Fröbel's Forgotten Gift: Textile Construction Kits As Pathways Into
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Engineering the Coupling of Superconducting Qubits
Engineering the coupling of superconducting qubits Von der Fakultät für Mathematik, Informatik und Naturwissenschaften der RWTH Aachen University zur Erlangung des akademischen Grades eines Doktors der Naturwissenschaften genehmigte Dissertation vorgelegt von M. Sc. Alessandro Ciani aus Penne, Italien Berichter: Prof. Dr. David DiVincenzo Prof. Dr. Fabian Hassler Tag der mündlichen Prüfung: 12 April 2019 Diese Dissertation ist auf den Internetseiten der Universitätsbibliothek verfügbar. ii «Considerate la vostra semenza: fatti non foste a viver come bruti, ma per seguir virtute e conoscenza.» Dante Alighieri, "La Divina Commedia", Inferno, Canto XXVI, vv. 118-120. iii Abstract The way to build a scalable and reliable quantum computer that truly exploits the quantum power faces several challenges. Among the various proposals for building a quantum computer, superconducting qubits have rapidly progressed and hold good promises in the near-term future. In particular, the possibility to design the required interactions is one of the most appealing features of this kind of architecture. This thesis deals with some detailed aspects of this problem focusing on architectures based on superconducting transmon-like qubits. After reviewing the basic tools needed for the study of superconducting circuits and the main kinds of superconducting qubits, we move to the analyisis of a possible scheme for realizing direct parity measurement. Parity measurements, or in general stabilizer measurements, are fundamental tools for realizing quantum error correct- ing codes, that are believed to be fundamental for dealing with the problem of de- coherence that affects any physical implementation of a quantum computer. While these measurements are usually done indirectly with the help of ancilla qubits, the scheme that we analyze performs the measurement directly, and requires the engi- neering of a precise matching condition. -
UC Irvine Electronic Theses and Dissertations
UC Irvine UC Irvine Electronic Theses and Dissertations Title Making Popular and Solidarity Economies in Dollarized Ecuador: Money, Law, and the Social After Neoliberalism Permalink https://escholarship.org/uc/item/3xx5n43g Author Nelms, Taylor Campbell Nahikian Publication Date 2015 Peer reviewed|Thesis/dissertation eScholarship.org Powered by the California Digital Library University of California UNIVERSITY OF CALIFORNIA, IRVINE Making Popular and Solidarity Economies in Dollarized Ecuador: Money, Law, and the Social After Neoliberalism DISSERTATION submitted in partial satisfaction of the requirements for the degree of DOCTOR OF PHILOSOPHY in Anthropology by Taylor Campbell Nahikian Nelms Dissertation Committee: Professor Bill Maurer, Chair Associate Professor Julia Elyachar Professor George Marcus 2015 Portion of Chapter 1 © 2015 John Wiley & Sons, Inc. All other materials © 2015 Taylor Campbell Nahikian Nelms TABLE OF CONTENTS Page LIST OF FIGURES iii ACKNOWLEDGEMENTS iv CURRICULUM VITAE vii ABSTRACT OF THE DISSERTATION xi INTRODUCTION 1 CHAPTER 1: “The Problem of Delimitation”: Expertise, Bureaucracy, and the Popular 51 and Solidarity Economy in Theory and Practice CHAPTER 2: Saving Sucres: Money and Memory in Post-Neoliberal Ecuador 91 CHAPTER 3: Dollarization, Denomination, and Difference 139 INTERLUDE: On Trust 176 CHAPTER 4: Trust in the Social 180 CHAPTER 5: Law, Labor, and Exhaustion 216 CHAPTER 6: Negotiable Instruments and the Aesthetics of Debt 256 CHAPTER 7: Interest and Infrastructure 300 WORKS CITED 354 ii LIST OF FIGURES Page Figure 1 Field Sites and Methods 49 Figure 2 Breakdown of Interviewees 50 Figure 3 State Institutions of the Popular and Solidarity Economy in Ecuador 90 Figure 4 A Brief Summary of Four Cajas (and an Association), as of January 2012 215 Figure 5 An Emic Taxonomy of Debt Relations (Bárbara’s Portfolio) 299 iii ACKNOWLEDGEMENTS Every anthropologist seems to have a story like this one. -
COMPARATIVE VIDEOGAME CRITICISM by Trung Nguyen
COMPARATIVE VIDEOGAME CRITICISM by Trung Nguyen Citation Bogost, Ian. Unit Operations: An Approach to Videogame Criticism. Cambridge, MA: MIT, 2006. Keywords: Mythical and scientific modes of thought (bricoleur vs. engineer), bricolage, cyber texts, ergodic literature, Unit operations. Games: Zork I. Argument & Perspective Ian Bogost’s “unit operations” that he mentions in the title is a method of analyzing and explaining not only video games, but work of any medium where works should be seen “as a configurative system, an arrangement of discrete, interlocking units of expressive meaning.” (Bogost x) Similarly, in this chapter, he more specifically argues that as opposed to seeing video games as hard pieces of technology to be poked and prodded within criticism, they should be seen in a more abstract manner. He states that “instead of focusing on how games work, I suggest that we turn to what they do— how they inform, change, or otherwise participate in human activity…” (Bogost 53) This comparative video game criticism is not about invalidating more concrete observances of video games, such as how they work, but weaving them into a more intuitive discussion that explores the true nature of video games. II. Ideas Unit Operations: Like I mentioned in the first section, this is a different way of approaching mediums such as poetry, literature, or videogames where works are a system of many parts rather than an overarching, singular, structured piece. Engineer vs. Bricoleur metaphor: Bogost uses this metaphor to compare the fundamentalist view of video game critique to his proposed view, saying that the “bricoleur is a skillful handy-man, a jack-of-all-trades who uses convenient implements and ad hoc strategies to achieve his ends.” Whereas the engineer is a “scientific thinker who strives to construct holistic, totalizing systems from the top down…” (Bogost 49) One being more abstract and the other set and defined. -
The Sims the Sims
Södertörns högskola | Institutionen för kommunikation, medier och IT Kandidatuppsats 15 hp | Medieteknik | HT terminen 2011 Programmet för IT, medier och design 180 hp The Sims – En studie om skapandet av karaktärer ur ett genusperspektiv The Sims – A study on the creation of characters from a gender perspective Av: Hoshiar Taufig, Paulina Kabir Handledare: Annika Olofsdotter 1 ABSTRACT Todays gaming habits between women and men depends on the age range. Both sexes are playing but how do they create a character when they have free hands? Are there any differences from a gender perspective? The main purpose is to answer the question: How does women and men create characters in the computergame The Sims? By looking at the result of four women and four mens created character and then interviewing them for profound information, we have received data to answer those questions for our study. Data has shown that the men were less personal when they created a character, used more imagination and took less time to create the character. The majority of the women created themselfs or part of themselfs and took more time on details. KEYWORDS The Sims, computergames, gender 2 SAMMANFATTNING Dagens spelvanor mellan kvinnor och män beror på åldern. Båda könen spelar men hur skapar de karaktär när de har fria händer? Finns det skillnader ur ett genusperspektiv? Det huvudsakliga syftet är att besvara frågan: Hur skapar kvinnor och män karaktärer i spelet The Sims? Genom att titta på resultatet av fyra kvinnor och fyra mäns karaktär och sedan intervjua dem för djupgående information har vi fått data som besvarar dessa frågor för vår studie. -
City of Wauwatosa, Wisconsin
City of Wauwatosa, Wisconsin Architectural and Historical Intensive Survey Report of Residential Properties Phase 2 By Rowan Davidson, Associate AIA & Jennifer L. Lehrke, AIA, NCARB Legacy Architecture, Inc. 605 Erie Avenue, Suite 101 Sheboygan, Wisconsin 53081 Project Director Joseph R. DeRose, Survey & Registration Historian Wisconsin Historical Society Division of Historic Preservation – Public History 816 State Street Madison, Wisconsin 53706 Sponsoring Agency Wisconsin Historical Society Division of Historic Preservation – Public History 816 State Street Madison, Wisconsin 53706 2019-2020 Acknowledgments This program receives Federal financial assistance for identification and protection of historic properties. Under Title VI of the Civil Rights Act of 1964, Section 504 of the Rehabilitation Act of 1973, and the Age Discrimination Act of 1975, as amended, the U.S. Department of the Interior prohibits discrimination on the basis of race, color, national origin, or disability or age in its federally assisted programs. If you believe you have been discriminated against in any program, activity, or facility as described above, or if you desire further information, please write to Office of the Equal Opportunity, National Park Service, 1849 C Street NW, Washington, DC 20240. The activity that is the subject of this intensive survey report has been financed entirely with Federal Funds from the National Park Service, U.S. Department of the Interior, and administered by the Wisconsin Historical Society. However, the contents and opinions do not necessarily reflect the views or policies of the Department of the Interior or the Wisconsin Historical Society, nor does the mention of trade names or commercial products constitute endorsement or recommendation by the Department of the Interior or the Wisconsin Historical Society. -
Audrey Tsang February 21, 2001 STS 145 Nancy
Audrey Tsang February 21, 2001 STS 145 Nancy Drew: Message in a Haunted Mansion A Investigation in Girl Games Introduction: I first encountered Nancy Drew in Third Grade, on the books-for-borrowing shelf stuffed in the back corner of my classroom, next to our cubbies. On the bottom shelf, bound in tattered and faded hardcovers was a complete set of Nancy Drew novels, from book 1 to maybe book 60. With no preconceptions of Nancy Drew, I pulled one title from the shelf, and judging a book by its cover, decided to read it. Mystery of Crocodile Island had a picture of young girl, facing a beady-eyed crocodile with its mouth gaping open – teeth, gums, drool, and everything. I think I read that book in a day, which was quite impressive for my Third Grade reading level. What kept the pages turning was the suspense, intrigue, and action. I wanted to be the eighteen year-old, competent, and attractive Nancy Drew. A decade and a half later, I’m finding myself reviewing Nancy Drew, not the books this time, but the “3D interactive mystery game” as it calls itself on the CD case. Granted, I’m not the wide-eyed eight year-old anymore, can “Nancy Drew: Message in a Haunted Mansion” live up to that day in Third Grade? Game Identification: “Nancy Drew: Message in a Haunted Mansion” was released as a PC game in November of 2000, designed and developed by Her Interactive and produced by Dream Catcher. “Message” is the fifth game put out by Her Interactive and the third in the company’s Nancy Drew series. -
Playing Dress-Up: Costumes, Roleplay and Imagination
Playing Dress-Up: Costumes, roleplay and imagination Philosophy of Computer Games January 24-27 Department of Social, Quantitative and Cognitive Sciences University of Modena and Reggio Emilia Ludica Janine Fron Tracy Fullerton Jacquelyn Ford Morie Celia Pearce (art)n USC USC Institute for Creative Georgia Institute of School of Cinematic Arts Technologies Technology [email protected] [email protected] [email protected] [email protected] Abstract In their canonical texts of game studies, both Huizinga and Caillois, each in and of his respective time, relegate dress-up dismissively to the sphere of girls’ play. Little has been written to-date on the subject; in this paper, we survey the literature on analog and digital dress-up. We argue for a deeper examination and legitimization of dress-up play as a means to infuse greater gender balance into both game studies and game design. In the West, adults are typically discouraged from playing dress-up, except in relegated and sanctioned contexts, such as Mardi Gras or masquerade parties. Practices such as Japanese “cosplay,” renaissance fairs, Live-Action Role-Playing games (LARPs), and co-performative events such as the Star Trek Conventions, DragonCon and Burning Man suggest a growing pattern of cultural practices around adult costume play. In the digital sphere, while massively multiplayer games tend to focus on team-based combat, players pay equal attention to clothing and fashion (often masked by the more masculine terminology of “gear”). The design and acquisition of virtual fashion is among the most popular activities in metaverse-type social worlds, such as Second Life and There.com. -
Purple Moon Setting
You can’t beat Barbie at her own game. That was proved again last month by the demise of Purple Moon, a high-profile, award-winning software developer whose Rockett characters battled Barbie for a piece of the $85 million girls’ software market. Purple Moon announced in mid-February that it was closing shop, letting its 40 workers go, and bringing to a close its two-year experiment in high-tech girl games. Increased consolidation in the video game market was a primary reason for the company’s decision, the statement said. Barbie creator Mattel, which last year hauled in nearly 65 percent of the revenue in girls’ games, announced in December that it would pay $3.8 billion for The Learning Company, which captured 21.6 percent of the mar- ket in 1998, according to PC Data of Reston, Va. Pushing the Limits Purple Moon was a spin-off of the Interval Research Group, a think tank funded in part by Microsoft co-founder Paul Allen. Purple Moon founder Brenda Laurel spent four years studying gender differences in computer gam- ing before bringing that research to market. “I think we made a positive difference in the world,” Laurel said this week. “I am very proud of the work we did for girls.” While big sellers like Barbie’s Fashion Designer, Cosmopolitan Virtual Makeover and Clueless exploit long- standing stereotypes about girls and their interests, Purple Moon’s games, and the companion Web site, tried to move beyond those stereotypes. “Mattel said let’s stick with what works, the computer is just another way to play with your Barbie doll,” says Justine Cassell, an assistant professor at the Massachusetts Institute of Technology Media Laboratory and co-editor of From Barbie to Mortal Kombat: Gender and Computer Games. -
Exergames and the “Ideal Woman”
Make Room for Video Games: Exergames and the “Ideal Woman” by Julia Golden Raz A dissertation submitted in partial fulfillment of the requirements for the degree of Doctor of Philosophy (Communication) in the University of Michigan 2015 Doctoral Committee: Associate Professor Christian Sandvig, Chair Professor Susan Douglas Associate Professor Sheila C. Murphy Professor Lisa Nakamura © Julia Golden Raz 2015 For my mother ii Acknowledgements Words cannot fully articulate the gratitude I have for everyone who has believed in me throughout my graduate school journey. Special thanks to my advisor and dissertation chair, Dr. Christian Sandvig: for taking me on as an advisee, for invaluable feedback and mentoring, and for introducing me to the lab’s holiday white elephant exchange. To Dr. Sheila Murphy: you have believed in me from day one, and that means the world to me. You are an excellent mentor and friend, and I am truly grateful for everything you have done for me over the years. To Dr. Susan Douglas: it was such a pleasure teaching for you in COMM 101. You have taught me so much about scholarship and teaching. To Dr. Lisa Nakamura: thank you for your candid feedback and for pushing me as a game studies scholar. To Amy Eaton: for all of your assistance and guidance over the years. To Robin Means Coleman: for believing in me. To Dave Carter and Val Waldren at the Computer and Video Game Archive: thank you for supporting my research over the years. I feel so fortunate to have attended a school that has such an amazing video game archive. -
The “Becoming White Thesis” Revisited
The Journal of Public and Professional Sociology Volume 8 Issue 1 Article 1 March 2016 The “Becoming White Thesis” Revisited Philip Q. Yang Texas Woman's University, [email protected] Kavitha Koshy California State University, Long Beach, [email protected] Follow this and additional works at: https://digitalcommons.kennesaw.edu/jpps Recommended Citation Yang, Philip Q. and Koshy, Kavitha (2016) "The “Becoming White Thesis” Revisited," The Journal of Public and Professional Sociology: Vol. 8 : Iss. 1 , Article 1. Available at: https://digitalcommons.kennesaw.edu/jpps/vol8/iss1/1 This Refereed Article is brought to you for free and open access by DigitalCommons@Kennesaw State University. It has been accepted for inclusion in The Journal of Public and Professional Sociology by an authorized editor of DigitalCommons@Kennesaw State University. For more information, please contact [email protected]. The “Becoming White Thesis” Revisited Cover Page Footnote An earlier version of this paper was presented at the 107th Annual Meeting of the American Sociological Association in Denver in August 2012. We appreciate the constructive comments and suggestions of three anonymous reviewers of the JPPS. This refereed article is available in The Journal of Public and Professional Sociology: https://digitalcommons.kennesaw.edu/jpps/vol8/iss1/1 Abstract1 The claim that some non-Anglo-Saxon European immigrant groups such as the Irish, Italians, and Jews became white in historical America has largely been taken for granted these days, but we see a need for a qualified rectification of this thesis. Did these non-Anglo-Saxon European immigrant groups really become white? We argue that the answer to this question depends on how “becoming white” is defined. -
Rethinking the Discourse of Gender and Digital Gaming“
DIPLOMARBEIT Titel der Diplomarbeit „Rethinking the Discourse of Gender and Digital Gaming“ Verfasserin Michaela Kögl angestrebter akademischer Grad Magistra der Philosophie (Mag. phil.) Wien, 2015 Studienkennzahl lt. Studienblatt: A 190 344 350 Studienrichtung lt. Studienblatt: UF Englisch UF Italienisch Betreut von: Ao. Univ.- Prof. Mag. Dr. Eva Zettelmann DECLARATION OF AUTHENTICITY I confirm I have conceived and written this thesis in English all by myself. Quotations from other authors are all clearly marked and acknowledged in the bibliographical references, either in the footnotes or within the text. Any ideas borrowed and/or passages paraphrased from the works of other authors have been truthfully acknowledged and identified in the footnotes. Signature i Acknowledgements I wish to express my sincerest thanks to Prof. Eva Zettelmann who not only inspired and encouraged me to write this thesis but also gave me the time I needed to complete it. I dedicate this paper to my family who has supported me my whole life. To my parents, as without their unconditional support and love, writing this paper would not have been possible. I am especially grateful to my partner Gábor and our son Márton, for their endless love and encouragement through this entire journey. Their support and love is what kept me on track to finish this paper. I also wish to thank my friends, relatives and colleagues who inspired and supported me, knowingly or not. ii Abstract English Children of both sexes show the same interest for technology and sciences only up to a certain age with girls often losing their affection during adolescence. -
Entiredocum Poor
DOCUMENT RESUME ED 436 405 SE 062 986 AUTHOR Thorson, Annette, Ed. TITLE Integrating Technology in theClassroom. INSTITUTION Eisenhower National Clearinghousefor Mathematics and Science Education, Columbus, OH. SPONS AGENCY Office of Educational Researchand Improvement (ED), Washington, DC. REPORT NO ENC-99-003 PUB DATE 1999-00-00 NOTE 85p.; The subtitle of this series is"A Magazine for Classroom Innovations." CONTRACT RJ97071001 AVAILABLE FROM Eisenhower National Clearinghousefor Mathematics and Science Education, 1929 Kenny Road,Columbus, OH 43210-1079. Tel: 800-621-5785 (Toll Free). PUB TYPE Collected Works - Serials (022)-- Reference Materials Bibliographies (131) JOURNAL CIT ENC Focus; v6 n3 1999 EDRS PRICE MF01/PC04 Plus Postage. DESCRIPTORS Calculators; Computer Uses in Education;Educational Resources; *Educational Technology;Elementary Secondary Education; *Mathematics Education;Resource Materials; *Science Education; World Wide Web ABSTRACT The Eisenhower National Clearinghousefor Mathematics and Science Education (ENC) helps teachersby offering a broad assortment of, services to enable them to quicklylocate educational resources. Thistheme issue of the serial "ENC Focus" isdesigned to give educators information about curriculum resources availablefor teaching math and science inK-12 classrooms. Each issue of ENC Focuspresents a selection from the Clearinghouse collection focusedon a theme topic of particular interestto math and science teachers. In additionto meeting general requirements for inclusion in the ENC collection, curriculummaterials listed are appropriate to the specific topic of the issue,support hands-on, active, inquiry-based methods of instruction, andare readily available. This issue offers thirteen articles (pages 16-40), and a sample of useful materials and otherresources on the theme of integrating technology in theclassroom and the best ways to use technology to enhance teaching and learningin mathematics and science.