) [2]. CN-s are multifractal objects, the loss of multifractality being the indicator of the system transition from more complex state into more simple state. We tested the multifractal properties of the data using the wavelet transform modulus maxima approach in order to analyze scaling properties of our company. Comparative analysis of the singularity spectrumf(®), namely, the difference between maximum and minimum values of ® (∆ = ®max ¡ ®min) shows that IBM company is considerably more fractal in comparison with Apple Computer. Really, for it the value of ∆ is equal to 0.3, while for the vertically integrated company Apple it only makes 0.06 – 5 times less. The comparison of other companies shows that this dependence is of general character. Taking into consideration the fact that network organization of business has become dominant in the last 5-10 years, we carried out research for the selected companies in the earliest possible period of time which was determined by the availability of data in the Internet, or by historically later beginning of stock trade of computer companies. A singularity spectrum of the first group of companies turned out to be considerably narrower, or shifted toward the smaller values of ® in the pre-network period. The latter means that dynamic series were antipersistant. That is, these companies‘ management was rigidly controlled while the impact of market mechanisms was minimized. In the second group of companies if even the situation did changed it did not change for the better. In addition, we discuss applications to the construction of portfolios of stock that have a stable ratio of risk to return.
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