Добірка наукової літератури з теми "Inc Press Wireless"

Оформте джерело за APA, MLA, Chicago, Harvard та іншими стилями

Оберіть тип джерела:

Ознайомтеся зі списками актуальних статей, книг, дисертацій, тез та інших наукових джерел на тему "Inc Press Wireless".

Біля кожної праці в переліку літератури доступна кнопка «Додати до бібліографії». Скористайтеся нею – і ми автоматично оформимо бібліографічне посилання на обрану працю в потрібному вам стилі цитування: APA, MLA, «Гарвард», «Чикаго», «Ванкувер» тощо.

Також ви можете завантажити повний текст наукової публікації у форматі «.pdf» та прочитати онлайн анотацію до роботи, якщо відповідні параметри наявні в метаданих.

Статті в журналах з теми "Inc Press Wireless"

1

Wielandt, Stijn, Sebastian Uhlemann, Sylvain Fiolleau, and Baptiste Dafflon. "Low-Power, Flexible Sensor Arrays with Solderless Board-to-Board Connectors for Monitoring Soil Deformation and Temperature." Sensors 22, no. 7 (April 6, 2022): 2814. http://dx.doi.org/10.3390/s22072814.

Повний текст джерела
Анотація:
Landslides are a global and frequent natural hazard, affecting many communities and infrastructure networks. Technological solutions are needed for long-term, large-scale condition monitoring of infrastructure earthworks or natural slopes. However, current instruments for slope stability monitoring are often costly, require a complex installation process and/or data processing schemes, or have poor resolution. Wireless sensor networks comprising low-power, low-cost sensors have been shown to be a crucial part of landslide early warning systems. Here, we present the development of a novel sensing approach that uses linear arrays of three-axis accelerometers for monitoring changes in sensor inclination, and thus the surrounding soil’s deformation. By combining these deformation measurements with depth-resolved temperature measurements, we can link our data to subsurface thermal–hydrological regimes where relevant. In this research, we present a configuration of cascaded I2C sensors that (i) have ultra-low power consumption and (ii) enable an adjustable probe length. From an electromechanical perspective, we developed a novel board-to-board connection method that enables narrow, semi-flexible sensor arrays and a streamlined assembly process. The low-cost connection method relies on a specific FR4 printed circuit board design that allows board-to-board press fitting without using electromechanical components or solder connections. The sensor assembly is placed in a thin, semi-flexible tube (inner diameter 6.35 mm) that is filled with an epoxy compound. The resulting sensor probe is connected to an AA-battery-powered data logger with wireless connectivity. We characterize the system’s electromechanical properties and investigate the accuracy of deformation measurements. Our experiments, performed with probes up to 1.8 m long, demonstrate long-term connector stability, as well as probe mechanical flexibility. Furthermore, our accuracy analysis indicates that deformation measurements can be performed with a 0.390 mm resolution and a 95% confidence interval of ±0.73 mm per meter of probe length. This research shows the suitability of low-cost accelerometer arrays for distributed soil stability monitoring. In comparison with emerging low-cost measurements of surface displacement, our approach provides depth-resolved deformation, which can inform about shallow sliding surfaces.
Стилі APA, Harvard, Vancouver, ISO та ін.
2

Cong, Lam Sinh, Nguyen Quoc Tuan, and Kumbesan Sandrasegaran. "A General Model of Fractional Frequency Reuse: Modelling and Performance Analysis." VNU Journal of Science: Computer Science and Communication Engineering 36, no. 1 (May 30, 2020). http://dx.doi.org/10.25073/2588-1086/vnucsce.221.

Повний текст джерела
Анотація:
Fractional Frequency Reuse (FFR) is a promising to improve the spectrum e ciency in the LongTerm Evolution (LTE) cellular network. In the literature, various research works have been conducted to evaluate the performance of FFR. However, the presented analytical approach only dealt with the special cases in which the users are divided into 2 groups and only two power levels are utilised. In this paper, we consider a general case of FFR in which the users are classified intogroups and each group is assigned a serving power level. The mathematical model of the general FFR is presented and analysed through a stochastic geometry approach. The derived analytical results in terms of average coverage probability can covered all the related well-known results in the literature. Keywords: Fractional Frequency Reuse, LongTerm Evolution, coverage probability, stochastic geometry References [1] Cisco, Cisco visual networking index: Global mobile data traffic forecast update, 2015 - 2020, 2016. [2] A.S. Hamza, S.S. Khalifa, H.S. Hamza, K. Elsayed, A Survey on Inter-Cell Interference Coordination Techniques in OFDMA-Based Cellular Networks, IEEE Commun, Surveys & Tutorials 15(4) (2013) 1642-1670 [3] 3GPP TR 36.819 V11.1.0, Coordinated multi-point operation for LTE physical layer aspects, 2011. [4] 3GPP Release 10 V0.2.1, LTE-Advanced (3GPP Release 10 and beyond), 2014. [5] 3GPP TS 36.211 V14.1.0, E-UTRA Physical Channels and Modulation, 2016. [6] R. Ghaffar, R. Knopp, Fractional frequency reuse and interference suppression for ofdma networks, in: 8th International Symposium on Modeling and Optimization in Mobile, Ad Hoc and Wireless Networks, 2010, pp. 273-277. [7] Y. Kwon, O. Lee, J. Lee, M. Chung, Power Control for Soft Fractional Frequency Reuse in OFDMA System, Vol. 6018 of Lecture Notes in Comput.Science, Springer Berlin Heidelberg, 2010, book section 7 (2010) 63-71. [8] Enhancing LTE Cell-Edge Performance via PDCCH ICIC, in: FUJITSU NETWORK COMMUNICATIONS INC., 2011 [9] A.S. Hamza, S.S. Khalifa, H.S. Hamza, K. Elsayed, A Survey on Inter-Cell Interference Coordination Techniques in OFDMA-Based Cellular Networks, IEEE Commun, Surveys & Tutorials 15(4) (2013) 1642-1670. https://doi.org/10.1109/SURV.2013.013013.00028. [10] A. Busson1, I. Lahsen-Cherif2, Impact of resource blocks allocation strategies on downlink interference and sir distributions in lte networks: A stochastic geometry approach, Wireless Communications and Mobile Computing. [11] H. ElSawy, E. Hossain, M. Haenggi, Stochastic Geometry for Modeling, Analysis and Design of Multi-Tier and Cognitive Cellular Wireless Networks: A Survey, IEEE Commun, Surveys Tutorials 15(3) (2013) 996-1019. https://doi.org/10.1109/SURV.2013.052213.00000. [12] W. Bao, B. Liang, Stochastic Analysis of Uplink Interference in Two-Tier Femtocell Networks: Open Versus Closed Access, IEEE Trans, Wireless Commun. 14(11) (2015) 6200-6215. https://doi.org/10.1109/TWC.2015.2450216 . [13] H. Tabassum, Z. Dawy, E. Hossain, M.S. Alouini, Interference Statistics and Capacity Analysis for Uplink Transmission in Two-Tier Small Cell Networks: A Geometric Probability Approach, IEEE Trans, Wireless Commun 13(7) (2014) 3837-3852. [14] J.G. Andrews, F. Baccelli, R.K. Ganti, A tractable approach to coverage and rate in cellular networks, IEEE Transactions on Communications 59(11) (2011) 3122-3134. [15] Y. Lin, W. Bao, W. Yu, B. Liang, Optimizing User Association and Spectrum Allocation in HetNets: A Utility Perspective, IEEE J. Sel. Areas Commun. 33(6) (2015) 1025-1039. https://doi.org/10.1109/JSAC.2015.2417011. [16] M. Haenggi, Stochastic Geometry for Wireless Networks, Cambridge Univ, Press, November 2012. [17] H. ElSawy, E. Hossain, M. Haenggi, Stochastic Geometry for Modeling, Analysis and Design of Multi-Tier and Cognitive Cellular Wireless Networks: A Survey, IEEE Commun, Surveys Tutorials 15(3) (2013) 996-1019. [18] Huawei, R1-050507: Soft Frequency Reuse Scheme for UTRAN LTE, in: 3GPP TSG RAN WG1 Meeting #41, 2005. [19] M.A. Stegun, I.A., Handbook of Mathematical Functions with Formulas, Graphs and Mathematical Tables, 9th Edition, Dover Publications, 1972.
Стилі APA, Harvard, Vancouver, ISO та ін.
3

Sandi Sukandi, Syayid. "EFL STUDENTS’ RESPONSES ON ONLINE LEARNING PROCESS DURING COVID-19 SITUATION IN INDONESIA." English Language Education and Current Trends (ELECT), October 24, 2022, 140–53. http://dx.doi.org/10.37301/elect.v1i2.61.

Повний текст джерела
Анотація:
Indonesian EFL students faced online teaching and learning in such a rapid process. Therefore, this research was carried out to search for EFL students in Indonesia about their responses on teaching and learning online. This research applied the action research method with the paradigm of quantitative descriptive approach. Data for this research was collected via an online questionnaire, distributed to one class size sample consisting of 32 students in the even semester of the 2019/2020 academic year at one of the private colleges in the West Sumatra province of Indonesia. The data were analysed by descriptive statistics, especially the percentage of each item available in the questionnaire. Findings of this research show that the respondents, or the students, had their evaluation toward the online teaching and learning. The significance of this research is that their responses briefly invite us as scholars, teachers, and lecturers, or scholar-practitioners, to think about the feasibility condition of online teaching and learning, that it should be done contextually and prepared carefully. The Covid-19 pandemic situation has forced students to face double challenges in education: learning the materials in such a digitalized situation and handling external issues emerging while learning online. REFERENCES Adara, R. A., & Puspahaty, N. (2021). How EFL Learners Maintain Motivational Factors and Positive Attitudes during COVID-19 Pandemic: A Qualitative Study. ENGLISH FRANCA?: Academic Journal of English Language and Education, 5(2), 277–298. https://doi.org/10.29240/EF.V5I2.3398 Adedoyin, O. B., & Soykan, E. (2020). Covid-19 pandemic and online learning: the challenges and opportunities. Interactive Learning Environments, 30(1), 1–13. https://doi.org/10.1080/10494820.2020.1813180 Adnan, M. (2020). Online learning amid the COVID-19 pandemic: Students perspectives. Journal of Pedagogical Sociology and Psychology, 1(2), 45–51. https://doi.org/10.33902/jpsp.2020261309 Al-Haji, B., & Al-Senafi, B. (2021, September 27). Teaching English Writing Remotely During COVID-19 in College of Basic Education Kuwait. International Journal of English Language Teaching. https://ssrn.com/abstract=3931183 Ali Ta‘amneh, M. A. A. (2021). Attitudes and challenges towards virtual classes in learning English language courses from students‘ perspectives at taibah university during covid-19 pandemic. Journal of Language Teaching and Research, 12(3), 419–428. https://doi.org/10.17507/jltr.1203.12 Ali, W. (2020). Online and Remote Learning in Higher Education Institutes: A Necessity in light of COVID-19 Pandemic. Higher Education Studies, 10(3), 16. https://doi.org/10.5539/hes.v10n3p16 Amate, J. J. S., de la Rosa, A. L., Cáceres, R. G., & Serrano, A. V. (2021). The effects of covid-19 in the learning process of primary school students: A systematic review. In Education Sciences (Vol. 11, Issue 10). https://doi.org/10.3390/educsci11100654 Andhini, A., & Hamzah. (2021). Students‘ Perception on Online Learning Media for Learning English Writing Skill during Covid-19 Pandemic. Proceedings of the Eighth International Conference on English Language and Teaching (ICOELT-8 2020), 579, 202–206. https://doi.org/10.2991/assehr.k.210914.039 Andres, L. (2017). Designing & Doing Survey Research. In Designing & Doing Survey Research. SAGE. https://doi.org/10.4135/9781526402202 Avni, S., & Lynn-Sachs, M. (2021). Change and Challenge: Jewish Education in the Time of COVID-19. In Journal of Jewish Education. https://doi.org/10.1080/15244113.2021.1995242 Betaubun, M. (2021). The Students‘ Attitude and Learning Experience toward Flipped Classroom Implementation During COVID-19 Outbreak: A Survey Study. Jurnal Pendidikan Progresif, 11(1), 54–62. https://doi.org/10.23960/JPP.V11.I1.202105 Bhandari, B., Chopra, D., Mavai, M., Verma, R., & Gupta, R. (2021). Online teaching and learning during COVID era: Medical students‘ feedback and their perspectives. Research Square, 1–11. https://doi.org/10.21203/rs.3.rs-595739/v1 Blair, J., Czaja, R. F., & Blair, E. A. (2014). Designing Surveys: A Guide to Decisions and Procedures. SAGE Publications, Inc. Blaxter, L., Hughes, C., & Tight, M. (2006). How to Research (3rd ed.). Open University Press. Bridwell-Bowles, L. (1991). Research in Composition: Issues and Methods. In E. Lindemann& G. Tate (Eds.), An Introduction to Composition Studies (pp. 94–112). Oxford University Press. Carrillo, C., & Flores, M. A. (2020). COVID-19 and teacher education: a literature review of online teaching and learning practices. European Journal of Teacher Education, 43(4), 466–487. https://doi.org/10.1080/02619768.2020.1821184 Choudhury, R. U. (2014). The Role of Culture in Teaching and Learning of English As a ForeignLanguage. Express, an International Journal of Multi Disciplinary Research, 1(4), 2348–2052. Diana, N., Yunita, W., &Harahap, A. (2021). Student‘ Perception and Problems in Learning English Using Google Classroom During the Covid-19 Pandemic. Linguists?: Journal Of Linguistics and Language Teaching, 7(1), 10. https://doi.org/10.29300/ling.v7i1.4274 Flores, M. A., Barros, A., Simão, A. M. V., Pereira, D., Flores, P., Fernandes, E., Costa, L., & Ferreira, P. (2021). Portuguese higher education students‘ adaptation to online teaching and learning in times of the COVID-19 pandemic: personal and contextual factors. Higher Education. https://doi.org/10.1007/s10734-021-00748-x Fowler, F. J. (2014). Survey Research Methods (5th ed.). SAGE Publications, Inc. Francis, K., Salter, J., Costanzo, L., Desmarais, S., Troop, M., &Parahoo, R. (2019). Scribe hero: An online teaching and learning approach for the development of writing skills in the undergraduate classroom. Online Learning Journal, 23(2), 217–234. https://doi.org/10.24059/olj.v23i2.1531 Fry, H., Ketteridge, S., & Marshall, S. (2003). A Handbook for Teaching and Learning in Higher Education: Enhancing Academic Practice (3rd ed.). Routledge, Taylor & Francis Group. Goldenberg, C., Reese, L., &Rezaei, A. (2011). Contexts for Language and Literacy Development among Dual-Language Learners. In A. Y. Dorgunoglu& C. Goldenberg (Eds.), Language and Literacy Development in Bilingual Settings. The Guilford Press. Hall, T., Byrne, D., Bryan, A., Kitching, K., Chróinín, D. N., O‘Toole, C., &Addley, J. (2021). COVID-19 and education: positioning the pandemic; facing the future. In Irish Educational Studies (Vol. 40, Issue 2, pp. 147–149). https://doi.org/10.1080/03323315.2021.1915636 Hamsia, W., Riyanto, Y., &Arianto, F. (2021). Online Learning for English Language Learners During Covid-19 Pandemic in Muhammadiyah University of Surabaya. Journal of Education and Practice, 12(9). https://doi.org/10.7176/jep/12-9-10 Haron, H., Al-abri, A., &Alotaibi, N. M. (2021). The Use of WhatsApp in Teaching and Learning English During COVID Students Perception and. International Journal of Innovation, Creativity and Change. Www.Ijicc.Net, 15(3), 1014–1033. https://orcid.org/0000-0001-6346-5321, Heilker, P. (1996). Composing/Writing. In P. Heilker& P. Vandenberg (Eds.), Keywords in Composition Studies (pp. 40–45). Boynton/Cook Publishers HEINEMANN. Hermanto, Y. B., & Srimulyani, V. A. (2021). The Challenges of Online Learning During the Covid-19 Pandemic. JurnalPendidikan Dan Pengajaran, 54(1), 46. https://doi.org/10.23887/jpp.v54i1.29703 Hofer, S. I., Nistor, N., &Scheibenzuber, C. (2021). Online teaching and learning in higher education: Lessons learned in crisis situations. Computers in Human Behavior, 121. https://doi.org/10.1016/j.chb.2021.106789 Hoofman, J., & Secord, E. (2021). The Effect of COVID-19 on Education. In Pediatric Clinics of North America (Vol. 68, Issue 5, pp. 1071–1079). https://doi.org/10.1016/j.pcl.2021.05.009 Jin, G., He, L., & Tsai, S. B. (2021). An Empirical Study on Virtual English Teaching System Based on the Microservice Architecture with Wireless Internet Sensor Network. Mathematical Problems in Engineering, 2021. https://doi.org/10.1155/2021/8494410 Johnson, D. M. (1992). Approaches to Research in Second Language Learning. Longman. Kamal, M. I., Zubanova, S., Isaeva, A., &Movchun, V. (2021). Distance learning impact on the Engl ish language teaching during COVID-19. Education and Information Technologies, 26(6), 7307–7319. https://doi.org/10.1007/s10639-021-10588-y Khan, R. A., Atta, K., Sajjad, M., &Jawaid, M. (2021). Twelve tips to enhance student engagement in synchronous online teaching and learning. Medical Teacher. https://doi.org/10.1080/0142159X.2021.1912310 Khrismaninda, E. R., & Refnaldi, R. (2021). An Analysis of Students‘ Perception and Motivation In Learning English By Using Google Classroom During Covid-19 Pandemic In The Eleventh Graders At Sma N 1 Kec. Payakumbuh. Journal of English Language Teaching, 10(4), 588–598. https://doi.org/10.24036/JELT.V10I4.114911 Li, J. (2021). Design, Implementation, and Evaluation of Online English Learning Platforms. Wireless Communications and Mobile Computing, 2021. https://doi.org/10.1155/2021/5549782 Liu, H., & Song, X. (2021). Exploring ?Flow? in young Chinese EFL learners‘ online English learning activities. System, 96. https://doi.org/10.1016/j.system.2020.102425 Lodico, M. G., Spaulding, D. T., &Voegtle, K. H. (2010). Methods in Educational Research: FromTheory to Practice. Jossey-Bass, A Wiley Imprint. Lynch, M. M. (2004). Learning Online: A Guide to Success in the Virtual Classroom. Routledge Falmer. Manen, M. Van. (1999). The Language of Pedagogy and the Primacy of Student Experience. In J. Loughran (Ed.), Researching Teaching: Methodologies and Practices for Understanding Pedagogy (pp. 19–22). Falmer Press. Martin, F., Bacak, J., Polly, D., &Dymes, L. (2021). A systematic review of research on K12 online teaching and learning: Comparison of research from two decades 2000 to 2019. In Journal of Research on Technology in Education. https://doi.org/10.1080/15391523.2021.1940396 McAvinia, C. (2016). Online Learning and its Users: Lessons for Higher Education. Chandos Publishing. Moorhouse, B. L., & Kohnke, L. (2021). Responses of the English-Language-Teaching Community to the COVID-19 Pandemic. In RELC Journal (Vol. 52, Issue 3, pp. 359–378). SAGE Publications Sage UK: London, England. https://doi.org/10.1177/00336882211053052 Mu‘awanah, N., Sumardi, S., &Suparno, S. (2021). Using Zoom to Support English Learning during Covid-19 Pandemic: Strengths and Challenges. JurnalIlmiahSekolahDasar, 5(2), 222. https://doi.org/10.23887/jisd.v5i2.35006 Nardi, M. P. (2014). Doing Survey Research: A Guide to Quantitative Methods (3rd ed.). Routledge. Nazir, M. (2014). MetodePenelitian. PenerbitGhalia Indonesia. Ng, P. T. (2021). Timely change and timeless constants: COVID-19 and educational change in Singapore. Educational Research for Policy and Practice, 20(1), 19–27. https://doi.org/10.1007/s10671-020- 09285-3 Norton, L. (2003). Assessing Student Learning. In A Handbook for Teaching and Learning in Higher Education: Enhancing Academic Practice (3rd ed., p. 137). Routledge. Norton, L. S. (2009). Action Research in Teaching and Learning: A Pedagogical Guide to Conducting Pedagogical Research in Universities. Routledge. Octaberlina, L. R., & Muslimin, A. I. (2020). EFL students perspective towards online learning barriers and alternatives using Moodle/Google classroom during Covid-19 pandemic. International Journal of Higher Education, 9(6), 1–9. https://doi.org/10.5430/ijhe.v9n6p1 Osman, M. E. T. (2020). Global impact of COVID-19 on education systems: the emergency remote teaching at Sultan Qaboos University. Journal of Education for Teaching, 46(4), 463–471. https://doi.org/10.1080/02607476.2020.1802583 Pasaribu, T. A., & Dewi, N. (2021). Indonesian EFL students‘ voices on online learning during COVID-19 through appraisal analysis. LEARN Journal: Language Education and Acquisition Research Network, 14(1), 399–426. https://so04.tci-thaijo.org/index.php/LEARN/index Purnama, Y. (2021). Teacher‘s Obstacles in English Online Learning during Covid-19 Pandemic. Metathesis: Journal of English Language, Literature, and Teaching, 5(2), 228–239. https://doi.org/10.31002/METATHESIS.V5I2.3618 Rea, L. M., & Parker, R. A. (2012). Designing & Conducting Survey Research: A Comprehensive Guide (3rd ed.). Jossey-Bass, A Wiley Imprint. Rothan, H. A., & Byrareddy, S. N. (2020). The epidemiology and pathogenesis of coronavirus disease (COVID-19) outbreak. In Journal of Autoimmunity (Vol. 109). Academic Press. https://doi.org/10.1016/j.jaut.2020.102433 Sadeghpour, M., & Sharifian, F. (2019). World Englishes in English language teaching. World Englishes, 38(1–2), 245–258. https://doi.org/10.1111/weng.12372 Shi, J., & Fan, L. (2021). Investigating Teachers‘ and Students‘ Perceptions of Online English Learning in a Maritime Context in China. SAGE Open, 11(3). https://doi.org/10.1177/21582440211040800 Subekti, A. S. (2021). Covid-19-Triggered Online Learning Implementation: Pre-Service English Teachers‘ Beliefs. Metathesis: Journal of English Language, Literature, and Teaching, 4(3), 232. https://doi.org/10.31002/metathesis.v4i3.2591 Sudarsana, I. K., Armaeni, K. W. A., Sudrajat, D., Abdullah, D., Satria, E., Saddhono, K., Samsiarni, Setyawasih, R., Meldra, D., &Ekalestari, S. (2019). The Implementation of the E-Learning Concept in Education. Journal of Physics: Conference Series, 1363(1). https://doi.org/10.1088/1742-6596/1363/1/012063 Sugiyono. (2016). MetodePenelitianKualitatif, Kuantatifdan R & D. PT. Alfabet. Suryani, D., Yunita, W., &Harahap, A. (2021). EFL Teacher ‘s Reasons , Problems and Solution of Using Google Classroom in Teaching Learning English During Covid-19 Pandemic in Bengkulu. Journal of English Education and Linguistics, 4(2), 1–19. https://doi.org/10.32663/EDU-LING.V4I2.1982 Teng, M. F., Wang, C., & Wu, J. G. (2021). Metacognitive Strategies, Language Learning Motivation, Self-Efficacy Belief, and English Achievement During Remote Learning: A Structural Equation Modelling Approach. RELC Journal. https://doi.org/10.1177/00336882211040268 Thaheem, S. K., ZainolAbidin, M. J., Mirza, Q., &Pathan, H. U. (2021). Online teaching benefits and challenges during pandemic COVID-19: a comparative study of Pakistan and Indonesia. Asian Education and Development Studies. https://doi.org/10.1108/AEDS-08-2020-0189 Vivolo, J. (Ed.). (2020). Managing Online Learning: The Life-Cycle of Successful Programs. Routledge. Walidaini, F. A. (2021). The Use of WhatsApp Application for Learning English Online during Corona Virus Disease-19 Pandemic. RETAIN (Research on English Language Teaching in Indonesia, 9(1), 167–173. https://ejournal.unesa.ac.id/index.php/retain/article/view/39661 Wicaksono, A. P. (2021, November 6). Tantangan Pembelajaran Bahasa Inggris Dibahas, Dua Kampus Kolaborasi-Suara Merdeka. Suara Merdeka. https://www.suaramerdeka.com/pendidikan/pr-041609815/tantangan-pembelajaran-bahasa-inggris- dibahas-dua-kampus-kolaborasi Wolff, D. (2002). Asynchronous Online Teaching. In D. Roen, V. Pantoja, L. Yena, S. K. Miller, & E. Waggoner (Eds.), Strategies for Teaching First-Year Composition. National Council of Teachers of English. Xu, J. (2021). Chinese University Students‘ L2 Writing Feedback Orientation and Self-Regulated Learning Writing Strategies in Online Teaching During COVID-19. Asia-Pacific Education Researcher, 30(6), 563–574. https://doi.org/10.1007/S40299-021-00586-6/TABLES/4 Yan, L., Whitelock-Wainwright, A., Guan, Q., Wen, G., Gaševi?, D., & Chen, G. (2021). Students‘ experience of online learning during the COVID-19 pandemic: a province-wide survey study. British Journal of Educational Technology, 52(5), 2038–2057. https://doi.org/10.1111/BJET.13102
Стилі APA, Harvard, Vancouver, ISO та ін.
4

Nansen, Bjorn. "Accidental, Assisted, Automated: An Emerging Repertoire of Infant Mobile Media Techniques." M/C Journal 18, no. 5 (October 14, 2015). http://dx.doi.org/10.5204/mcj.1026.

Повний текст джерела
Анотація:
Introduction It is now commonplace for babies to begin their lives inhabiting media environments characterised by the presence, distribution, and mobility of digital devices and screens. Such arrangements can be traced, in part, to the birth of a new regime of mobile and touchscreen media beginning with the release of the iPhone in 2007 and the iPad in 2010, which stimulated a surge in household media consumption, underpinned by broadband and wireless Internet infrastructures. Research into these conditions of ambient mediation at the beginnings of life, however, is currently dominated by medical and educational literature, largely removed from media studies approaches that seek to understand the everyday contexts of babies using media. Putting aside discourses of promise or peril familiar to researchers of children’s media (Buckingham; Postman), this paper draws on ongoing research in both domestic and social media settings exploring infants’ everyday encounters and entanglements with mobile media and communication technologies. The paper identifies the ways infants’ mobile communication is assembled and distributed through touchscreen interfaces, proxy parent users, and commercial software sorting. It argues that within these interfacial, intermediary, and interactive contexts, we can conceptualise infants’ communicative agency through an emerging repertoire of techniques: accidental, assisted and automated. This assemblage of infant communication recognises that children no longer live with but in media (Deuze), which underscores the impossibility of a path of media resistance found in medical discourses of ‘exposure’ and restriction, and instead points to the need for critical and ethical responses to these immanent conditions of infant media life. Background and Approach Infants, understandably, have largely been excluded from analyses of mobile mediality given their historically limited engagement with or capacity to use mobile media. Yet, this situation is undergoing change as mobile devices become increasingly prominent in children’s homes (OfCom; Rideout), and as touchscreen interfaces lower thresholds of usability (Buckleitner; Hourcade et al.). The dominant frameworks within research addressing infants and media continue to resonate with long running and widely circulated debates in the study of children and mass media (Wartella and Robb), responding in contradictory ways to what is seen as an ever-increasing ‘technologization of childhood’ (McPake, Plowman and Stephen). Education research centres on digital literacy, emphasising the potential of mobile computing for these future digital learners, labourers, and citizens (McPake, Plowman and Stephen). Alternatively, health research largely positions mobile media within the rubric of ‘screen time’ inherited from older broadcast models, with paediatric groups continuing to caution parents about the dangers of infants’ ‘exposure’ to electronic screens (Strasburger and Hogan), without differentiating between screen types or activities. In turn, a range of digital media channels seek to propel or profit from infant media culture, with a number of review sites, YouTube channels and tech blogs promoting or surveying the latest gadgets and apps for babies. Within media studies, research is beginning to analyse the practices, conceptions and implications of digital interfaces and content for younger children. Studies are, for example, quantifying the devices, activities, and time spent by young children with mobile devices (Ofcom; Rideout), reviewing the design and marketing of children’s mobile application software products (e.g. Shuler), analysing digital content shared about babies on social media platforms (Kumar & Schoenebeck; Morris), and exploring emerging interactive spaces and technologies shaping young children’s ‘postdigital’ play (Giddings; Jayemanne, Nansen and Apperley). This paper extends this growing area of research by focusing specifically on infants’ early encounters, contexts, and configurations of mobile mediality, offering some preliminary analysis of an emerging repertoire of mobile communication techniques: accidental, assisted, and automated. That is, through infants playing with devices and accidentally activating them; through others such as parents assisting use; and through software features in applications that help to automate interaction. This analysis draws from an ongoing research project exploring young children’s mobile and interactive media use in domestic settings, which is employing ethnographic techniques including household technology tours and interviews, as well as participant observation and demonstrations of infant media interaction. To date 19 families, with 31 children aged between 0 and 5, located in Melbourne, Australia have participated. These participating families are largely homogeneous and privileged; though are a sample of relatively early and heavy adopters that reveal emerging qualities about young children’s changing media environments and encounters. This approach builds on established traditions of media and ethnographic research on technology consumption and use within domestic spaces (e.g. Mackay and Ivey; Silverstone and Hirsch), but turns to the digital media encountered by infants, the geographies and routines of these encounters, and how families mediate these encounters within the contexts of home life. This paper offers some preliminary findings from this research, drawing mostly from discussions with parents about their babies’ use of digital, mobile, and touchscreen media. In this larger project, the domestic and family research is accompanied by the collection of online data focused on the cultural context of, and content shared about, infants’ mobile media use. In this paper I report on social media analysis of publicly shared images tagged with #babyselfie queried from Instagram’s API. I viewed all publicly shared images on Instagram tagged with #babyselfie, and collected the associated captions, comments, hashtags, and metadata, over a period of 48 hours in October 2014, resulting in a dataset of 324 posts. Clearly, using this data for research purposes raises ethical issues about privacy and consent given the posts are being used in an unintended context from which they were originally shared; something that is further complicated by the research focus on young children. These issues, in which the ease of extracting online data using digital methods research (Rogers), needs to be both minimised and balanced against the value of the research aims and outcomes (Highfield and Leaver). To minimise risks, captions and comments cited in this paper have been de-identified; whist the value of this data lies in complementing and contextualising the more ethnographically informed research, despite perceptions of incompatibility, through analysis of the wider cultural and mediated networks in which babies’ digital lives are now shared and represented. This field of cultural production also includes analysis of examples of children’s software products from mobile app stores that support baby image capture and sharing, and in particular in this paper discussion of the My Baby Selfie app from the iTunes App Store and the Baby Selfie app from the Google Play store. The rationale for drawing on these multiple sources of data within the larger project is to locate young children’s digital entanglements within the diverse places, platforms and politics in which they unfold. This research scope is limited by the constraints of this short paper, however different sources of data are drawn upon here in order to identify, compare, and contextualise the emerging themes of accidental, assisted, and automated. Accidental Media Use The domestication and aggregation of mobile media in the home, principally laptops, mobile phones and tablet computers has established polymediated environments in which infants are increasingly surrounded by mobile media; in which they often observe their parents using mobile devices; and in which the flashing of screens unsurprisingly draws their attention. Living within these ambient media environments, then, infants often observe, find and reach for mobile devices: on the iPad or whatever, then what's actually happening in front of them, then naturally they'll gravitate towards it. These media encounters are animated by touchscreens interfaces that are responsive to the gestural actions of infants. Conversely, touchscreen interfaces drive attempts to swipe legacy media screens. Underscoring the nomenclature of ‘natural user interfaces’ within the design and manufacturer communities, screens lighting up through touch prompts interest, interaction, and even habituation through gestural interaction, especially swiping: It's funny because when she was younger she would go up the T.V. and she would try swiping to turn the channel.They can grab it and start playing with it. It just shows that it's so much part of their world … to swipe something. Despite demonstrable capacities of infants to interact with mobile screens, discussions with parents revealed that accidental forms of media engagement were a more regular consequence of these ambient contexts, interfacial affordances and early encounters with mobile media. It was not uncommon for infants to accidentally swipe and activate applications, to temporarily lock the screen, or even to dial contacts: He didn't know the password, and he just kept locking it … find it disabled for 15 minutes.If I've got that on YouTube, they can quite quickly get on to some you know [video] … by pressing … and they don't do it on purpose, they're just pushing random buttons.He does Skype calls! I think he recognizes their image, the icon. Then just taps it and … Similarly, in the analysis of publicly shared images on Instagram tagged with #babyselfie, there were instances in which it appeared infants had accidentally taken photos with the cameraphone based on the image content, photo framing or descriptions in the caption. Many of these photos showed a baby with an arm in view reaching towards the phone in a classic trope of a selfie image; others were poorly framed shots showing parts of baby faces too close to the camera lens suggesting they accidentally took the photograph; whilst most definitive was many instances in which the caption of the image posted by parents directly attributed the photographic production to an infant: Isabella's first #babyselfie She actually pushed the button herself! My little man loves taking selfies lol Whilst, then, the research identified many instances in which infants accidentally engaged in mobile media use, sometimes managing to communicate with an unsuspecting interlocutor, it is important to acknowledge such encounters could not have emerged without the enabling infrastructure of ambient media contexts and touchscreen interfaces, nor observed without studying this infrastructure utilising materially-oriented ethnographic perspectives (Star). Significantly, too, was the intermediary role played by parents. With parents acting as intermediaries in household environments or as proxy users in posting content on their behalf, multiple forms of assisted infant communication were identified. Assisted Media Use Assisted communication emerged from discussions with parents about the ways, routines, and rationale for making mobile media available to their children. These sometimes revolved around keeping their child engaged whilst they were travelling as a family – part of what has been described as the pass-back effect – but were more frequently discussed in terms of sharing and showing digital content, especially family photographs, and in facilitating infant mediated communication with relatives abroad: they love scrolling through my photos on my iPhone …We quite often just have them [on Skype] … have the computers in there while we're having dinner … the laptop will be there, opened up at one end of the table with the family here and there will be my sister having breakfast with her family in Ireland … These forms of parental mediated communication did not, however, simply situate or construct infants as passive recipients of their parents’ desires to make media content available or their efforts to establish communication with extended family members. Instead, the research revealed that infants were often active participants in these processes, pushing for access to devices, digital content, and mediated communication. These distributed relations of agency were expressed through infants verbal requests and gestural urging; through the ways parents initiated use by, for example, unlocking a device, preparing software, or loading an application, but then handed them over to infants to play, explore or communicate; and through wider networks of relations in which others including siblings, acted as proxies or had a say in the kinds of media infants used: she can do it, once I've unlocked … even, even with iView, once I'm on iView she can pick her own show and then go to the channel she wants to go to.We had my son’s birthday and there were some photos, some footage of us singing happy birthday and the little one just wants to watch it over and over again. She thinks it's fantastic watching herself.He [sibling] becomes like a proxy user … with the second one … they don't even need the agency because of their sibling. Similarly, the assisted communication emerging from the analysis of #babyselfie images on Instagram revealed that parents were not simply determining infant media use, but often acting as proxies on their behalf. #Selfie obsessed baby. Seriously though. He won't stop. Insists on pressing the button and everything. He sees my phone and points and says "Pic? Pic?" I've created a monster lol. In sharing this digital content on social networks, parents were acting as intermediaries in the communication of their children’s digital images. Clearly they were determining the platforms and networks where these images were published online, yet the production of these images was more uncertain, with accidental self-portraits taken by infants suggesting they played a key role in the circuits of digital photography distribution (van Dijck). Automated Media Use The production, archiving, circulation and reception of these images speaks to larger assemblages of media in which software protocols and algorithms are increasingly embedded in and help to configure everyday life (e.g. Chun; Gillespie), including young children’s media lives (Ito). Here, software automates process of sorting and shaping information, and in doing so both empowers and governs forms of infant media conduct. The final theme emerging from the research, then, is the identification of automated forms of infant mobile media use enabled through software applications and algorithmic operations. Automated techniques of interaction emerged as part of the repertoire of infant mobile mediality and communication through observations and discussions during the family research, and through surveying commercial software applications. Within family discussions, parents spoke about the ways digital databases and applications facilitated infant exploration and navigation. These included photo galleries stored on mobile devices, as well as children’s Internet television services such as the Australian Broadcasting Corporation’s catch-up online TV service, iView, which are visually organised and easily scrollable. In addition, algorithmic functions for sorting, recommending and autoplay on the video-sharing platform YouTube meant that infants were often automatically delivered an ongoing stream of content: They just keep watching it [YouTube]. So it leads on form the other thing. Which is pretty amazing, that's pretty interactive.Yeah, but the kids like, like if they've watched a YouTube clip now, they'll know to look down the next column to see what they want to play next … you get suggestions there so. Forms of automated communication specifically addressing infants was also located in examples of children’s software products from mobile app stores: the My Baby Selfie app from the iTunes App Store and the Baby Selfie app from the Google Play store. These applications are designed to support baby image capture and sharing, promising to “allow your baby to take a photo of him himself [sic]” (Giudicelli), based on automated software features that use sounds and images to capture a babies attention and touch sensors to activate image capture and storage. In one sense, these applications may appear to empower infants to participate in the production of digital content, namely selfies, yet they also clearly distribute this agency with and through mobile media and digital software. Moreover, they imply forms of conduct, expectations and imperatives around the possibilities of infant presence in a participatory digital culture. Immanent Ethic and Critique Digital participation typically assumes a degree of individual agency in deciding what to share, post, or communicate that is not typically available to infants. The emerging communicative practices of infants detailed above suggests that infants are increasingly connecting, however this communicative agency is distributed amongst a network of ambient devices, user-friendly interfaces, proxy users, and software sorting. Such distributions reflect conditions Deuze has noted, that we do not live with but in media. He argues this ubiquity, habituation, and embodiment of media and communication technologies pervade and constitute our lives becoming effectively invisible, negating the possibility of an outside from which resistance can be mounted. Whilst, resistance remains a solution promoted in medical discourses and paediatric advice proposing no ‘screen time’ for children aged below two (Strasburger and Hogan), Deuze’s thesis suggests this is ontologically futile and instead we should strive for a more immanent relation that seeks to modulate choices and actions from within our media life: finding “creative ways to wield the awesome communication power of media both ethically and aesthetically” ("Unseen" 367). An immanent ethics and a critical aesthetics of infant mediated life can be located in examples of cultural production and everyday parental practice addressing the arrangements of infant mobile media and communication discussed above. For example, an article in the Guardian, ‘Toddlers pose a serious risk to smartphones and tablets’ parodies moral panics around children’s exposure to media by noting that media devices are at greater risk of physical damage from children handling them, whilst a design project from the Eindhoven Academy – called New Born Fame – built from soft toys shaped like social media logos, motion and touch sensors that activate image capture (much like babyselfie apps), but with automated social media sharing, critically interrogates the ways infants are increasingly bound-up with the networked and algorithmic regimes of our computational culture. Finally, parents in this research revealed that they carefully considered the ethics of media in their children’s lives by organising everyday media practices that balanced dwelling with new, old, and non media forms, and by curating their digitally mediated interactions and archives with an awareness they were custodians of their children’s digital memories (Garde-Hansen et al.). I suggest these examples work from an immanent ethical and critical position in order to make visible and operate from within the conditions of infant media life. Rather than seeking to deny or avoid the diversity of encounters infants have with and through mobile media in their everyday lives, this analysis has explored the ways infants are increasingly configured as users of mobile media and communication technologies, identifying an emerging repertoire of infant mobile communication techniques. The emerging practices of infant mobile communication outlined here are intertwined with contemporary household media environments, and assembled through accidental, assisted, and automated relations of living with mobile media. Moreover, such entanglements of use are both represented and discursively reconfigured through multiple channels, contexts, and networks of public mediation. Together, these diverse contexts and forms of conduct have implications for both studying and understanding the ways babies are emerging as active participants and interpellated subjects within a continually expanding digital culture. Acknowledgments This research was supported with funding from the Australian Research Council (ARC) Discovery Early Career Researcher Award (DE130100735). I would like to express my appreciation to the children and families involved in this study for their generous contribution of time and experiences. References Buckingham, David. After the Death of Childhood: Growing Up in the Age of Electronic Media. Polity Press: Oxford, 2000. Buckleitner, Warren. “A Taxonomy of Multi-Touch Interaction Styles, by Stage.” Children's Technology Review 18.11 (2011): 10-11. Chun, Wendy. Programmed Visions: Software and Memory. Cambridge: MIT Press, 2011. Deuze, Mark. “Media Life.” Media, Culture and Society 33.1 (2011): 137-148. Deuze, Mark. “The Unseen Disappearance of Invisible Media: A Response to Sebastian Kubitschko and Daniel Knapp.” Media, Culture and Society 34.3 (2012): 365-368. Garde-Hansen, Joanne, Andrew Hoskins and Anna Reading. Save as … Digital Memories. Hampshire: Palgrave Macmillan, 2009. Giddings, Seth. Gameworlds: Virtual Media and Children’s Everyday Play. New York: Bloomsbury, 2014. Gillespie, Tarleton. “The Relevance of Algorithms.” Media Technologies: Essays on Communication, Materiality, and Society. Eds. Tarelton Gillespie, Pablo Boczkowski and Kirsten Foot. Cambridge: MIT Press, 2014. Giudicelli, Patrick. "My Baby Selfie." iTunes App Store. Apple Inc., 2015. Highfield, Tim, and Tama Leaver. “A Methodology for Mapping Instagram Hashtags.” First Monday 20.1 (2015). Hourcade, Juan Pablo, Sarah Mascher, David Wu, and Luiza Pantoja. “Look, My Baby Is Using an iPad! An Analysis of Youtube Videos of Infants and Toddlers Using Tablets.” Proceedings of CHI 15. New York: ACM Press, 2015. 1915–1924. Ito, Mizuko. Engineering Play: A Cultural History of Children’s Software. Cambridge: MIT Press, 2009. Jayemanne, Darshana, Bjorn Nansen and Thomas Apperley. “Post-Digital Play and the Aesthetics of Recruitment.” Proceedings of Digital Games Research Association (DiGRA) 2015. Lüneburg, 14-17 May 2015. Kumar, Priya, and Sarita Schoenebeck. “The Modern Day Baby Book: Enacting Good Mothering and Stewarding Privacy on Facebook.” Proceedings of CSCW 2015. Vancouver, 14-18 March 2015. Mackay, Hugh, and Darren Ivey. Modern Media in the Home: An Ethnographic Study. Rome: John Libbey, 2004. Morris, Meredith. “Social Networking Site Use by Mothers of Young Children.” Proceedings of CSCW 2014. 1272-1282. OfCom. Children and Parents: Media Use and Attitudes Report. London: OfCom, 2013. McPake, Joanna, Lydia Plowman and Christine Stephen. "The Technologisation of Childhood? Young Children and Technology in The Home.” Children and Society 24.1 (2010): 63–74. Postman, Neil. Technopoly: The Surrender of Culture to Technology. New York: Vintage, 1993. Rideout, Victoria. Zero to Eight: Children’s Media Use in America 2013. Common Sense Media, 2013. Rogers, Richard. Digital Methods. Boston. MIT Press, 2013. Silverstone, Roger, and Eric Hirsch (eds). Consuming Technologies: Media and Information in Domestic Spaces. London: Routledge, 1992. Shuler, Carly. iLearn: A Content Analysis of the iTunes App Store’s Education Section. New York: The Joan Ganz Cooney Center at Sesame Workshop, 2009. Star, Susan Leigh. “The Ethnography of Infrastructure.” American Behavioral Scientist 43.3 (1999): 377–391. Strasburger, Victor, and Marjorie Hogan. “Policy Statement from the American Academy of Pediatrics: Children, Adolescents, and the Media.” Pediatrics 132 (2013): 958-961. Van Dijck, José. “Digital Photography: Digital Photography: Communication, Identity, Memory.” Visual Communication 7.1 (2008): 57-76. Wartella, Ellen, and Michael Robb. “Historical and Recurring Concerns about Children’s Use of the Mass Media.” The Handbook of Children, Media, and Development. Eds. Sandra Calvert and Barbara Wilson. Malden: Blackwell, 2008.
Стилі APA, Harvard, Vancouver, ISO та ін.
5

Foith, Michael. "Virtually Witness Augmentation Now: Video Games and the Future of Human Enhancement." M/C Journal 16, no. 6 (November 6, 2013). http://dx.doi.org/10.5204/mcj.729.

Повний текст джерела
Анотація:
Introduction Ever-enduring advancements in science and technology promise to offer solutions to problems or simply to make life a bit easier. However, not every advancement has only positive effects, but can also have undesired, negative ramifications. This article will take a closer look at Deus Ex: Human Revolution (DXHR), a dystopian video game which promises to put players in the position of deciding whether the science of human enhancement is a way to try to play God, or whether it enables us “to become the Gods we’ve always been striving to be” (Eidos Montreal, “Deus Ex: Human Revolution”). In this article I will argue that DXHR creates a space in which players can virtually witness future technologies for human performance enhancement without the need to alter their own bodies. DXHR is special particularly in two respects: first, the developers have achieved a high credibility and scientific realism of the enhancement technologies depicted in the game which can be described as being “diegetic prototypes” (Kirby, “The Future Is Now ” 43); second, the game directly invites players to reflect upon the impact and morality of human enhancement. It does so through a story in line with the cyberpunk genre, which envisions not only the potential benefits of an emergent technology, but has an even stronger focus on the negative contingencies. The game and its developers foresee a near-future society that is split into two fractions due to human enhancement technologies which come in the form of neuro-implants and mechanical prosthetics; and they foresee a near-future setting in which people are socially and economically forced to undergo enhancement surgery in order to keep up with the augmented competition. DXHR is set in the year 2027 and the player takes control of Adam Jensen, an ex-SWAT police officer who is now the chief of security of Sarif Industries, one of the world's leading biotechnology companies that produce enhancement technologies. Augmented terrorists attack Sarif Industries, abduct the head scientists, and nearly kill Jensen. Jensen merely survives because his boss puts him through enhancement surgery, which replaces many parts of his body with mechanical augmentations. In the course of the game it becomes clear that Jensen has been augmented beyond any life-saving necessity that grants him superhuman abilities and allows him to find and defeat the terrorists, but the augmentations also challenge his humanity. Is Jensen a human, a cyborg, or has he become more machine than man? DXHR grants players the illusion of immersion into a virtual world in which augmentations exist as a matter of fact and in which a certain level of control can be practiced. Players take up the role of a character distinctly more powerful and capable than the person in control, exceeding the limits of human abilities. The superior abilities are a result of scientific and technological advancements implying that every man or woman is able to attain the same abilities by simply acquiring augmentations. Thus, with the help of the playable character, Adam Jensen, the game lets players experience augmentations without any irreparable damages done to their bodies, but the experience will leave a lasting impression on players regarding the science of human enhancement. The experience with augmentations happens through and benefits from the effect of “virtual witnessing”: The technology of virtual witnessing involves the production in a reader’s mind of such an image of an experimental scene as obviates the necessity for either direct witness or replication. Through virtual witnessing the multiplication of witnesses could be, in principle, unlimited. (Shapin and Schaffer 60) In other words, simply by reading about and/or seeing scientific advancements, audiences can witness them without having to be present at the site of creation. The video game, hereby, is itself the medium of virtual witnessing whereby audiences can experience scientific advancements. Nevertheless, the video game is not just about reading or seeing potential future enhancement technologies, but permits players to virtually test-drive augmentations—to actually try out three-dimensionally rendered prototypes on a virtual body. In order to justify this thesis, a couple of things need to be clarified that explain in which ways the virtual witnessing of fictional enhancements in DXHR is a valid claim. Getting into the Game First I want to briefly describe how I investigated the stated issue. I have undertaken an auto-ethnography (Ellis, Adams, and Bochner) of DXHR, which concretely means that I have analytically played DXHR in an explorative fashion (Aarseth) trying to discover as many elements on human enhancement that the game has to offer. This method requires not only close observation of the virtual environment and documentation through field notes and screenshots, but also self-reflection of the actions that I chose to take and that were offered to me in the course of the game. An essential part of analytically playing a game is to be aware that the material requires “the activity of an actual player in order to be accessible for scrutiny” (Iversen), and that the player’s input fundamentally shapes the gaming experience (Juul 42). The meaning of the game is contingent upon the contribution of the player, especially in times in which digital games grant players more and more freedom in terms of narrative construction. In contrast to traditional narrative, the game poses an active challenge to the player which entails the need to become better in relation to the game’s mechanics and hence “studying games … implies interacting with the game rules and exploring the possibilities created by these rules, in addition to studying the graphical codes or the narration that unfolds” (Malliet). It is important to highlight that, although the visual representation of human enhancement technologies has an enormous potential impact on the player’s experience, it is not the only crucial element. Next to the representational shell, the core of the game, i.e. “how game rules and interactions with game objects and other players are structured” (Mäyrä 165), shapes the virtual witnessing of the augmentations in just an important way. Finally, the empirical material that was collected was analyzed and interpreted with the help of close-reading (Bizzocchi and Tanenbaum 395). In addition to the game itself, I have enriched my empirical material with interviews of developers of the game that are partly freely available on the Internet, and with the promotional material such as the trailers and a website (Eidos Montreal, “Sarif Industries”) that was released prior to the game. Sociotechnical Imaginaries In this case study of DXHR I have not only investigated how augmented bodies and enhancement technologies are represented in this specific video game, but also attempted to uncover which “sociotechnical imaginaries” (Jasanoff and Kim) underlie the game and support the virtual witnessing experience. Sociotechnical imaginaries are defined as “collectively imagined forms of social life and social order reflected in the design and fulfillment of nation-specific scientific and/or technological projects” (Jasanoff and Kim 120). The concept appeared to be suitable for this study as it covers and includes “promises, visions and expectations of future possibilities” (Jasanoff and Kim 122) of a technology as well as “implicit understandings of what is good or desirable in the social world writ large” (Jasanoff and Kim 122–23). The game draws upon several imaginaries of human enhancement. For example, the most basic imaginary in the game is that advanced engineered prosthetics and implants will be able to not only remedy dysfunctional parts of the human body, but will be able to upgrade these. Apart from this idea, the two prevailing sociotechnical imaginaries that forward the narrative can be subsumed as the transhumanist and the purist imaginary. The latter views human enhancement, with the help of science and technology, as unnatural and as a threat to humanity particularly through the power that it grants to individuals, while the former transports the opposing view. Transhumanism is: the intellectual and cultural movement that affirms the possibility and desirability of fundamentally improving the human condition through applied reason, especially by developing and making widely available technologies to eliminate aging and to greatly enhance human intellectual, physical, and psychological capacities. (Chrislenko et al.) The transhumanist imaginary in the game views technological development of the body as another step in the human evolution, not as something abhorrent to nature, but a fundamental human quality. Similar ideas can be found in the writings of Sigmund Freud and Arnold Gehlen, who both view the human being’s need to improve as part of its culture. Gehlen described the human as a “Mängelwesen”—a ‘deficient’ creature—who is, in contrast to other species, not specialized to a specific environment, but has the ability to adapt to nearly every situation because of this deficiency (Menne, Trutwin, and Türk). Freud even denoted the human as a “Prothesengott”—a god of prostheses: By means of all his tools, man makes his own organs more perfect—both the motor and the sensory—or else removes the obstacles in the way of their activity. Machinery places gigantic power at his disposal which, like his muscles, he can employ in any direction; ships and aircraft have the effect that neither air nor water can prevent his traversing them. With spectacles he corrects the defects of the lens in his own eyes; with telescopes he looks at far distances; with the microscope he overcomes the limitations in visibility due to the structure of his retina. (Freud 15) Returning to DXHR, how do the sociotechnical imaginaries matter for the player? Primarily, the imaginaries cannot be avoided as they pervade nearly every element in the game, from the main story that hinges upon human enhancement over the many optional side missions, to contextual elements such as a conference on “the next steps in human evolution” (Eidos Montreal, “Deus Ex: Human Revolution”). Most importantly, it impacts the player’s view in a crucial way. Human enhancement technologies are presented as controversial, neither exclusively good nor bad, which require reflection and perhaps even legal regulation. In this way, DXHR can be seen as offering the player a restricted building set of sociotechnical imaginaries of human enhancement, whereby the protagonist, Adam Jensen, becomes the player’s vessel to construct one’s own individual imaginary. In the end the player is forced to choose one of four outcomes to complete the game, and this choice can be quite difficult to make. Anticipation of the Future It is not unusual for video games to feature futuristic technologies that do not exist in the real world, but what makes DXHR distinct from others is that the developers have included an extent of information that goes beyond any game playing necessity (see Figures 1 & 2). Moreover, the information is not fictional but the developers have taken strategic steps to make it credible. Mary DeMarle, the narrative designer, explained at the San Diego Comic-Con in 2011, that a timeline of augmentation was created during the production phase in which the present state of technology was extrapolated into the future. In small incremental steps the developers have anticipated which enhancement technologies might be potentially feasible by the year 2027. Their efforts were supported by the science consultant, Will Rosellini, who voluntarily approached the development team to help. Being a neuroscientist, he could not have been a more fitting candidate for the job as he is actively working and researching in the biotechnology sector. He has co-founded two companies, MicroTransponder Inc., which produces tiny implantable wireless devices to interface with the nervous system to remedy diseases (see Rosellini’s presentation at the 2011 Comic-Con) and Rosellini Scientific, which funds, researches and develops advanced technological healthcare solutions (Rosellini; Rosellini Scientific). Due to the timeline which has been embedded explicitly and implicitly, no augmentation appears as a disembodied technology without history in the game. For example, although the protagonist wears top-notch military arm prostheses that appear very human-like, this prosthesis is depicted as one of the latest iterations and many non-playable characters possess arm prostheses that appear a lot older, cruder and more industrial than those of Jensen. Furthermore, an extensive description employing scientific jargon for each of the augmentations can be read on the augmentation overview screen, which includes details about the material composition and bodily locations of the augmentations. Figure 1: More Info Section of the Cybernetic Arm Prosthesis as it appears in-game (all screenshots taken with permission from Deus Ex: Human Revolution (2011), courtesy of Eidos Montreal) More details are provided through eBooks, which are presented in the form of scientific articles or conference proceedings, for which the explorative gamer is also rewarded with valuable experience points upon finding which are used to activate and upgrade augmentations. The eBooks also reflect the timeline as each eBook is equipped with a year of publication between 2001 and 2022. Despite the fact that these articles have been supposedly written by a fictional character, the information is authentic and taken from actual scientific research papers, whereby some of these articles even include a proper scientific citation. Figure 2: Example of a Darrow eBook The fact that a scientist was involved in the production of the game allows classifying the augmentations as “diegetic prototypes” which are “cinematic depictions of future technologies … that demonstrate to large public audiences a technology’s need, benevolence and viability” (“The Future Is Now” 43). Diegetic prototypes are fictional, on-screen depictions of technologies that do not exist in that form in real life and have been created with the help of a science consultant. They have been placed in movies to allay anxieties and doubts and perhaps to even provoke a longing in audiences to see depicted technologies become reality (Kirby, “The Future Is Now” 43). Of course the aesthetic appearance of the prototypes has an impact on audiences’s desire, and particularly the artificial arms of Jensen that have been designed in an alluring fashion as can be seen in the following figure: Figure 3: Adam Jensen and arm prosthesis An important fact about diegetic prototypes—and about prototypes (see Suchman, Trigg, and Blomberg) in general—is that they are put to specific use and are embedded and presented in an identifiable social context. Technological objects in cinema are at once both completely artificial—all aspects of their depiction are controlled—and normalized as practical objects. Characters treat these technologies as a ‘natural’ part of their landscape and interact with these prototypes as if they are everyday parts of their world. … fictional characters are ‘socializing’ technological artifacts by creating meanings for the audience, ‘which is tantamount to making the artifacts socially relevant’. (Kirby, “Lab Coats” 196) The power of DXHR is that the diegetic prototypes—the augmentations—are not only based on real world scientific developments and contextualized in a virtual social space, but that the player has the opportunity to handle the augmentations. Virtual Testing Virtual witnessing of the not-yet-existent augmentations is supported by scientific descriptions, articles, and the appearance of the technologies in DXHR, but the moral and ethical engagement is established by the player’s ability to actively use the augmentations and by the provision of choice how to use them. As mentioned, most of the augmentations are inactive and must first be activated by accumulating and spending experience points on them. This requires the player to make reflections on the potential usage and how a particular augmentation will lead to the successful completion of a mission. This means that the player has to constantly decide how s/he wants to play the game. Do I want to be able to hack terminals and computers or do I rather prefer getting mission-critical information by confronting people in conversation? Do I want to search for routes where I can avoid enemy detection or do I rather prefer taking the direct route through the enemy lines with heavy guns in hands? This recurring reflection of which augmentation to choose and their continuous usage throughout the game causes the selected augmentations to become valuable and precious to the player because they transform from augmentations into frequently used tools that facilitate challenge and reduce difficulty of certain situations. In addition, the developers have ensured that no matter which approach is taken, it will always lead to success. This way the role-playing elements of the game are accentuated and each player will construct their own version of Jensen. However, it may be argued that DXHR goes beyond mere character building. There is a breadth of information and opinions on human enhancement offered, but also choices that are made invite players to reflect upon the topic of human enhancement. Among the most conspicuous instances in the game, that involve the player’s choice, are the conversations with other non-playable characters. These are events in the game which require the player to choose one out of three responses for Jensen, and hence, these determine to some extent Jensen’s attitude towards human enhancement. Thus, in the course of the game players might discover their own conviction and might compose their own imaginary of human enhancement. Conclusion This article has explored that DXHR enables players to experience augmentations without being modified themselves. The game is filled with various sociotechnical imaginaries of prosthetic and neurological human enhancement technologies. The relevance of these imaginaries is increased by a high degree of credibility as a science consultant has ensured that the fictional augmentations are founded upon real world scientific advancements. The main story, and much of the virtual world, hinge upon the existence and controversy of these sorts of technologies. Finally, the medium ‘videogame’ allows taking control of an individual, who is heavily augmented with diegetic prototypes of future enhancement technologies, and it also allows using and testing the increased abilities in various situations and challenges. All these elements combined enable players to virtually witness not-yet-existent, future augmentations safely in the present without the need to undertake any alterations of their own bodies. This, in addition to the fact that the technologies are depicted in an appealing fashion, may create a desire in players to see these augmentations become reality. Nevertheless, DXHR sparks an important incentive to critically think about the future of human enhancement technologies.References Aarseth, Espen. “Playing Research: Methodological Approaches to Game Analysis.” DAC Conference, Melbourne, 2003. 14 Apr. 2013 ‹http://hypertext.rmit.edu.au/dac/papers/Aarseth.pdf›. Bizzocchi, J., and J. Tanenbaum. “Mass Effect 2: A Case Study in the Design of Game Narrative.” Bulletin of Science, Technology & Society 32.5 (2012): 393-404. Chrislenko, Alexander, et al. “Transhumanist FAQ.” humanity+. 2001. 18 July 2013 ‹http://humanityplus.org/philosophy/transhumanist-faq/#top›. Eidos Montreal. “Deus Ex: Human Revolution.” Square Enix. 2011. PC. ———. “Welcome to Sarif Industries: Envisioning a New Future.” 2011. 14 Apr. 2013 ‹http://www.sarifindustries.com›. Ellis, Carolyn, Tony E. Adams, and Arthur P. Bochner. “Autoethnography: An Overview.” Forum Qualitative Sozialforschung 12.1 (2010): n. pag. 9 July 2013 ‹http://www.qualitative-research.net/index.php/fqs/article/view/1589/3095›. Freud, Sigmund. Civilization and Its Discontents. Aylesbury, England: Chrysoma Associates Limited, 1929. Iversen, Sara Mosberg. “In the Double Grip of the Game: Challenge and Fallout 3.” Game Studies 12.2 (2012): n. pag. 5 Feb. 2013 ‹http://gamestudies.org/1202/articles/in_the_double_grip_of_the_game›. Jasanoff, Sheila, and Sang-Hyun Kim. “Containing the Atom: Sociotechnical Imaginaries and Nuclear Power in the United States and South Korea.” Minerva 47.2 (2009): 119–146. Juul, Jesper. “A Clash between Game and Narrative.” MA thesis. U of Copenhagen, 1999. 29 May 2013 ‹http://www.jesperjuul.net/thesis/›. Kirby, David A. Lab Coats in Hollywood. Cambridge, Massachusetts: MIT Press, 2011. ———. “The Future Is Now : Diegetic Prototypes and the Role of Popular Films in Generating Real-World Technological Development.” Social Studies of Science 40.1 (2010): 41-70. Malliet, Steven. “Adapting the Principles of Ludology to the Method of Video Game Content Analysis Content.” Game Studies 7.1 (2007): n. pag. 28 May 2013 ‹http://gamestudies.org/0701/articles/malliet›. Mäyrä, F. An Introduction to Game Studies. London: Sage, 2008. Menne, Erwin, Werner Trutwin, and Hans J. Türk. Philosophisches Kolleg Band 4 Anthropologie. Düsseldorf: Patmos, 1986. Rosellini, Will, and Mary DeMarle. “Deus Ex: Human Revolution.” Comic Con. San Diego, 2011. Panel. Rosellini Scientific. “Prevent. Restore. Enhance.” 2013. 25 May 2013 ‹http://www.roselliniscientific.com›. Shapin, Steven, and Simon Schaffer. Leviathan and the Air Pump: Hobbes, Boyle and the Experimental Life. Princeton: Princeton University Press, 1985. Suchman, Lucy, Randall Trigg, and Jeanette Blomberg. “Working Artefacts: Ethnomethods of the Prototype.” The British Journal of Sociology 53.2 (2002): 163-79. Image Credits All screenshots taken with permission from Deus Ex: Human Revolution (2011), courtesy of Eidos Montreal.
Стилі APA, Harvard, Vancouver, ISO та ін.

Книги з теми "Inc Press Wireless"

1

Novotny, Patrick. The Press in American Politics, 1787–2012. ABC-CLIO, LLC, 2014. http://dx.doi.org/10.5040/9798216001010.

Повний текст джерела
Анотація:
From the Constitutional Convention in 1787 and the fight for ratification of the Constitution in the pages of America's newspapers through the digital era of 24/7 information technologies and social media campaigns, this book tells the story of the press as a decisive and defining part of America's elections, parties, and political life. The Press In American Politics, 1787–2012 supplies a far-reaching and fast-moving historical narrative of the decisive and defining moments in U.S. politics as told through the history of America's press, beginning from the emergence of the press in American politics during the 1787 Constitutional Convention through to 21st-century campaigning that utilize "big data" and harness the power of social networking. Suitable for general readers with an interest in the history of American elections and political campaigns and students and academic scholars studying the press and American politics, the book tells the story of "the press"—collectively, some of the most familiar institutions in American news, broadcasting, and technology—as a defining part of America's elections, political parties, and political life. Author Patrick Novotny examines topics such as the expansion of the press into the Western territories and states in the early 19th century, the growing independence of the press after the Civil War, the early history of wireless communication, the emergence of radio and television as powerful media, and the daunting challenges newspapers face in the Internet era.
Стилі APA, Harvard, Vancouver, ISO та ін.
2

Hurst, James W. Pancho Villa and Black Jack Pershing. Praeger, 2007. http://dx.doi.org/10.5040/9798400694950.

Повний текст джерела
Анотація:
The focus of this book is the Expedition, the Villistas, and their leader Francisco Pancho Villa. Villa's early life witnessed the advent of the typewriter, the telephone, linotype, the automobile, the Kodak camera, the first motion pictures, wireless telegraphy, the airplane, and the radio. In the days before his defeat at Columbus and the subsequent routing of his bands by the Punitive Expedition, Villa had a coterie of journalists wherever he traveled, and he went to great lengths to secure their comfort. In return they provided him with what today would be called good press, and American public opinion was shaped in a generally favorable direction. Villa instinctively realized that image was everything: it was not what you were that mattered but rather what you seemed to be that really counted. In addition to the American newspaper press, both Mexican and American photographers contributed to Villa's role as a legendary hero. A photographic record unprecedented in the annals of bandit-heroes spread the legend, and motion pictures gave an extraordinary boost to his notoriety. He is arguably the most widely recognized Mexican in America, and his picture is often found on the walls of Mexican-American restaurants. Catching Villa would prove to be difficult, and to do it, Black Jack Pershing and his force needed to rely on local intelligence. Pershing referred to his intelligence-gathering organization as the Intelligence Section, whose officers interrogated prisoners, recruited guides, interpreters, and informers, and organized a secret service of Mexican expatriates who were more than willing to provide their services against Villa. There were a number of Japanese who were employed with mixed results, and a few reliable local Mexicans were employed in the Secret Service with fairly good results. The narrative is itself a reflection of the success of the Intelligence Section in gathering information in the field and preserving what was gathered in detailed, written reports. The reports would not have been possible without the cooperation of the local population, particularly in the Guerrero district and specifically in the pueblo of Namiquipa. Both were hotbeds of Villista sentiment, and early Expedition reports stressed the hostility of the locals. Within a matter of weeks of its arrival, however, the local situation had changed radically. Local farmers were collaborating with the Americans, selling their labor and supplies to the troops and, more importantly, furnishing the invaders with military intelligence.
Стилі APA, Harvard, Vancouver, ISO та ін.

Частини книг з теми "Inc Press Wireless"

1

Christensen Hughes, Julia, and Sarah Elaine Eaton. "Student Integrity Violations in the Academy: More Than a Decade of Growing Complexity and Concern." In Academic Integrity in Canada, 61–79. Cham: Springer International Publishing, 2022. http://dx.doi.org/10.1007/978-3-030-83255-1_3.

Повний текст джерела
Анотація:
AbstractAcademic misconduct in Canada is a growing and complex concern, worthy of increased attention and concerted action. Yet, the press appears to be more actively engaged (at least more vocal) in raising concerns about integrity violations than many in our post-secondary institutions. This chapter presents a synopsis of the seminal work by Christensen Hughes and McCabe (in the Canadian Journal of Higher Education 36: 1–21, 2006), followed by an exploration of its treatment by the press—in particular MacLean’s magazine—following its release. We also present select stories of student misconduct as reported by the Canadian press from 2010 to 2020. From a review of these contributions, we suggest that misconduct in the academy appears to be growing in complexity, severity and by the variety of third-party stakeholders involved. Types of cheating identified in this review include: the use of wearable, wireless high-tech devices for communicating with accomplices; paying (bribing) TAs for answers and inflated grades; exam impersonation; plagiarism; and contract cheating (customized essay buying from freelance writers and essay sweatshops). Explanations provided in the press for these behaviours, include increasing numbers of international students, the proliferation of contract cheating services, and increased use of on-line assessment, resulting from the Covid-19 pandemic. The chapter concludes with a call to action, for all post-secondary institutions, to a greater commitment to academic integrity, including stepping up efforts to educate faculty and students as well as to embrace innovation in assessment design and invigilation practice. We also suggest advocacy for introducing laws that will help to deter contract cheating services.
Стилі APA, Harvard, Vancouver, ISO та ін.
2

Papadias, C. B. "MIMO communication for wireless networks." In Academic Press Library in Mobile and Wireless Communications, 399–433. Elsevier, 2016. http://dx.doi.org/10.1016/b978-0-12-398281-0.00011-9.

Повний текст джерела
Стилі APA, Harvard, Vancouver, ISO та ін.
3

Ahmadi, S. "Wireless broadband standards and technologies." In Academic Press Library in Mobile and Wireless Communications, 559–619. Elsevier, 2016. http://dx.doi.org/10.1016/b978-0-12-398281-0.00015-6.

Повний текст джерела
Стилі APA, Harvard, Vancouver, ISO та ін.
4

Miller, S. L. "Spread spectrum signaling in wireless communications." In Academic Press Library in Mobile and Wireless Communications, 369–98. Elsevier, 2016. http://dx.doi.org/10.1016/b978-0-12-398281-0.00010-7.

Повний текст джерела
Стилі APA, Harvard, Vancouver, ISO та ін.
5

Wymeersch, H., and A. Eryilmaz. "Multiple access control in wireless networks." In Academic Press Library in Mobile and Wireless Communications, 435–65. Elsevier, 2016. http://dx.doi.org/10.1016/b978-0-12-398281-0.00012-0.

Повний текст джерела
Стилі APA, Harvard, Vancouver, ISO та ін.
6

Gatherer, A., H. Zhu, and M. Erez. "Baseband architectures to support wireless cellular infrastructure." In Academic Press Library in Mobile and Wireless Communications, 689–705. Elsevier, 2016. http://dx.doi.org/10.1016/b978-0-12-398281-0.00018-1.

Повний текст джерела
Стилі APA, Harvard, Vancouver, ISO та ін.
7

"IEEE Press Series on Digital and Mobile Communication." In Resource Allocation in Uplink OFDMA Wireless Systems, 277. Hoboken, NJ, USA: John Wiley & Sons, Inc., 2012. http://dx.doi.org/10.1002/9781118189627.scard.

Повний текст джерела
Стилі APA, Harvard, Vancouver, ISO та ін.
8

Liu, Liang, Jie Xu, and Rui Zhang. "Transmit beamforming for simultaneous wireless information and power transfer." In Academic Press Library in Signal Processing, Volume 7, 479–506. Elsevier, 2018. http://dx.doi.org/10.1016/b978-0-12-811887-0.00010-9.

Повний текст джерела
Стилі APA, Harvard, Vancouver, ISO та ін.
9

Weinstein, S. "Introduction to digital transmission." In Academic Press Library in Mobile and Wireless Communications, 1–48. Elsevier, 2016. http://dx.doi.org/10.1016/b978-0-12-398281-0.00001-6.

Повний текст джерела
Стилі APA, Harvard, Vancouver, ISO та ін.
10

Wilson, S. G., and T. Xie. "Modulated signals and I/Q representations of bandpass signals." In Academic Press Library in Mobile and Wireless Communications, 49–71. Elsevier, 2016. http://dx.doi.org/10.1016/b978-0-12-398281-0.00002-8.

Повний текст джерела
Стилі APA, Harvard, Vancouver, ISO та ін.
Ми пропонуємо знижки на всі преміум-плани для авторів, чиї праці увійшли до тематичних добірок літератури. Зв'яжіться з нами, щоб отримати унікальний промокод!

До бібліографії