119 research outputs found

    Mustard gas

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    "Prepared by Syracuse Research Corporation under contract no. 205-1999-00024; prepared for U.S. Dept. of Health and Human Services, Public Health Service, Agency for Toxic Substances and Disease Registry."Chemical manager(s)/author(s): Zemoria A. Rosemond, ATSDR, Division of Toxicology, Atlanta, GA; Dolores A. Beblo, Richard Amata, Syracuse Research Corporation, North Syracuse, NY.Includes bibliographical references (p. 167-210).205-1999-0002

    PBBs and PBDEs

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    "Prepared by Syracuse Research Corporation under contract no. 205-1999-00024; prepared for U.S. Dept. of Health and Human Services, Public Health Service, Agency for Toxic Substances and Disease Registry."Chemical manager(s)/author(s): Hana R. Pohl, Stephen Bosch, Richard J. Amata, Carol J. Eisenmann.Includes bibliographical references and glossary (p. 487-564).205-1999-0002

    Toxicological profile for chlorine dioxide and chlorite

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    Toxicological Profile for Chlorine Dioxide and Chlorite, Draft for Public Comment was released in September 2002. This edition supersedes any previously released draft or final profile.Chemical manager(s)/author(s): Jessilynn B. Taylor, ATSDR, Division of Toxicology, Atlanta, GA; David Wohlers, Richard Amata, Syracuse Research Corporation, North Syracuse, NY.CAS#: 10049-04-4 (Chlorine Dioxide); 7758-19-2 (Chlorite)2004979

    Pembuatan Motion Graphic Program Konselor Sebaya Tim Bimbingan Konseling IPB: The Making of Peer-Counselor Program’s Motion Graphics of IPB University Counseling Center

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    ABSTRACTThe Guidance and Counseling Team of the Bogor Agricultural Institute (TBK-IPB) is a team that provides services in the form of guidance and counseling for students at IPB. TBK-IPB facilitates students to be able to adjust to campus life so that they can achieve optimal academic performance and are able to plan a good career achievement in the future. TBK-IPB has a peer counselor or story partner program to help listen to student problems who feel uncomfortable consulting with senior counselors/counselor lecturers. In order to disseminate information about the peer counseling program to IPB students, a product (motion graphics) that is informative, interesting and easy to distribute is needed. The methods used in the manufacture of motion graphics products are Development, Preproduction, Production, Postproduction and Delivery. The result is a product with a video format, loaded with images, text and audio that is easy to share via social media. ABSTRAKTim Bimbingan dan Konseling Institut Pertanian Bogor (TBK-IPB) adalah tim yang memberikan layanan berupa bimbingan dan konseling kepada mahasiswa di IPB. TBK-IPB memfasilitasi mahasiswa agar dapat menyesuaikan diri dengan kehidupan kampus sehingga mencapai prestasi akademik yang optimal dan mampu merencanakan pencapaian karir yang baik di masa yang akan datang. TBK-IPB memiliki program konselor sebaya atau teman cerita untuk membantu mendengarkan permasalahan mahasiswa yang merasa belum nyaman berkonsultasi dengan konselor senior/dosen konselor. Dalam rangka menyebarkan informasi mengenai program konselor sebaya kepada mahasiswa IPB, dibutuhkan sebuah produk (motion graphics) yang informatif, menarik dan mudah dalam distribusinya. Metode yang digunakan dalam pembuatan produk motion graphics ini adalah Development, Preproduction, Production, Postproduction dan Delivery. Hasilnya adalah sebuah produk berformat video, memiliki muatan gambar, teks dan audio yang mudah disebarkan via media sosial. Kata kunci: Motion Graphics, Tim Bimbingan Konseling, Bimbingan dan Konseling, Konselor Sebay

    TEKNOLOGI AUGMENTED REALITY UNTUK MEMORABILIA PAMERAN: “OURCHETYPE”: Augmented Reality Technology for Exhibition Memorabilia : "Ourchetype"

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    Tujusemesta strives to build exhibitions that attract visitors and involve visitors directly. The exhibition entitled "Ourchetype" or defined as "Our Archetype" uses a human empathy approach from C.G. Jung. Archetypes are patterns, habits, and symbols that appear in the human subconscious and shape personality and influence decision-making. Jung stated that Archetypes were ancient legacies that humans could share in common. Archetypes are the main content in this second exhibition with the help of visualization using interactive media in the form of Augmented reality, which appears as an innovation. Innovation is needed to improve the quality of exhibitions while remaining relevant and attracting more visitors. Augmented reality technology can help visitors feel closer to the exhibition because visitors can slowly understand the topic of Archetypes for a long time so that interactive media can function optimally. Visitors will receive the merchandise in character stickers according to their respective archetypes, which are "markers" of the created Augmented reality so that visitors can continue to explore content outside of exhibition time. The addition of Augmented reality Technology to this exhibition uses applied practical methods as needed by considering various references and literacy. The stages used are ideation, software selection, prototyping, approval, production process work, product presentation, providing company feedback, and making the final product. Augmented reality application content for Ourchetype Interaction exhibition memorabilia has been successfully designed and implemented. The Android Augmented reality application has been successfully built and tested. This application can be used on Android smartphones with  a minimum API level of 25, namely Android 7.1 Nougat, and supports the Vuforia Fusion library. ABSTRAKTujusemesta berusaha untuk membangun pameran yang menarik pengunjung dan melibatkan pengunjung secara langsung. Pameran yang bertajuk “Ourchetype” atau didefinisikan sebagai “Our Archetype” ini menggunakan pendekatan empati manusia dari C.G. Jung. Arketipe adalah pola, kebiasaan, dan simbol yang muncul di alam bawah sadar manusia dan membentuk kepribadian serta memengaruhi pengambilan keputusan. Jung menyatakan bahwa Arketipe adalah warisan kuno yang dapat membuat manusia berbagi hal yang sama. Arketipe merupakan konten utama dalam pameran kedua ini dengan bantuan visualisasi menggunakan media interaktif berupa Augmented reality, yang muncul sebagai sebuah inovasi. Inovasi diperlukan untuk meningkatkan kualitas pameran namun tetap relevan dan menarik lebih banyak pengunjung. Teknologi Augmented reality dapat membantu membuat pengunjung merasa lebih dekat dengan pameran, karena pengunjung dapat memahami topik Arketipe secara perlahan dan dalam waktu yang lama sehingga memungkinkan media interaktif dapat berfungsi secara optimal. Pengunjung akan mendapatkan merchandise berupa stiker karakter sesuai Arketipe masing-masing, yang merupakan “marker” dari Augmented reality yang dibuat, sehingga pengunjung dapat terus mengeksplorasi konten di luar waktu pameran. Penambahan Teknologi Augmented reality pada pameran ini menggunakan metode praktis terapan sesuai kebutuhan dengan mempertimbangkan berbagai referensi dan literasi. Tahapan yang digunakan adalah ideation, pemilihan software, pembuatan prototype, approval, pengerjaan proses produksi, presentasi produk dan pemberian feedback dari perusahaan, serta pembuatan produk akhir. Konten aplikasi Augmented reality untuk memorabilia pameran Ourchetype Interaction telah berhasil dirancang dan diimplementasikan. Aplikasi Android Augmented reality telah berhasil dibangun dan diuji. Aplikasi ini dapat digunakan pada smartphone Android dengan API level minimal 25 yaitu Android 7.1 Nougat, dan mendukung library Vuforia Fusion

    Strontium

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    "Prepared by Syracuse Research Corporation under contract no. 205-1999-00024; prepared for U.S. Dept. of Health and Human Services, Public Health Service, Agency for Toxic Substances and Disease Registry."Chemical manager(s)/author(s): Alfred F. Dorsey, ATSDR, Division of Toxicology, Atlanta, GA; Margaret E. Fransen, Gary L. Diamond, Richard J. Amata, Syracuse Research Corporation, North Syracuse, NY.Includes bibliographical references (p. 277-365).205-1999-0002

    Aplikasi Augmented Reality (AR) untuk Pengenalan Varietas Anggur Hasil Balitbangtan

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    Augmented reality is a combination of two worlds: virtual and real world, which mean objects in the virtual world can be displayed in the real world. The use of augmented reality in the introduction media, in the form of applications on android smartphones designed as the introduction of varieties of grape from Balitbangtan. Balitbangtan (Badan Penelitian dan Pengembangan Pertanian) is the highest structural office in the Ministry of Agriculture with the task of researching, developing and innovating in agriculture. The purpose of this application is to introduce the grape varieties from Balitbangtan in the ebook, “Budidaya Tanaman Anggur” in a more interactive and easy to understand way by displaying objects in 3D virtual and can make sounds containing explanations about the variety of grape from Balitbangtan. This application will show three types of grape varieties of Balitbangtan with markers according to the image of the grape variety in the ebook. Apps are built using Unity, Vuforia, and Blender. The method used in this study is the method of collection of data questionnaires (wags) which is a data collection technique performed by asking questions or written statements to respondents to answer them. The questionnaire was conducted by researchers by spreading a list of questions to students and millennial farmers who read the e-book. Results from questionnaires found that 80% of respondents agreed with the implementation of augmented reality in the introduction of Balitbangtan grape varieties with category “Totally Agree”.Method that used in this research is MDLC method (multimedia development life cycle). There are six steps in this method such as concepting, designing material collection, creating, testing, and distribution. We are testing applications and user satisfaction. Testing user satisfaction done through survey or questionnaire. survey done by researcher with spread question list to college student and millennial farmer that read ebook Budidaya Tanaman Anggur and they have installed and using application introduction to grape variety from Balitbangtan. The result of the survey found that 80% respondent agree with augmented reality applied to the introduction to grape variety from Balitbangtan

    (Auto)portrait d’Annemarie Schwarzenbach :« Lei così amata » ou d’une manière de légender l’Histoire

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    Tous les romans de l’écrivain italienne Melania Mazzucco s’inscrivent dans le genre du roman historique ; c’est en particulier avec la publication de Vita, en 2003, que l’auteur s’impose sur la scène littéraire italienne et internationale. Vita narre l’histoire des ancêtres de Melania Mazzucco : au début du siècle, ceux-ci quittèrent le sud de l’Italie pour se rendre aux Etats-Unis. Etayé par une recherche documentaire approfondie, le roman repose donc sur des personnages et des faits réels ; cependant, Melania Mazzucco a parfois recours à la fiction pour pallier l’absence de certaines informations. Vita est donc le fruit d’un travail d’écrivain, mais aussi de documentaliste. Melania Mazzucco reprend là un procédé déjà employé quelques années auparavant, dans la rédaction de son roman Lei così amata (Elle tant aimée), dont une analyse détaillée fera l’objet de cet article.All the novels written by the Italian writer Melania Mazzucco can be classified in the genre of historical novels. It is especially with the publication of Vita, in 2003, that the author established herself on the Italian and international literary stage. Vita narrates the story of Melania Mazzucco’s ancestors: at the beginning of the century, they left the South of Italy to go to the United States. Supported by detailed documentary research, the novel makes use of real figures and facts; however, Melania Mazzucco sometimes resorts to fiction in order to compensate for the absence of certain information. Vita is thus both the result of a writer’s labor as well as that of a researcher. Melania Mazzucco revived here a device that she employed several years ago in the writing of her novel Lei così amata, whose detailed analysis will be the object of this article

    CULTURAL HERITAGE DIGITIZATION OF BOROBUDUR AREA TOURISM: A PROJECT-BASED LEARNING

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    In supporting the efforts to preserve the nation’s cultural heritage, this research aimed to implement project-based learning by designing e-books as digital information media to promote tourism development. This research attempted to report and illustrate the implementation of project-based learning, which aimed to explore twenty potential tourist attractions in the surrounding villages of the Borobudur Temple in Central Java, Indonesia. This research involved 127 students of the Informatics Management Study Program enrolled in the Graphic Design course. This qualitative case study exemplified the implementation of project-based learning in designing and digitizing information media in the form of a collection of e-books. The overall process consisted of three main stages, i.e., pre-production, production, and post-production. The stages included conducting preliminary research; formulating the concept of design; collecting visual and typographic references; outlining; performing the design and digitization; and presenting the final product. The data were taken from class observations and documentation from March to June 2022. By demonstrating the project-based learning model of preserving the cultural potential of twenty traditional villages surrounding the Borobudur Temple area in a digital environment, it is hoped that the digitized cultural heritage can be introduced to and recognized by wider audiences

    Formation and journey: the life of Annemarie Schwarzenbach in Lei così amata by Melania Mazzucco

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    A vida de um jovem e seu percurso pelo mundo em busca de sua identidade é o mote do romance de formação, subgênero que teve seu auge entre os séculos XVIII e XIX. Franco Moretti e Esther Labovitz, entre outros críticos por nós considerados, estudaram a fundo o romance de formação o Bildungsroman , sendo que esta última autora focalizou a variante feminina no Bildungsroman do século XX. O presente trabalho tem como objetivo analisar o romance da escritora italiana Melania Mazzucco Lei così amata. O romance recorta e focaliza uma parte da vida da escritora suíça Annemarie Schwarzenbach, portanto possui as características do romance biográfico. Contudo, pretendemos, neste estudo, evidenciar principalmente as características que fazem dessa obra um romance de formação. Por meio da conturbada trajetória vivida pela protagonista, buscamos reconhecer, nas viagens empreendidas por ela, ao redor do mundo, as características fundamentais do romance de formação. Em particular, com base nos estudos de Mikhail Bakhtin sobre o cronotopo, analisamos as formas com que o tempo vivido nos diferentes continentes Ásia, América e África marcam o percurso formativo da heroína.The life of a young man and his way through the world in search of his own identity is the motto of the formation novel, subgenre which had its climax between the 18th and the 19th centuries. Franco Moretti and Esther Labovitz, among other critics considered by us, studied the formation novel in depth the Bildungsroman , this last author focusing on the feminine variant in the Bildungsroman of the 20th century. This study aims at analyzing the novel of the Italian writer Melania Mazzucco Lei così amata. The novel focuses on part of the life of the Swiss writer Annemarie Schwarzenbach, therefore it presents all the characteristics of the biographical novel. However, in this study, our main intention is to demonstrate all the features that make this work a formation novel. Through the troubled trajectory lived by the protagonist, we try to recognize, in her journeys around the world, the fundamental features of the formation novel. In particular, based on the Mikhail Bakhtins studies of the chronotope, we analyze the forms in which the time lived in the different continents Asia, America and Africa determine the heroines formative course
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