243 research outputs found

    PERBANDINGAN HASIL PETA TOPOGRAFI MENGGUNAKAN SUMBER DATA DEMNAS DAN GOOGLE EART PADA IUP PT.WAHANA PETRA SEJAHTERA

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    ABSTRAKPeta topografi merupakan peta yang menyajikan obyek-obyek dipermukaan bumi denganketinggian yang dihitung dari permukaan air laut dan digambarkan dalam bentuk garis-gariskontur, dimana untuk setiap satu garis kontur mewakili satu ketinggian. Penelitian dilakukanpada area PT.Wahana Petra Sejahtera Kecamatan Samalantan Kabupaten BengkayangKalimantan Barat. Penelitian ini bertujuan untuk mengetahui apakah terdapat perbedaan ratarata ketinggian yang signifikan antara hasil peta topografi yang menggunakan sumber data dariDEMNAS dengan Google Eart, kedua sumberdata tersebut merupakan data yang bersifat opensource. Metodologi penelitian yang digunakan adalah penelitian komparatif atau perbandingan,objek yang dibandingkan adalah hasil peta topografi dari kedua sumber data dengan mengambilsampling pada koordinat yang sama dan dibandingkan nilai ketinggiannya. Selanjutnya data diolah menggunakan software SPSS untuk dilakukan uji t perbedaan rata-rata ketinggian topografidari data DEMNAS dan Google Eart. Hasil penelitian menunjukan bahwa P-Value=0.709 >α=0.05 Sehingga H0 diterima yaitu pada taraf signifikan 95% rata-rata kedua peta topografitidak terdapat perbedaan ketinggian topografi, dengan kata lain antara data yang bersumber dariDEMNAS dengan Google Eart menghasilkan citra peta topografi yang sama.Kata kunci: DEMNAS, Google Eart, Topograf

    Un'«esperienza etimologica»: romanesco antico "peta"

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    The author proposes to bring the Old Abruzzese and Old Romanesco word "peta" back to a Longobard base «baida/paita», which survives in the Rhaeto-romance "peda" ‘Zeit, Weile’, a word he encountered by chance in an Engadinian translation dated 1560. The relative «etymological experience» confirms the teaching of G. Contini, according to which good etymologies are found, not sought for

    Interest group manipulation & public policy: a case study of People for the Ethical Treatment of Animals (PETA), 2007

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    Throughout United States government history, political interest groups had a profound influence on some very important decisions. One interest group that gained great fame and recognition through media coverage is the People for the Ethical Treatment of Animals (PETA). It proposes and supports a constitutional right of animals which causes conflict with research scientists, hunters and farming concerns. The methodology used in this research is the case study; allows a researcher to capture the totality of the subject being studied. The methodology allowed the researcher to look at the organization in a systemic way using pluralism as a theoretical framework. Pluralists see public policy as resulting from competing group interactions. This case study of the PETA organization was an investigation of its techniques, tactics and strategies used to affect public policy. The research questions were: 1. What impact does the interest group People for the Ethical Treatment of Animals (PETA) have on legislative process and/or public policy? 2. What tactics and strategies are used by the interest group People for the Ethical Treatment of Animals (PETA) to make it a very successful interest group? This research study will provide additional information on the tactics, strategies and techniques which will help interest groups respond to legislative changes which result from changing values, norms and beliefs in society

    Things that fall over : Women's playwriting, poetics and the (anti-)musical

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    Abstract: This study explores the contradictions and ambivalences experienced by a working artist at a time when her age, her gender, and broader cultural shifts are all potential obstacles or liabilities to creative flourishing. It is the product of practice-led research into the creative process from the perspective of the female "late bloomer". In this phrase, I have in mind the mature-aged woman who is, in mid-life, suddenly seized with inspiration and fired with creative energy. At its heart is the question: If an Elizabeth Jolley were in our midst today, would we hear from her? The result is a full-length libretto and accompanying exegetical binoculars in the form of a Preface and an Afterword. The creative work, Things That Fall Over (TTFO) is conceived in two parts: a libretto and oratorio for performance. It begins as a play, but over three acts and into a coda, the work becomes something entirely other - an (anti-) musical.\ud \ud The work grew from a personal interest in the nexus between women, ageing and creative practice, via investigation into the oeuvre of two Australian artists, Elizabeth Jolley, author, first published at age 53, and Rosalie Gascoigne, sculptor, first exhibited at 58. A second strand of the research grew from a fascination for the stage musical, especially in its more alternative modes as in the hands of Stephen Sondheim, or in more provocative manifestations as witnessed in recent Tony Award winners Avenue Q and The Book of Mormon.\ud \ud Contextually, this research is conducted at a time when anecdotal evidence suggests that women’s work in the performing arts and in literature is being pushed to the margins after a late twentieth century Golden Age on page and stage. Using hybrid practice-led methodologies - bricolage, log-keeping - and working within queer and feminist paradigms, this study seeks to counter that push with a new work that is all-female, part-pantomime, part monstrous allegory. In illuminating the creative process of a mature-aged playwright it concludes that hybrid and interstitial forms still offer an inclusive and democratic space in which voices that may otherwise be muted will continue to be heard. \u

    Pengembangan Peta Interaktif Tiga Dimensi S1 Teknik Mesin B Institut Tekonogi Sepuluh Nompember Menggunakan Unreal Engine

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    Perkembangan teknologi saat ini berdampak pada penyajian informasi salah satunya mengenai penerapan pembuatan bangunan. Pada awalnya penyajian informasi pada beberapa bangunan masih menggunakan peta dua dimensi (2D), akan tetapi penyajian informasi menggunakan peta dua dimensi kurang memberikan gambaran bangunan dan penjelasan mengenai bangunan yang detail. Seiring dengan jalannya waktu dan perkembangan teknologi, penyajian informasi menggunakan peta tiga dimensi (3D) mulai digunakan. Dengan adanya penggunaan peta tiga dimensi ini, tampilan bangunan terlihat lebih detail dan menarik, tak terkecuali pada perguruan tinggi Institut Teknologi Sepuluh Nopember (ITS). Pada tugas akhir ini, penulis telah mengembangkan sebuah peta tiga dimensi dengan menggunakan sebuah tools engine yang sudah tidak asing lagi yaitu Unreal Engine, selain itu juga penulis juga menggunakan aplikasi pengukung lain yaitu 3ds Max untuk modeling benda tiga dimensi dan Adobe Flash sebagai user interface untuk informasi dan interaksinya. Aplikasi peta tiga dimensi ini nantinya akan menyajikan tampilan peta dari Teknik Mesin Institut Teknologi Sepuluh Nopember (ITS) dan diharapkan dapat memudahkan pengguna untuk mengetahu dan mengunjungi gedung tersebut secara virtual seperti halnya pada dunia nyata tanpa harus datang langsung ketempat tersebut. ============================================================================================================================== The rapidly of the development technology inflict on the Current technological developments have an impact on the presentation of information concerning the application of one such site. At first presentation of information on some of the builtings are still using the map two dimensional (2D), but the presentation of information using two dimensional map gives an overview of the builting and the lack of explanation of the details of the builting. Over the course of time and the development of technology, the presentation of information using a map three dimensional (3D) began to be used. With the use of three dimensional map, the appearance of the builting look more detailed and interesting, not least at the Institut Teknologi Sepuluh Nopember (ITS). In this thesis, the author has developed a three-dimensional map by using a search tool that is already familiar, namely the Unreal Engine, but it is also the author also uses another application that is pengukung 3ds Max for modeling three-dimensional objects and Adobe Flash as the user interface for information and interaction. Application of this three-dimensional map will be presenting a map of S1 teknik mesin Institut Teknologi Sepuluh Nopember (ITS). and is expected to make it easier for the user and determines virtually visit the builting as well as in the real world without having to come directly to the place

    Pengembangan peta interaktif tiga dimensi pada gedung STIE Perbanas Surabaya dengan menggunakan unreal engine

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    Penggunaan Teknologi Informasi pada pengembangan pemetaan digital sudah sering digunakan, khususnya pada orang IT. Namun, dahulu setiap orang yang melakukan pengembangan pemetaan pada suatu area atau gedung masih dilakukan secara 2D. Pemetaan secara 2D sendiri sebenarnya belum memiliki informasi yang mendetail, sehingga masih sering timbul beberapa pertanyaan-pertanyaan mengenai peta 2D tersebut, karena informasi yang terkandung dalam peta tersebut belum lengkap dan detail. Melihat perkembangan teknologi pada jaman sekarang, penggunaan teknologi 3D mulai digunakan dan dikembangkan, termasuk pemetaan dalam suatu area atau gedung tertentu.Untuk membangun sebuah peta interaktif 3D tersebut, dapat dilakukan dengan menggunakan beberapa engine 3D, yang biasa digunakan untuk mengembangkan sebuah proyek seperti game. Dengan memanfaatkan Unreal Engine, penulis akan membangun sebuah pemetaan digital secara 3D, agar dari pemetaan tersebut dapat memberikan informasi yang lebih lengkap dan detail, sesuai dengan kondisi yang aslinya. Penulis akan memetakan gedung STIE Perbanas Surabaya. ================================================================================================== Information Technology Usage in the development of digital mapping has been frequently used, particularly in the IT. However, once each person doing the mapping on the development of an area or building is done in 2D. 2D mapping did not yet have detailed information, so it is still often raises some questions about the 2D map, because the information contained in the map is not complete and detailed. Seeing the development of technology in this era, the use of 3D technology started to be used and developed, including the mapping of an area or building tertentu.Untuk build a 3D interactive maps, can be done by using several 3D engine, which is used to develop a project like game. By utilizing the Unreal Engine, the author will build a 3D digital mapping, so mapping can provide more complete information and details, in accordance with its original condition. The author will mapping STIE Perbanas Surabaya place

    Differential cross-reactivity to the influenza B virus haemagglutinin underpins lineage-specific susceptibility between birth cohorts

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    <p>Data and code relataing to "Differential cross-reactivity to the influenza B virus haemagglutinin underpins lineage-specific susceptibility between birth cohorts" Edler et al study https://www.biorxiv.org/content/10.1101/2023.08.25.554879v1<br><br></p> <p> </p&gt

    An ethico-aesthetics of injecting drug use: body, space, memory, capital

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    Deposited with permission of the author © 2009 Dr. Peta Husper Malins.Harm minimisation approaches to illicit drug use have proven extremely successful in reducing drug-related harm and improving health outcomes for those using drugs, their families and the broader community. Despite these successes, however, many harm minimisation programmes face strong community opposition, and many others are limited in their effectiveness by their reluctance to acknowledge the complex ways in which drug using contexts, social relationships, desire, pleasure and aesthetics are involved in the production and reduction of drug-related harm.[NP] Deleuze and Guattari’s ethico-aesthetic philosophy offers a conceptual framework through which to begin to grapple with the sensory and affective elements of illicit drug use and their implications for an embodied ethics. Following an introduction to their key concepts, this thesis explores the implications of their ontology for understandings of injecting drug use across four inter-related dimensions: the drug using body; urban spaces of injecting; public overdose memorials; and drug referenced, ‘heroin chic’ advertising imagery. It argues that aesthetics and ethics are complexly intertwined, and that ethically positive responses to drug use require an active appreciation of the ways in which aesthetics affect bodies and their capacities to form relations with others

    Pengembangan Aplikasi Peta Interaktif Tiga Dimensi Jurusan Teknik Industri Institut Teknologi Sepuluh Nopember Surabaya Menggunakan UNITY3D

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    Dalam memberikan informasi mengenai kondisi suatu wilayah atau bangunan gedung, saat ini telah menggunakan teknologi visualisasi 3D karena dapat memberikan informasi secara detail sesuai dengan kondisi sebenarnya. Namun dalam menggunakan teknologi visualisasi 3D, pengguna harus melakukan proses penginstalan terlebih dahulu dan memerlukan resource hardware yang tinggi untuk menjalankannya. Oleh karena itu dibutuhkan teknologi game engine yang dapat menghasilkan aplikasi 3D yang mudah diakses oleh pengguna. Dengan menggunakan game engine Unity3D yang memiliki kemampuan untuk membuat lingkungan virtual sesuai dengan bentuk nyatanya dan menghasilkan game tiga dimensi dalam bentuk web player. Pada tugas akhir ini, penulis akan menggunakan Unity3D untuk membangun aplikasi peta interaktif tiga dimensi peta Jurusan Teknik Industri Institut Teknologi Sepuluh November Surabaya. Pengembangan yang dilakukan dalam aplikasi peta tiga dimensi ini adalah penambahan fitur simulasi praktikum, penggunaan alat praktikum dan simulasi lokasi buku di ruang baca Teknik Industri. Hasil dari pengerjaan tugas akhir ini adalah aplikasi peta interaktif tiga dimensi Jurusan Teknik Industri ITS yang dapat diakses secara online melalui web browser. Penulis berharap dengan adanya aplikasi ini pengguna dapat mengaksesnya lebih mudah dan mendapatkan pengalaman yang nyata dengan adanya interaksi yang menarik dan interaktif. ================================================================================================================== In providing information on the condition of an area or building, is now using 3D visualization technology because it can provide detailed information in accordance with the actual conditions. However to use the 3D visualization technology, the user must perform the installation process in advance and require high hardware resources to run it. Therefore needed a game engine technology that can produce 3D applications that are easily accessible by the user. By using the Unity3D game engine that has the ability to create a virtual environment in accordance with the form of fact and produce three-dimensional game Web Player. In this thesis, the author will use Unity3D to develop three-dimensional interactive map applications. With location maps Department of Industrial Engineering Institute of Technology Surabaya November. Development will be done in a three-dimensional map of this application is the addition of the simulation lab, the use of lab work tools, and simulation of the location of books in the reading room of Industrial Engineering. The results of In this final task is a three-dimensional interactive map applications Industrial Engineering ITS which can be accessed through a web browser. The author hopes that with this application, users can access it more easily and gain real experience with the interaction of interesting and interactive

    UPAYA PEOPLE FOR THE ETHICAL TREATMENT OF ANIMALS (PETA) DALAM MENANGANI KOMERSIALISASI PRODUK BERBASIS ANIMAL TESTING DI TIONGKOK

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    Tiongkok is the only country in the world that makes animal testing an entry requirement for a product, especially cosmetics, to be marketed in the Tiongkok market. This regulation is already in the regulations set by the Chinese Food and Drug Administration (CFDA). In 2016, the Tiongkok government finally approved the use of non-animal testing methods. This policy change occurred to the efforts of the Transnational Advocacy Network (TAN), one of the actors being is People for the Ethical Treatment of Animals (PETA), as the International Non Governmental Organization (INGO) which deals with animal rights issues. This study aims to describe the efforts of PETA in launching its objectives in handling the commercialization of animal testing-based products in Tiongkok from 2012-2016. In this study, the author uses the concept of Transnational Advocacy Network (TAN) by Margareth Keck and Kathryn Sikkink which explains the existence of actors working on an international scale on an issue and then united by shared values, shared discourse, and information exchange. The research methodology used is qualitative research methods and the type of research used is descriptive analysis in which the analysis is carried out by examining the phenomena raised in more detail. The study found that there were four efforts made by PETA to handle the commercialization of animal testing-based products in Tiongkok. First, PETA successfully revealed information that in 2012, there were 4 well-known brands that deliberately paid the Tiongkok government to test animals on their products even though 4 brands were listed as products that did not test animals and made a list of companies that conduct animal testing in Tiongkok. Second, PETA uses symbols with the Beauty Without Bunnies program. Third, PETA collaborates with the Institute for In Vitro Sciences (IIVS); Beijing Technology and Business University (BTBU), the Chinese Animal Protection Network (CAPN) to spread animal rights issues. Fourth, PETA and IIVS consistently collaborate with Tiongkok scientists to maintain and supervise the government in order to maintain policies that are in accordance with their goals
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