bluuebunny/crossref_metadata_2025 huggingface dataset:
El Mapa Circular de Quauhquechollan
Authors: Asselbergs Florine
Published: October 2019

El Mapa Circular de Quauhquechollan es uno de los cuatro documentos pictográficos de Quauhquechollan, el moderno pueblo de San Martín Huaquechula en Puebla, México. Fue pintado en el siglo XVI, después de la llegada de los conquistadores al área. Un texto alfabético escrito en elextremo superior izquierdo del documento hace referencia a una demanda de 1546, probablemente por tierras o agua, en la que el documento fue usadoposteriormente. La imaginería del documento muestra el glifo de Quauhquechollan, la iglesia delpueblo, sus Señores y dieciséis nobles. Estas imágenes están rodeadas por dos círculos concéntricos. El círculo interior consiste de 47 símboloscalli (casa); otros seis símbolos se conectan a este círculo mediante una línea. El círculo exterior muestra glifos limítrofes. En el último círculo hay también una imagen del volcán Popocatepetl, del cual proviene el agua que llega al centro del pueblo. La parte inferior del documento muestra unavariedad de productos, como mantas y capas, los cuales representan tributo.El Mapa Circular de Quauhquechollan proporciona información sobre la estructura interna y jerárquica del pueblo de Quauquechollan a mediadios del siglo xvi y sobre las relaciones espaciales de cada parte del pueblo con las otras. Uno de los principales personajes en el documento es el entonces Señor de Quauhquechollan, don Martín Cortez Xochitlahua, quien también aparece en documentos alfabéticos de ese tiempo. Tal personaje es retratado con características europeas, probablemente para enfatizar su posición de poder en el nuevo sistema colonial. El texto de la esquina superior izquierda, escrito por un juez español con el nombre de don Esteban de Guzmán, explica que don Martín Cortez Xochitlahua había llevado el desorden al calpolli del altepetl y que el propio juez había puesto cada calpolli “en orden” de nuevo. El Mapa Circular de Quauhquechollan se encuentra actualmente en la Biblioteca Imperial en Viena, Austria.
NARRACIONES EN HUASTECO DE SAN FRANCISCO
Authors: Kondic Ana
Published: October 2019

Aquí se presentan dos narraciones en la lengua huasteca de San Francisco (huasteco del sureste),una de ellas es sobre la lengua huasteca, narrada por Felipa Mendo del Ángel, y otra sobre laconstrucción de las casas huastecas, referida por Amelio Telésforo del Ángel Domínguez. En la primeranarración, doña Felipa relata su niñez, que pasó en la aldea de San Francisco Chontla, y observacionessobre su lengua materna, el huasteco. En la segunda narración, don Amelio nos explica cómo se haceuna casa típica huasteca. Son dos textos con valor etnológico e histórico, contados en una de las tresvariantes de la lengua huasteca contemporánea. Esta variante del huasteco es conocida como “huastecode San Francisco” (el código ISO 639-3 es HSF) o “huasteco del sureste”. Se incluye además una introduccióndonde se exponen algunas características morfosintácticas importantes de la lengua.
FRANCISO BARRIGA PUENTE (COORD.). 2011. COLECCIÓN FRANCISCO BÉLMAR
Authors: Martínez Baracs Rodrigo
Published: October 2019

Es motivo de alegría para todos los amantes de lo mexicano el esfuerzo iniciado parala publicación de la obra de Francisco Belmar (1859-1926), “el fi lólogo de Tlaxiaco”,uno de los más grandes conocedores de las lenguas indias de México, particularmentede las oaxaqueñas. Debemos la realización del proyecto al lingüista FranciscoBarriga Puente, que fue director de la Dirección de Lingüística del INAH y es el actualCoordinador Nacional de Antropología. Al valor intrínseco de la obra de FranciscoBelmar, se agrega la extrema difi cultad de conseguir sus publicaciones, dispersasen bibliotecas de México y el extranjero, muchas casi inaccesibles y algunas tal vezdefi nitivamente perdidas. Por ello es muy providencial y agradecible el proyecto dellevar a cabo la edición facsimilar de los principales libros y folletos de Belmar que seconservan, cada uno con una breve, informada y amena “Introducción” escrita porel coordinador.
Nu piche 'El fantasma' un relato mazahua
Authors: Mora Bustos Armando , Partida Peñalva Virgilio , López Marín Antonio , Flores Crescenciano Paula Vicenta , Romero Rodríguez Marcelina Gregoria , Flores Crescenciano Natalia Nicolasa
Published: October 2019

El relato mazahua ‘el fantasma’ (nu piche) describe una serie de eventos propios de la tradición oral. Esta historia está compuesta por el inicio, el conflicto y el desenlace. La narración empieza con la petición, por parte de un grupo de niños, de ir a buscar hongos silvestres. A pesar de que aún es muy temprano, la tía de estos niños accede a la petición. El clímax del relato se desarrolla en el momento en que los buscadores de hongos escuchan los sonidos producidos por un caballo. No obstante que al caballo nunca pueden visualizarlo, éste tiene un comportamiento sobrenatural, ya que se desplaza de un lado a otro de manera vertiginosa y toma una actitud intimidatoria hacia la mujer y los niños. Al tratar de huir de este caballo fantasma, los buscadores de hongos tratan angustiosamente de regresar a casa. Finalmente, regresan y el caballo que resopla se va para otro lado. El relato se presenta en tres versiones: en la primera aparece el sistema de escritura práctica de la lengua mazahua, en la segunda versión se recrea la historia en una traducción libre al español y en la tercera, se proporciona todo el relato glosado. Como parte introductoria de este artículo, se desarrolla un pequeño esbozo de algunos rasgos gramaticales de la lengua mazahua.
Normas editoriales
Authors: Tlalocan Tlalocan
Published: October 2019

Normas editoriales
REKLAMLARDA ÇOCUKLARA YÖNELİK KULLANILAN SÖYLEMLER: KOTON ÖRNEĞİ
Authors: GÜNER KOÇAK Pınar , ALTİNCİK Hasan
Published: October 2019

İnsanlar doğdukları an
itibariyle birer tüketici olmaktadır. Tüketim tercihlerinde yetişkinler kendi
başlarına karar verebilirken, çocuk tüketicilerde ihtiyaçların karşılanması
konusunda ebeveynler çocukları için karar vermektedirler. Çocuklar kendi
başlarına ihtiyaçlarını karşılamak konusunda yeterli olamasalar da
ihtiyaçlarını karşılamak için ailelerini yönlendirebilmektedirler. Geçmişte çocukların
ihtiyaçlarının ne olduğuna aileleri karar vermekteyken ve ailelerinin onlar
için aldıklarıyla yetinebilirlerken, günümüzde çocuklar ailelerini ihtiyaçları
ve istekleri konusunda yönlendirmekte ve bu noktada zaman zaman baskı
yapabilmektedir. Bu istek ve ihtiyaçlardaki çeşitlenmenin önemli sebeplerinden
biri işletmelerin, kurumların ve markaların popüler kültür içerisinde yetişen
çocuk hedef kitlenin aileler üzerindeki duygusal yaptırım gücünün farkına
varmalarıdır. Çocukları birer tüketici olarak dikkate alan ve çocuklara yönelik
ürün ve hizmet üreten birçok firma ve marka çocukların dikkatlerini çekebilmek
için birden çok yöntem kullanmaktadır. Bunların başında da dikkat çekici
görselleri olan, eğlenceli müzikleri olan ve çocukların kullanıldığı reklamlar
gelmektedir. Popüler kültürün önemli araçlarından olan reklamlar aracılığıyla
çocuklara ihtiyaçları ve beklentileri öğretilmektedir. Bu çalışma ile Koton
Kids ürünlerinin reklamlarında çocuk hedef kitleler için kullanılan söylemlerin
benzer yaş gruplarının zihinsel ve fiziksel gelişimi dikkate alınarak analiz
edilmesi amaçlanmıştır. Bu kapsamda reklamda çocuk oyuncuların söylemleri Van
Dijk’in eleştirel söylem analizi kullanarak incelenmiş ve bu reklamlarda
kullanılan söylemlerin geleneksel aile yapısı içerisinde yetişen çocuklarda
zamanla oluşabilecek toplumsal çelişkiler bağlamında değerlendirilmiştir.  Araştırma sonucunda çocukların öğrenme
sürecinde sosyal öğrenmenin ve taklit süreçleri değerlendirildiğinde Koton
reklamlarının çocuklar için olumsuz örnekler de teşkil edebileceği sonucuna
ulaşılabilmektedir.
ÇİZGİ FİLMLERİN EĞİTSEL SUNUŞ AÇISINDAN ÇOKLU ORTAM TASARIM İLKELERİ VE SİNEMATİZM-ANİMATİZM KAVRAMLARI BAĞLAMINDA İNCELENMESİ: THE FIXIES ÇİZGİ DİZİ ÖRNEĞİ
Authors: TAŞ ALİCENAP Çiğdem , SAN Remzi
Published: October 2019

Bilgiyi edinmek ve onu
uygulamak insan yaşamının her zaman merkezinde yer almıştır. Bilgi birikimi ile
deneyimlenen insan onu bir sonraki nesle aktarma işlemi ile eğitimin
temellerini atmakta ve dönemin gereksinimleri dâhilinde bilgiyi
güncellemektedir. İnsan küçük yaşlardan itibaren yaşadığı çevreyi duyu
organları ile tanımakta sonrasında sosyal ve kültürel çevrenin etkisiyle
gelişimini sürdürmektedir. Bu süreçte iyi tasarlanmış eğitsel içerikli çoklu
ortam materyalleri ise bireyin özellikle çocukluk dönemi içerisinde edinmesi
beklenen sorumlulukları ve davranışları görerek-işiterek hızlı ve kalıcı bir
biçimde öğrenmesinde önemli bir rol oynamaktadır. Çoklu ortam materyalleri
içerisinde sinematografik öğeler, animasyon ve onun dinamikleri bireye aktarımı
hedeflenen bilginin etkili ve kalıcı olmasında büyük öneme sahiptir. Animasyon
ortamının eğitsel içerikte hazırlanan çoklu ortam materyallerine sağladığı
katkı farklı yöntemlerde ve tekniklerde olabilmektedir. Animasyon üretildiği
ortama göre 2 ya da 3 boyutlu olarak hazırlanmakta ve bu süreçte perspektif ve
sinematografik öğelerde buna göre farklılaşmaktadır. Bu noktada animetizm ve
sinematizm gibi iki kavram karşımıza çıkmaktadır.

Bu çalışmada 2 ve 3
boyutlu ortamda üretilen ve çocuklara yönelik hazırlanan eğitsel içerikli The Fixies (2010-) televizyon serisinin
animetizm ve sinematizm kavramları üzerinden incelenerek, Çoklu Ortamla
Öğrenmenin Bilişsel Kuramı (Multimedya Öğrenme) kapsamında değerlendirilmesi
amaçlanmaktadır. Bu çerçevede eğitsel içerikli çizgi filmlerde animetizm ve
sinematizm kavramlarının içeriğe etkisi ortaya konmaya çalışılmıştır.
ATITUDES E CONSCIÊNCIA É QUE VÃO GARANTIR A SUSTENTABILIDADE NO NOSSO PLANETA
Authors: Henkes Jairo Afonso
Published: October 2019

Em tempos de debates sobre os diversos cenários que se projetam a partir da análise dos efeitos antrópicos sobre a atmosfera do planeta, evidenciando um incremento nas temperaturas médias registradas, prevê-se uma maior ocorrência de intempéries de toda sorte, com maior intensidade, protagonizando e indicando as previstas mudanças climáticas. Deste modo, todas autoridades tem o compromisso de reorganizar e estimular as mais diferentes áreas do saber para desenvolver novas estratégias e novas soluções para as demandas da sociedade, viabilizando ações de pesquisa e desenvolvimento, e estimulando a adoção de novos conceitos, quebrando paradigmas para um uso mais eficiente dos recursos naturais e diminuição das emissões de carbono. Para isso deve dotar as estruturas de apoio a pesquisa, ao ensino e a extensão, em todos os quadrantes e setores de atuação, para buscar a redução destas emissões e seus impactos, desenvolvendo novas formas de cultivo, de transportes dos meios de produção, entre outras que deverão interferir nos atuais processos produtivos que impactam no cotidiano da sociedade.
AVALIAÇÃO AMBIENTAL DA ÁGUA SUPERFICIAL DO ARROIO SCHMIDT (CAMPO BOM, RS), POR MEIO DE ANÁLISES FÍSICO-QUÍMICA, BIOLÓGICA E TOXICOLÓGICA EM DOIS PONTOS
Authors: Pol Jeferson Jeldoci , Bosco Bruna Dal , Gomes Natália Feistauer , Artmann Maicon
Published: October 2019

A poluição dos corpos hídricos constitui um dos grandes problemas ambientais causados pelo crescimento populacional e lançamento de resíduos industriais e domésticos, podendo causar danos irreversíveis à biota e a população humana. O Arroio Schmidt está localizado no munícipio de Campo Bom/RS, na região do Vale dos Sinos, sendo um afluente do Rio dos Sinos. O monitoramento realizado avaliou a qualidade da água do arroio por meio de análises químicas, biológicas e toxicológicas em dois pontos com 1,6 km de distância entre si. Realizaram-se análises relacionadas ao potencial de hidrogênio (pH), oxigênio dissolvido (OD), demanda bioquímica de oxigênio (DBO), cor aparente, condutividade, coliformes totais e cafeína. Esses parâmetros foram comparados com os limites estipulados pela Resolução 357/2005 do CONAMA, que dispõe sobre o enquadramento dos recursos hídricos do país. De acordo com a avaliação dos dois pontos de coleta, o Arroio Schmidt enquadra-se na classe 4, ou seja, passível de uso apenas para navegação e harmonia paisagística.
DA RESPONSABILIDADE DO MOTORISTA PELO TRANSPORTE ILEGAL DE CARVÃO VEGETAL: COMENTÁRIOS AO ACÓRDÃO SOBRE A RESPONSABILIDADE CIVIL OBJETIVA NA APELAÇÃO CIVEL Nº. 1.0775.11.001644-8/002 DO TRIBUNAL DE JUSTIÇA DO ESTADO DE MINAS GERAIS
Authors: Wanderley Danielle Maciel Ladeia , Costa Beatriz Souza
Published: October 2019

O presente artigo tem como objeto a análise do acórdão proferido no julgamento da Apelação Cível n°1.0775.11.001644-8/002, do Tribunal de Justiça do Estado de Minas Gerais cuja relatoria coube à Desembargadora Áurea Faria. O referido acórdão dispõe sobre a possibilidade de responsabilização do motorista que realiza o transporte ilegal de carvão vegetal. Neste contexto, é possível a responsabilização civil objetiva do motorista que transporta carvão vegetal de forma ilegal? Quanto à abordagem do problema, a pesquisa pode ser classificada em qualitativa. Quanto ao objetivo, a pesquisa pode ser classificada em descritiva e explicativa. In casu, utilizou-se o método indutivo, vez que a partir de um caso em particular, foram tecidas conclusões gerais. As técnicas adotadas foram o estudo de caso e as pesquisas documental e bibliográfica. O entendimento do Tribunal de Justiça do Estado de Minas Gerais foi no sentido de responsabilizar objetivamente o motorista do caminhão que transportava carvão vegetal, de forma ilegal, vez que restou configurado o nexo de causalidade existente entre a conduta do agente e o dano ambiental.
EFETIVIDADE DO PLANO DIRETOR DE ANÁPOLIS/GO: UM ESTUDO DE CASO DAS ÁREAS DE PRESERVAÇÃO PERMANENTE (APP)
Authors: Dias Anderson Cleiton , Oliveira Greifell Santos de , Abadia Lucas Eduardo Moreira , Silva Marcos Vinícius Alexandre da , Carneiro Gabriel Tenaglia
Published: October 2019

Os Planos Diretores de Anápolis dos anos de 2006 e 2016, passaram a tomar um caráter participativo, isto é, com a contribuição da sociedade civil organizada e com o objetivo de maximizar os benefícios e minimizar os riscos. Com a percepção prática da realidade do município, foram traçadas estratégias para o Plano Diretor segundo aspectos ambientais, financeiros, sociocultural, físico-espacial e de planejamento. O objetivo do presente estudo foi analisar a efetividade da legislação municipal – Plano Diretor Participativo de 2016 – em relação às Áreas de Preservação Permanente, destacando as principais bacias hidrográficas que compõem a região de domínio do município: Ribeirão Caldas; Ribeirão Piancó; e Ribeirão das Antas. Foram investigadas as Áreas de Preservação Permanente (APP’s) segundo o conceito na legislação vigente, nas esferas federal e municipal. Assim, foram geradas imagens de satélites através do software Google Earth PRO por meio de inspeção visual, que foram sobrepostas às imagens das áreas que definem as APP’s no Plano Diretor de Anápolis. Partindo das análises realizadas constatou-se que o Plano Diretor apresenta-se de forma não efetiva em relação às APP’s, pois, a célere expansão territorial compromete questões ambientais, como o uso indevido do solo para práticas econômicas que, internaliza o bônus para os empreendedores, porém, compartilha o ônus com a sociedade e o meio ambiente.
QUALIDADE DA ÁGUA SUBTERRÂNEA E TRATAMENTO SIMPLIFICADO PARA ABASTECIMENTO HUMANO DO INSTITUTO ETERNA MISERICÓRDIA DE LAVRAS-MG
Authors: Ribeiro Paola Gonçalves , Pereira Ivonaldo , Santos Caio César  Andrade dos , Franco Camila Silva , Marques Rosângela Francisca de Paula Vitor
Published: October 2019

Sistemas de saneamento descentralizados em áreas escassamente povoadas pode promover abastecimento de água potável, simplificado e a baixo custo. O Instituto de Acolhimento e Recuperação Eterna Misericórdia (IAREM), em Lavras-MG, é uma associação civil, sem fins lucrativos, que acolhe cerca de 60 homens em situação social precária. Nesse sentido, objetivou-se avaliar a situação da qualidade de água de abastecimento proveniente de poço subterrâneo e propor melhorias visando garantir  fornecimento de água potável de qualidade. Foram coletadas amostras dos poços semi-artesiano e artesiano e em três pontos de consumo do IAREM, no período seco e chuvoso. Foram realizadas análises de potabilidade de água segundo os padrões de potabilidade da Portaria 2914/2011 do Ministério da Saúde . Para amostras positivas de coliformes termotolerantes, realizou-se ensaios de desinfecção por meio de radiação UV. Observaram-se valores médios de Manganês e coliformes termotolerantes acima dos padrões estabelecidos pela Portaria MS 2914/2011. A desinfecção por radiação ultravioleta mostrou-se eficaz na inativação de coliformes termotolerantes para uma lâmina de 20 cm e 120 s de exposição em ensaios experimentais. No entanto, a cloração também é sugerida também como alternativa para o processo de desinfecção da água de abastecimento do IAREM.
ANÁLISE DA QUALIDADE DAS ÁGUAS DE POÇOS RASOS NO ASSENTAMENTO ITAMARATI EM PONTA PORÃ, MATO GROSSO DO SUL
Authors: De Oliveira Paulo Tetsuo , Ramires Ivan
Published: October 2019

A água distribui-se na atmosfera e na parte superficial da crosta até uma profundidade de aproximadamente 10 km abaixo da interface atmosfera/crosta, constituindo a hidrosfera, que consiste em uma série de reservatórios como os oceanos, geleiras, rios, lagos, vapor de água atmosférica, água subterrânea e água retida nos seres vivos. Com sua notável e expressiva área hídrica, o Brasil detém uma posição de destaque quando se trata de reservas de água doce. Com grande disponibilidade confinada (aquíferos) de boa qualidade. A área em estudo faz parte da zona rural do município de Ponta Porã-MS e está localizado a 45 km da cidade de Ponta Porã e a 21 km da faixa de fronteira. Dessa forma, o presente trabalho consiste no monitoramento físico-químico das águas subterrâneas a nível freático de determinadas áreas do Distrito de Nova Itamarati e adjacências, considerando as possíveis atividades de impacto. As áreas amostradas tiveram seus parâmetros físico-químicos monitorados e avaliados ao longo de 2017 a fim de comprovar a qualidade destas águas.
Ekstrak Etanol Kayu Secang (Caesalpinia sappan L.) Secara Topikal Efektif pada Kepadatan Kolagen Masa Penyembuhan Luka Insisi Tikus Putih
Authors: Sucita Ricky Eka , Hamid Iwan Sahrial , Fikri Faisal , Purnama Muhammad Thohawi Elziyad
Published: October 2019

Tujuan penelitian ini untuk mengetahui efektivitas ekstrak etanol kayu secang (Caesalpinia sappan L.) secara topikal dapat mempercepat kepadatan kolagen pada penyembuhan luka insisi tikus putih (Rattus norvegicus). Sebanyak 20 ekor tikus jantan dibagi secara acak menjadi lima kelompok, yakni: kontrol negatif (K-) yang diberi basis salep, kontrol positif (K+) yang diberi salep povidone iodine 10%, kelompok perlakuan (P1; P2; P3) yang diberi salep ekstrak kayu secang 6.5%; 15%; 30%. Perlakuan diberikan pada daerah luka secara topikal sekali sehari selama 14 hari. Data hasil skoring histopatologi diuji dengan uji Kruskal-Wallis dan Mann-Whitney. Kepadatan kolagen luka insisi kelompok P1 berbeda signifikan dengan kelompok P2, P3, K-, dan K+, dan tidak ada kelompok yang berbeda secara signifikan selain itu. Dapat disimpulkan bahwa peningkatan rata-rata kepadatan kolagen pada kelompok P1 adalah dosis optimal.
Laporan Kasus: Amblyomma sp. pada Ular Sanca Kembang (Python reticulatus) di Banyuwangi Reptile Community
Authors: Katmono Wahyu Dwi , Prayoga Shabrina Fauzia , Oktaviana Vivi , Fikri Faisal
Published: October 2019

Sanca kembang (Phyton reticulatus) merupakan reptil yang banyak dipelihara oleh masyarakat. Pemeliharaan Phyton reticulatus banyak diminati karena motif dari kulit dan ular ini mudah beradaptasi. Managemen pemeliharaan yang kurang baik dapat mengakibatkan infestasi caplak yang dapat merusak motif kulit Phyton reticulatus. Phyton reticulatus didapatkan dari Banyuwangi Reptile Community yang dimanfaatkan sebagai hewan peliharaan di Banyuwangi, Jawa Timur. Berdasarkan laporan pemilik, diduga ular ini terinfestasi caplak. Laporan kasus ini bertujuan untuk mendeteksi ektoparasit dari Phyton reticulatus yang dipelihara dan dimanfaatkan dengan tujuan sebagai hewan eksotik. Caplak yang didapatkan dari sanca kembang kemudian dilakukan pemeriksaan menggunakan pembuatan preparat dengan teknik sediaan utuh (whole mount). Berdasarkan hasil pemeriksaan berhasil ditemukan caplak dari genus Amblyomma.
Laporan Kasus: Infeksi Cacing Oxyuris spp. pada Iguana Hijau (Iguana iguana)
Authors: Oktaviana Vivi , Yudhana Aditya , Amanda Nadya
Published: October 2019

Iguana hijau (Iguana iguana) merupakan hewan eksotik yang dewasa ini banyak dipelihara oleh masyarakat. Pengetahuan masyarakat terkait pemeliharaan iguana masih sangat minim sehingga menimbulkan berbagai masalah kesehatan, salah satunya adalah infeksi parasit cacing gastrointestinal. Iguana hijau berumur 2 tahun yang dimanfaatkan sebagai hewan peliharaan di Banyuwangi, Jawa Timur diduga menderita helmintiasis dengan gejala klinis seperti emasiasi dan diare. Laporan kasus ini bertujuan untuk mendeteksi kejadian helmintiasis pada iguana hijau yang dipelihara dan dimanfaatkan dengan tujuan sebagai hewan eksotik. Feses yang berasal dari iguana hijau dilakukan pemeriksaan menggunakan metode natif, sedimentasi dan apung. Berdasarkan hasil pemeriksaan berhasil ditemukan telur cacing Oxyuris spp. Studi ini merupakan laporan kasus pertama di Indonesia terkait dengan infeksi cacing Oxyuris spp. pada iguana hijau.
Study on Mapping of Information Literature Culture in South Coastal Communities West Java Province
Authors: Rachmawati Tine Silvana , Winoto Yunus , Rohman Asep Saeful
Published: October 2019

This study aims to mapping the culture of information literacy on coastal communities in West Java region. While the urgency of this research is an effort to foster interest in reading the community, including in this case the people in the coastal areas should be the attention of all parties. The research method used in this study is the mix method (mix method) as a combination approach as an alternative to the use of a single method in a study. The mixed method will give better results because it has a wealth of data, because it can combine or combine. Based on the results of research conducted in the first stage it is known that the culture literasi community in the coastal area in general is still low. In addition, also support the regulation and legislation of local government or district government in the south coast of West Java, namely Sukabumi, Cianjur, Garut, Tasik and Pangandaran) in the effort to develop the culture of literasi in general is still low.
Recognizing Second-Hand Phenomenon
Authors: Prijana Prijana
Published: October 2019

The purpose of the study is to convey knowledge about the phenomenon of second-handdalam everyday life, at home, at work, at school, and in social environments residence. The method used is a critical analysis about human social activity. The results of the study showed that human knowledge is actually obtained through two (2) ways, namely, first, from his own experience; second, obtained from others. Both of these sources affect each other and compete with each other in the individual. The lack of stock in the individual ideas leads to learning from others to get to know the world. This phenomenon is called the phenomenon of second-hand, people recognize the world of others, rather than themselves. Conclusion: the knowledge of the world from what they see in their daily lives and from what they told others. Although one is never counted them, just that they think know what they are talking about, this is by Patrick Wilson named as cognitive authority.
Metamorphosis of Archivists in The Era of Industry 4.0: Challenges in Facing the Digital Revolution
Authors: Asmiyanto Taufik
Published: October 2019

Background of the study: Development of information and communication technology (ICT)Purpose: This research analyzes that using Internet technology of things (IOT), for example in managing large archive-based computing can help archivists to master the technology used in the Industry 4.0.Method: The author uses the method of hermeneutics Ricoeur (Hermeneutics Phenomenology). Hermeneutics method that seeks to bring interpreters at a better understanding of themselves through the activity of which is known as an appropriation. In this hermeneutic, activity is not a dichotomy between the subjective dimension of the subject and the object objectivity.Activities interpret these methodological least cover four categories, namely: objectivation through the structure, distances through writing, distances through the world of the text, and appropriation (or sense of self).Findings: As archivists need to consider the possibility that our jobs become more technical and complex if it wants to stay in the Industry 4.0. As an experienced in archival work, the author himself is still difficult to imagine what it might be like if the archival work associated with the field of biotechnology and nanotechnology as the convergence of these two areas are the development of the field of archives is not too obvious. However, considering that ICT is still the main technology, the authors will be focused in this area just by paying attention to the ongoing trend in this field in relation to archiving.Conclusion: The constancy of this profession will depend on his response to the growing challenges of the digital world and the adaptation of professionalism does.
Virtual Environments for Architectural Walkthrough: Three Applications
Authors: Stansfield S. A.
Published: October 2019

This paper presents a review of three virtual environments (VE) for architectural walkthrough currently available within the Virtual Reality/Intelligent Simulation Laboratory at Sandia National Laboratories. The applications for which these VEs were designed are discussed and a brief description of the modeling procedures is presented.
Cable-Suspended Haptic Interface
Authors: Williams II Robert L.
Published: October 2019

A cable-suspended haptic interface (CSHI) concept is presented. The goal is to create an input/output device to provide six-degree-of-freedom (dof) wrench (force and moment) feedback to a human operator in virtual reality or remote applications. Compared to commercially-available haptic interfaces for virtual reality applications, the present concept is driving for lighter, safer, crisper, more dexterous, and more economical operation. The CSHI concept is presented, along with the required mathematical transformations for use of the device.
Generating Virtual Environments to Allow Increased Access to the Built Environment
Authors: Foster G. T. , Wenn D. E. N. , Harwin W. S. , O'Hart F.
Published: October 2019

The problems encountered by individuals with disabilities when accessing large public buildings is described and a solution based on the generation of virtual models of the built environment is proposed. These models are superimposed on a control network infrastructure, currently utilised in intelligent building applications such as lighting, heating and access control. The use of control network architectures facilitates the creation of distributed models that closely mirror both the physical and control properties of the environment. The model of the environment is kept local to the installation which allows the virtual representation of a large building to be decomposed into an interconnecting series of smaller models. This paper describes two methods of interacting with the virtual model, firstly a two dimensional aural representation that can be used as the basis of a portable navigational device. Secondly an augmented reality called DAMOCLES that overlays additional information on a user's normal field of view. The provision of virtual environments offers new possibilities in the man-machine interface so that intuitive access to network based services and control functions can be given to a user.
A Practical Example Using VR in the Assessment of Brain Injury
Authors: Davies R. C. , Johansson G , Boschian K , Lindé A. , Minör U. , Sonesson B.
Published: October 2019

Virtual Reality (VR) as a complementary tool for medical practitioners in the assessment and rehabilitation of people who have suffered a traumatic brain injury (TBI) is discussed. A pilot-study has been undertaken on a prototype VR assessment tool. The design involved nine occupational therapists with expertise in the care of traumatic brain injured patients and one (computer experienced) patient. The aim was to begin a dialogue and to ascertain the potential of a VR system. A common method for occupational therapists to assess function and ability is to ask a patient to brew coffee. From the performance of such a task, an individual's "functional signature" can be determined. The prototype was built using Superscape, a personal computer based VR system, to be close to the real coffee making task, including effects of making mistakes, realistic graphics and sound effects. The world was designed to be as easy to use and intuitive as possible, though problems of mental abstraction level, transfer of training and realistic interaction have yet to be resolved. The comments from the test participants have highlighted problem areas, given positive insight and pointed out other scenarios where VR may be of use in the rehabilitation of people with a traumatic brain injury.
Ciao: A Collaborative, Immersive Architectural Layout System
Authors: Sung Un-Jae , Yang Jae-Heon , Wohn K.
Published: October 2019

This paper presents the design of a multiuser, large-scale 3-D layout system: Collaborative Immersive Architectural layout (CIAO). In contrast to many existing systems that sacrifice responsiveness to maintain consistency, CIAO achieves optimal response and notification time without compromising awareness or consistency. The optimal responsiveness is achieved by a new multicastbased, optimized concurrency control mechanism. Even operations on a group of related objects do not entail any latency for concurrent control. We also present the multiuser interfaces of CIAO that provide some sense of isolation as well as rich awareness.
A Virtual World Construction Method Using Captured Images - Applications for Virtual Shopping
Authors: Ozaki Nobuyuki , Takada Kaoru
Published: October 2019

Procedures for interactively employing captured images for virtual world construction are described using prototypes of two applications for virtual shopping. Virtual reality technology, especially the image based rendering technique, enables us to exhibit products in a sophisticated way. With a concert ticket reservation system the customer can check the view of the stage from any seat. These images are synthesized from captured images and are not created from less realistic computer graphics. With a catalog shopping system that uses captured images to show products, the customer can observe them stereoscopically and vary the viewing angle interactively. These systems are implemented into kiosktype terminals. Purchases can be made with IC-card type electronic cash.
Age Invaders: Inter-generational Mixed Reality Family Game
Authors: Khoo E.T. , Cheok A.D.
Published: October 2019

This paper introduces Age Invaders (AI), a novel interactive inter-generation social-physical game which allows the elderly to play harmoniously together with children in physical space while parents can participate in the game play in real time remotely through the internet
Research Directions in Handheld AR
Authors: Billinghurst Mark N. , Henrysson Anders
Published: October 2019

Handheld mobile devices are an exciting new platform for Augmented Reality (AR). Mobile phones and PDAs have the potential to provide AR experiences to hundreds of millions of consumers. However, before widespread use can occur there are some obstacles that must be overcome. In particular, developers must consider the hardware and software capabilities of mobile devices and how these can be used to provide an effective AR experience. They must also develop AR interaction metaphors suitable for handheld AR. In this paper we review current and previous research in the field, provide design guidelines and outline future research directions
A Basic Semantic Common Level for Virtual Environments
Authors: Ibáñez-Martinez Jesús , Delgado-Mata Carlos
Published: October 2019

This paper describes our proposal for a new representation model for virtual worlds. Our model provides a layer of semantic information for virtual environments that does not intend to substitute application dependant approaches, but to constitute a common lower level for all of them. Our model is simple in that it consists of a reduced number of different elements and most of them can be automatically annotated. The paper shows the ideal annotation process. In this sense, we show our own experiences in annotating worlds. The model has already been successfully used in two different applications
Laplacian-based Design: Sketching 3D Shapes
Authors: Sheng Bin , Wu Enhua
Published: October 2019

The sketch-based shape modeling is one of the most challenging and active problems in computer graphics. In this paper, we present an interactive modeling system for generating free-form surfaces using a 2D sketch interface. Since inferring 3D shape from 2D sketches is an one to many function with no unique solution, we propose to interpret the given 2D curve to be the projection of the 3D curve that has minimum curvature among all the candidates in 3D. In this way, firstly, we present an algorithm to efficiently find a close approximation of this minimum curvature 3D space curve. In the second step, our system could identify the 3D surfaces automatically, and then we apply Delaunay triangulation on these surfaces. Finally, the shape of the triangular surface mesh that follows the 3D profile curves is computed using harmonic interpolation by solving Laplacian equations. We present experimental results on various kinds of drawings by the interactive modeler
Modeling and Animating Virtual Humans for Real-Time Applications
Authors: Hülsken Frank , Eckes Christian , Kuck Roland , Unterberg Jörg , J�rg Sophie
Published: October 2019

We report on the workflow for the creation of realistic virtual anthropomorphic characters. 3D-models of human heads have been reconstructed from real people by following a structured light approach to 3D-reconstruction. We describe how these high-resolution models have been simplified and articulated with blend shape and mesh skinning techniques to ensure real-time animation. The full-body models have been created manually based on photographs. We present a system for capturing whole body motions, including the fingers, based on an optical motion capture system with 6 DOF rigid bodies and cybergloves. The motion capture data was processed in one system, mapped to a virtual character and visualized in real-time. We developed tools and methods for quick post processing. To demonstrate the viability of our system, we captured a library consisting of more than 90 gestures.
Vision-based 3D Finger Interactions for Mixed Reality Games with Physics Simulation
Authors: Song Peng , Yu Hang , Winkler Stefan
Published: October 2019

Mixed reality applications can provide users with enhanced interaction experiences by integrating virtual and real world objects in a mixed environment. Through the mixed reality interface, a more realistic and immersive control style is achieved compared to the traditional keyboard and mouse input devices. The interface proposed in this paper consists of a stereo camera, which tracks the user's hands and fingers robustly and accurately in the 3D space. To enable a physically realistic experience in the interaction, a physics engine is adopted for the simulating the physics of virtual object manipulation. The objects can be picked up and tossed with physical characteristics, such as gravity and collisions which occur in the real world. Detection and interaction in our system is fully computer-vision based, without any markers or additional sensors. We demonstrate this gesture-based interface using two mixed reality game implementations: finger fishing, in which a player can simulate fishing for virtual objects with his/her fingers as in a real environment, and Jenga, which is a simulation of the well-known tower building game. A user study is conducted and reported to demonstrate the accuracy, effectiveness and comfort of using this interactive interface.
Data Driven Avatars Roaming in Digital Museum
Authors: Wang Xiaoting , Meng Xiangxu , Yang Chenglei , Zhang Junqing
Published: October 2019

This paper describes a motion capture (mocap) data-driven digital museum roaming system with high walking reality. We focus on three main questions: the animation of avatars; the path planning; and the collision detection among avatars. We use only a few walking clips from mocap data to synthesize walking motions with natural transitions, any direction and any length. Let the avatars roam in the digital museum with its Voronoi skeleton path, shortest path or offset path. And also we use Voronoi diagram to do collision detection. Different users can set up their own avatars and roam along their own path. We modify the motion graph method by classify the original mocap data and set up their motion graph which can improve search efficiency greatly.
Human Performance in Cooperative Virtual Environments: the Effect of Visual Aids and Oral Communication
Authors: Ullah Sehat , Richard Paul , Otmane Samir , Naud Mickael , Mallem Malik
Published: October 2019

The Cooperative virtual environments, where users simultaneously manipulate objects, are one of the subfields of Collaborative virtual environments (CVEs). In this paper we simulate the use of two string based parallel robots in cooperative teleoperation task. Two users setting on separate machines connected through local network operate each robot. In this context, we investigate the effects of visual aids and oral communication on cooperation, co-presence and users performance. Ten volunteers had to cooperatively perform a peg-in-hole task. A second group of ten subjects perform the same task in a single user setup. The objective of the two experiments is twofold, firstly to compare the task's complexity of single user setup with that of the cooperative environment. Secondly we examine the influence of visual aids and oral communication on user's performance in the two different setups. Results revealed that shadow has a significant effect on task execution while arrows and oral communication not only increase users' performance but also enhance the sense of co-presence and awareness. We also observed that cooperative manipulation was more difficult as compared to single user manipulation.
Image-based Modeling of Haussmannian Facades
Authors: Liu Chun , Gagalowicz André
Published: October 2019

This paper describes techniques and algorithms for Haussmannian facade modeling. Although buildings are complex artificial objects which are difficult to interpret, Haussmannian buildings carry a more consistent typology and composition rhythm. By incorporating the architectural knowledge of the Haussmannian facade into an image analysis process, facade structure information can be automatically inferred. Moreover, in order to further refine the facade analysis, an image synthesis process is integrated and a feedback loop is created for producing more stable results. With this methodology, a solid technique and process for image-based modeling of Haussmannian or similar building facades have been established.
A Model to Distinguish Between Educational and Training 3D Virtual Environments and its Application
Authors: Da S. Housell Marcelo , Da Silva Edgar L. , Filho Manoel R. , De Sousa Marcos P. A.
Published: October 2019

This paper proposes a model to identify education and/or training emphasis for 3D Virtual Environments. Through a survey of such applications specific characteristics of each emphasis were identified. Although few authors highlight the distinction between Virtual Environments for Education and Training, the correct definition of each of these types can facilitate the attainment of educational goals for the niche one wants to accomplish. In this study a special focus is given to the training applications, with the proposal of a standardization of the "training modes" based on a functional conceptual framework. At the end of the article a case study of a desktop Virtual Reality (VR) system for training will be presented. This system includes a maintenance sub-system in a Hydroelectric Energy Unit, using a "learn by doing" approach
Emotion Modeling and Interaction of NPCS in Virtual Simulation and Games
Authors: Li Ling , Campbell James
Published: October 2019

Virtual simulations and games utilizing NPCs, or computer controlled agents, are more predominant now than ever. Many of these simulations suffer from a lack of effective, stimulating, and natural emotion-based behaviours in the interaction among the NPCs, as well as with the human players. This paper presents an easy-to-use, portable, diverging, and adaptive emotion model based on psychological and sociological research, for simulation and game designers to utilize easily in their virtual world. The proposed emotion model allows the player to better relate, understand and believe in characters in the virtual environment
Simulating SPH Fluid with Multi-Level Vorticity
Authors: Jang Taekwon , Blanco i  Ribera Roger , Bae Jinhyuk , Noh Junyong
Published: October 2019

The vortical motion of fluid in various scales is one of the most important elements in capturing the vivid realism of turbulent water. However, it is still challenging to resolve mul-ti-level vorticity effectively. This paper presents a novel hybrid method that combines a smoothed particle hydrodynamics (SPH) system with multiple Eulerian grids to reproduce the multi-level vorticity. In our hybrid method, the SPH system is responsible for resolving flow velocity while the multiple grids support the SPH system in efficiently detecting and computing the multi-level vor-ticity field.
A Skinning Method in Real-time Skeletal Character Animation
Authors: Xu Tianchen , Chen Mo , Xie Ming , Wu Enhua
Published: October 2019

With regard to skeletal character animation, the question on how to ensure the quality of transition between key frames is of crucial importance. The lack of properly defined motion ranges based on movements would leave the animator with no choice but intervene the result based on camera perspective afterwards, thus creating a lot more work for the animator to modify or clean up the animation curves. Although a number of methods have been raised in these years, such as the Linear Blending Skinning (LBS), they may still have shortcomings in some specific cases, one of which is the obvious unnatural deformation around the joint areas. The primary investigation in this paper is directed to address the problem and improve the framework of rendering in real-time environment with satisfactory skinning effect to the aforementioned scenario, with assistance of GPU computation
The General Method Study and Practice for Trans-disciplinary Design in Internet Platform of 3D Art Museum
Authors: Song Jianwen , Yao Zhijie
Published: October 2019

In the digital era of rapid development of computer software technology, the collaboration of science and arts becomes trend of development in terms of digital media content design and innovation. Breakthrough to the traditional working model, such as individual or independent small scale research and develop-ment team, establish a research and development team that consisting of artists and software engineers in art school, and do col-laborative research and development project is a necessary requirement for the progress of the digital age. This paper focuses on China Academy of Art Online Gallery project that integrates the transdisciplinary resources. By using art, technology, software engineering practice and quality management methods together, this project attempt to explore a set of basic methods of combining art and science to improve the standard of creation, research and design for China's Internet 3D technology platform. It is important to break with the traditional narrow way of thinking boldly and explore the general methods of multi-team collaboration for innovative projects. It has far-reaching strategic and practical significance for digital technological innovation research in art and design, online game and animation industry.
A Virtual Radial Arm Maze for the Study of Multiple Memory Systems in a Functional Magnetic Resonance Imaging Environment
Authors: Xu Dongrong , Hao Xuejun , Wang Zhishun , Duan Yunsuo , Liu Feng , Marsh Rachel , Yu Shan , Peterson Bradley S.
Published: October 2019

An increasing number of functional brain imaging studies are employing computer-based virtual reality (VR) to study changes in brain activity during the performance of high-level psychological and cognitive tasks. We report the development of a VR radial arm maze that adapts for human use in a scanning environment with the same general experimental design of behavioral tasks as that has been used with remarkable effectiveness for the study of multiple memory systems in rodents. The software platform is independent of specific computer hardware and operating systems, as we aim to provide shared access to this technology by the research community. We hope that doing so will provide greater standardization of software platform and study paradigm that will reduce variability and improve the comparability of findings across studies. We report the details of the design and implementation of this platform and provide information for downloading of the system for demonstration and research applications
LVRL: Reducing the Gap between Immersive VR and Desktop Graphical Applications
Authors: Trindade Daniel , Teixeira Lucas , Loaiza Manuel , Carvalho Felipe , Raposo Alberto , Santos Ismael
Published: October 2019

The emergence of cheaper technologies for immersive environments has considerably increased the interest in Virtual Reality applications. However, VR frameworks currently available force user applications to be developed specifically for them. This increases the cost of converting an existing application to another virtual reality environment. This paper proposes a new framework, the LVRL (Lightweight Virtual Reality Libraries), which allows the creation or conversion of existing applications to VR without changing the application's structure. The LVRL's main objective is to provide a nonintrusive and transparent programming interface that allows the development of VR applications by non-VR developers. This paper describes LVRL's architecture, features, usage, and benefits obtained by applications using it.
The Cyberith Virtualizer
Authors: Cakmak Tuncay
Published: October 2019

This device developed by the young virtual-reality-enthusiasts of "Cyberith" is a locomotion device that delivers completely new impressions and experiences regarding gameplay and entertainment