78 resultados para ECCE


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Im August 2012 brachte der Heimatverein von Borja, in Spanien, auf seinem Blog seine »tiefe Betroffenheit« über einen, wie es hieß, »unbeschreiblichen Vorgang« zum Ausdruck: Ein Wandgemälde in der Iglesia del Santuario de la Misericordia war in einer Form restauriert worden, die das ursprüngliche Motiv - den Schmerzensmann - fast unkenntlich machte. Die Affäre ging in kürzester Zeit durch die internationale Presse und durch das Internet. Sie schlug dabei unerwartet hohe Wellen, mit denen sich Hohn und Spott über den in fast allen Kommentaren als »misslungen« bezeichneten Restaurierungsakt ergoss. Im Web 2.0 hingegen gab das dergestalt »restaurierte« Antlitz des Ecce homo Anlass zu einer Vielzahl von Neuinterpretationen, es avancierte zu einem regelrechten Internet-Phänomen, das in der vorliegenden Studie in Hinblick auf den Umgang mit und die Aneignung von Bildern im digitalen Zeitalter untersucht werden soll.

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Mode of access: Internet.

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In his famous essay, "An image of Africa: racism in Conrad's Heart of Darkness", the late Nigerian writer, scholar and critic Chinua Achebe points out how the permanent place held by Joseph Conrad and his novel in the literary pantheon has contributed towards perpetuating "comforting myths" where Africa and its people serve as a coarse foil against which to show Western civilisation's refinement and achievements (ACHEBE In ARMSTRONG, 2006, p. 339). A ferocious "Ecce homo", this seems to be the bottom line of Achebe's unapologetically emotional criticism. Tainted by irredeemable eurocentrism and racism, Joseph Conrad should then be finally overthrown by critics and ostracised by the public. But, relevant and (always) timely as it is, should cultural criticism, especially when championed by an eminent, authoritative African scholar as Achebe, refuse Conrad the benefit of the doubt? Literature, genuine literature, we believe, won't pass the test of time unless it proves to be more than ideological prestidigitation and strikes a chord that is more than decorous compassion. It is by looking at Heart of Darkness as first and foremost a work of art that we attempt to outline an alternative image to the racist Conrad presented by Achebe.

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This paper presents a novel topology to generate high voltage with utilization of slow and fast power switches. New concepts used in this topology include numbers of diode-capacitor units in parallel with resonant circuits which are connected to a positive buck-boost converter. The resonant circuit reverses the voltage polarity of the capacitors. This configuration has capability of generating a flexible high voltage with certain number of capacitors. The advantage of this topology is to use slow switches, less number of diodes and capacitors compare to Marx generator. Simulations have been performed to verify the proposed topology.

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This paper presents a novel topology for the generation of high voltage pulses that uses both slow and fast solid-state power switches. This topology includes diode-capacitor units in parallel with commutation circuits connected to a positive buck-boost converter. This enables the generation of a range of high output voltages with a given number of capacitors. The advantages of this topology are the use of slow switches and a reduced number of diodes in comparison with conventional Marx generator. Simulations performed for single and repetitive pulse generation and experimental tests of a prototype hardware verify the proposed topology.

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High power piezoelectric ultrasonic transducers have been widely exploited in a variety of applications. The critical behaviour of a piezoelectric device is encapsulated in its resonant frequencies because of its maximum transmission performance at these frequencies. Therefore power electronic converters should be tuned at those resonant frequencies to transfer electrical power to mechanical power efficiently. However, structural and environmental changes cause variations in the device resonant frequencies which can degrade the system performance. Hence, estimating the device resonant frequencies within the incorporated setup can significantly improve the system performance. This paper proposes an efficient resonant frequency estimation approach to maintain the performance of high power ultrasonic applications using the employed power converter. Experimental validations indicate the effectiveness of the proposed method.

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This paper examines the role of visual information in a remote help-giving situation involving the collaborative physical task of designing a prototype remote control. We analyze a set of video recordings captured within an experimental setting. Our analysis shows that using gestures and relevant artefacts and by projecting activities on the camera, participants were able to discuss several design-related issues. The results indicate that with a limited camera view (mainly faces and shoulders), participants' conversations were centered at the physical prototype that they were designing. The socially organized use of our experimental setting provides some key implications for designing future remote collaborative systems.

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With the emergence of personal and ubiquitous computing systems in the last decade, interaction designers have started designing products by employing quality oriented aspects such as user experience, playfulness, enchantment and others. In order to explore novel forms of mediated interactions, designers need to focus beyond the basic user requirements and usability issues. We present a procedure and results of a design exercise that we carried out with students of a master's course on Visual Design. Our intention was to explore new forms of mediated interaction by using a specific design exercise. We provide the details of the resulted design concepts and discuss the usefulness of our design exercise.

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Motivation Awareness is an integral part of remote collaborative work and has been an important theme within the CSCW research. Our project aims at understanding and mediating non-verbal cues between remote participants involved in a design project. Research approach Within the AMIDA project we focus on distributed 'cooperative design' teams. We especially focus on the 'material' signals - signals in which people communicate through material artefacts, locations and their embodied actions. We apply an ethnographic approach to understand the role of physical artefacts in co-located naturalistic design setting. Based on the results we will generate important implications to support remote design work. We plan to develop a mixed-reality interface supported by a shared awareness display. This awareness display will provide information about the activities happening in the design room to remotely located participants. Findings/Design Our preliminary investigation with real-world design teams suggests that both the materiality of designers' work settings and their social practices play an important role in understanding these material signals that are at play. Originality/Value Most research supporting computer mediated communication have focused on either face-to-face or linguistically oriented communication paradigms. Our research focuses on mediating the non-verbal, material cues for supporting collaborative activities without impoverishing what designers do in their day to day working lives. Take away message An ethnographic approach allows us to understand the naturalistic practices of design teams, which can lead to designing effective technologies to support group work. In that respect, the findings of our research will have a generic value beyond the application domain chosen (design teams).

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As the current computing systems move from desktop and work settings into our everyday lives (e.g. mobile and ubiquitous systems) a growing interest is seen for designing interactive systems with experiential support. Some conceptual work already exists that tries to analyze and understand users? experience with interactive systems but in practice this is still not frequently used. Drawing on the concepts from the domain of art, this paper introduces a way to conceptualize users? experience as the meanings or interpretations they construct during their interaction with or through the interactive systems. We consequently apply this conceptualization in a design project where we use it at an early concept design stage for designing aware technologies in care-taking situations.