702 research outputs found

    Treatment of unruptured intracranial aneurysms : a surgical long-term evaluation for preoperative predictive analytics

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    Author Dr.med.univ. Nico Henrique Stroh-HollyDissertation Johannes Kepler Universität Linz 202

    Interactive 3D Visualisations of the Mont Terri Underground Research Laboratory

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    This thesis demonstrates how interactive 3D visualisations of underground research laboratories (URL) can support the diverse stakeholders of research on the final disposal of radioactive waste. The work conducted in underground research laboratories plays an invaluable role in the research and development of safe solutions for the final disposal of radioactive waste. The thesis presents three interactive 3D visualisation systems for the Mont Terri URL. The first project focuses on domain experts, who encounter numerous challenges when attempting to visualise the research data generated in URLs. Three main issues were identified and tackled by developing a tailored interactive visualisation system, called VEIS: Firstly, the data obtained at the test site is often available only to researchers directly involved in the specific experiment. Secondly, the visualisation techniques typically employed by domain scientists often lack the larger spatial context. Thirdly, accessing and exploring the data requires prior technical knowledge. The VEIS digitally replicates the Mont Terri laboratory and integrates highly heterogeneous data (e.g. simulation results and observation data) from several sources. The 4D visualisation approach focuses on three exemplary experiments. It facilitates the visual exploration of research data sets and promotes exchange among research groups. In the second project, the focus was on intermediates, i.e. stakeholders with less prior knowledge than domain experts. The VEIS was employed as a foundation for the development of a virtual field trip on the subject of radioactive waste management research for the purpose of university education. For this purpose, we enhanced the existing system with additional background information, illustrations, tasks, tests, and an improved user interface. To put the tour's content into context, a conventional introductory presentation on the final disposal of radioactive waste was added. We then evaluated the virtual field trip in a user study with 22 participants. It proved a good perceived usability of the virtual tour and the virtual field trip's ability to transfer knowledge. These results support the findings of previous work that suggest a benefit of employing virtual field trips in geoscientific university courses. The third project focuses on science communication and combines the concepts of serious games and virtual field trips for this purpose. The design, implementation, and evaluation of VR-EX, an immersive virtual reality application that focuses on the electrical resistivity tomography measurements within the CD-A experiment are described in detail. VR-EX enables users to actively re-enact the measurements from planning to execution to analysis of the results, and in this way implements an active and playful learning approach. VR-EX presents the highly relevant work conducted in underground research laboratories to society in an active and appealing way, which is crucial to increase understanding of scientific processes and boost interest. A user study with 35 participants proves the overall good quality of the application and its high effectiveness in terms of knowledge transfer. The high levels of engagement, joy, and immersion reported by the users indicate the potential benefits of employing immersive virtual reality for engaging and effective science communication

    Interactive 3D Visualisations of the Mont Terri Underground Research Laboratory

    No full text
    This thesis demonstrates how interactive 3D visualisations of underground research laboratories (URL) can support the diverse stakeholders of research on the final disposal of radioactive waste. The work conducted in underground research laboratories plays an invaluable role in the research and development of safe solutions for the final disposal of radioactive waste. The thesis presents three interactive 3D visualisation systems for the Mont Terri URL. The first project focuses on domain experts, who encounter numerous challenges when attempting to visualise the research data generated in URLs. Three main issues were identified and tackled by developing a tailored interactive visualisation system, called VEIS: Firstly, the data obtained at the test site is often available only to researchers directly involved in the specific experiment. Secondly, the visualisation techniques typically employed by domain scientists often lack the larger spatial context. Thirdly, accessing and exploring the data requires prior technical knowledge. The VEIS digitally replicates the Mont Terri laboratory and integrates highly heterogeneous data (e.g. simulation results and observation data) from several sources. The 4D visualisation approach focuses on three exemplary experiments. It facilitates the visual exploration of research data sets and promotes exchange among research groups. In the second project, the focus was on intermediates, i.e. stakeholders with less prior knowledge than domain experts. The VEIS was employed as a foundation for the development of a virtual field trip on the subject of radioactive waste management research for the purpose of university education. For this purpose, we enhanced the existing system with additional background information, illustrations, tasks, tests, and an improved user interface. To put the tour's content into context, a conventional introductory presentation on the final disposal of radioactive waste was added. We then evaluated the virtual field trip in a user study with 22 participants. It proved a good perceived usability of the virtual tour and the virtual field trip's ability to transfer knowledge. These results support the findings of previous work that suggest a benefit of employing virtual field trips in geoscientific university courses. The third project focuses on science communication and combines the concepts of serious games and virtual field trips for this purpose. The design, implementation, and evaluation of VR-EX, an immersive virtual reality application that focuses on the electrical resistivity tomography measurements within the CD-A experiment are described in detail. VR-EX enables users to actively re-enact the measurements from planning to execution to analysis of the results, and in this way implements an active and playful learning approach. VR-EX presents the highly relevant work conducted in underground research laboratories to society in an active and appealing way, which is crucial to increase understanding of scientific processes and boost interest. A user study with 35 participants proves the overall good quality of the application and its high effectiveness in terms of knowledge transfer. The high levels of engagement, joy, and immersion reported by the users indicate the potential benefits of employing immersive virtual reality for engaging and effective science communication

    Interactive 3D Visualisations of the Mont Terri Underground Research Laboratory

    No full text
    This thesis demonstrates how interactive 3D visualisations of underground research laboratories (URL) can support the diverse stakeholders of research on the final disposal of radioactive waste. The work conducted in underground research laboratories plays an invaluable role in the research and development of safe solutions for the final disposal of radioactive waste. The thesis presents three interactive 3D visualisation systems for the Mont Terri URL. The first project focuses on domain experts, who encounter numerous challenges when attempting to visualise the research data generated in URLs. Three main issues were identified and tackled by developing a tailored interactive visualisation system, called VEIS: Firstly, the data obtained at the test site is often available only to researchers directly involved in the specific experiment. Secondly, the visualisation techniques typically employed by domain scientists often lack the larger spatial context. Thirdly, accessing and exploring the data requires prior technical knowledge. The VEIS digitally replicates the Mont Terri laboratory and integrates highly heterogeneous data (e.g. simulation results and observation data) from several sources. The 4D visualisation approach focuses on three exemplary experiments. It facilitates the visual exploration of research data sets and promotes exchange among research groups. In the second project, the focus was on intermediates, i.e. stakeholders with less prior knowledge than domain experts. The VEIS was employed as a foundation for the development of a virtual field trip on the subject of radioactive waste management research for the purpose of university education. For this purpose, we enhanced the existing system with additional background information, illustrations, tasks, tests, and an improved user interface. To put the tour's content into context, a conventional introductory presentation on the final disposal of radioactive waste was added. We then evaluated the virtual field trip in a user study with 22 participants. It proved a good perceived usability of the virtual tour and the virtual field trip's ability to transfer knowledge. These results support the findings of previous work that suggest a benefit of employing virtual field trips in geoscientific university courses. The third project focuses on science communication and combines the concepts of serious games and virtual field trips for this purpose. The design, implementation, and evaluation of VR-EX, an immersive virtual reality application that focuses on the electrical resistivity tomography measurements within the CD-A experiment are described in detail. VR-EX enables users to actively re-enact the measurements from planning to execution to analysis of the results, and in this way implements an active and playful learning approach. VR-EX presents the highly relevant work conducted in underground research laboratories to society in an active and appealing way, which is crucial to increase understanding of scientific processes and boost interest. A user study with 35 participants proves the overall good quality of the application and its high effectiveness in terms of knowledge transfer. The high levels of engagement, joy, and immersion reported by the users indicate the potential benefits of employing immersive virtual reality for engaging and effective science communication

    Enough of 'tough': Youth Justice in Scotland

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    How can we build an effective youth justice system that enjoys public confidence while recognising that children must be redeemable?Nico Juetten presents a view from Scotland, considering the challenges to the children's hearings system Copyright (c) 2009 The Author. Journal compilation (c) 2009 ippr.

    Ciò che resta della terza dimensione

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    The s.c. «third dimension» is one of the first definitions given in the sociological arena to define the development of a ate element that was not identifiable with generalist instances of the state or with those particularistic of the market. Deriving its conceptualization from the Husserlian theory, Ardigò through the use this approach emphasizing the need to reconstruct the crisis through new forms of transaction between the social system and life-worlds. The use of this conceptualization led to the identification of these intermediary organizations between different systems. The text takes a brief overview of the third dimension organizations and the way how they operate the reconciliation between inter-subjectivity and super-ordination present in the systemic sense. It is proposed a scheme of interpretation, drawn from the author in question, through which classifying not merely the organization but the possible interconnections between micro and macro and their consequences. It is concluded that the abandon of the analytical perspective proposed by Ardigò, primarily for the affirmation of a vision of an economic nature, was determined both by the theoretical vulgate established around of the 90, and the difficulty in operationalizing a definition that owed much to the knowledge from the phenomenology of the Bolognese scientist

    Alla ricerca della sovranità nello studio di Carlo Lavagna sulle figure giuridiche soggettive

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    Il presente contributo ripercorre il saggio di Carlo Lavagna, Basi per uno studio delle figure giuridiche soggettive contenute nella Costituzione italiana, allo scopo di ricercare il filo conduttore della sovranità in tutte le figure giuridiche soggettive sia che esse siano solo raccomandate, sia che siano garantite o anche tutelate dalla Costituzione, secondo la classificazione dell’Autore. Tale analisi è stata preceduta da un breve richiamo al metodo di indagine dell’Autore e alla sua concezione quadrangolare della democrazia.This contribution reinterprets the essay by Carlo Lavagna, Basis for a study of the subjective juridical figures contained in the Italian Constitution, in order to search for the sphere of sovereignty in all subjective legal figures whether they are only recommended, whether they are guaranteed or also protected by the Constitution, according to the classification of the Author. This analysis was preceded by a brief recall of the Author's method of investigation and its quadrangular concept of democracy

    The Understood Author: A hermeneutical exploration of audiences interpretation of the author as productive practices behind a text

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    in English This project builds on the tradition of audience research that theoretically and empirically established that meaning is formed in the negotiation between the text and the reader, that the audiences are agentic, their interpretation of media is contextual and situated, and that they have the potential to resist the media. It argues that it is important to explore people's attention to different sources: who is listening, to whom, and why - and asks how people understand the notion of an author that they encounter in the interpretation of factual media texts, and how this interpretation is brought back into the interpretative act. The thesis subscribes to philosophical hermeneutics as an overarching theoretical as well as methodological framework to devise a concept of an understood author that is a result of the interpretative act, where the author imagined and anticipated by the reader (in the form of prior knowledge and prejudices) is encountered and actualised by the author inscribed into the text. I carried out 28 in-depth face-to-face interviews with Czechs born between 1948-1963 to explore participants' experiences and relationship with media and media authors. Employing hermeneutical analysis, the focus is not to capture what is an author, but how it happened to be so. The..

    NILAI NILAI MORAL DALAM FILM NOBODY KNOWS KARYA SUTRADARA HIROKAZU KOREEDA KAJIAN SOSIOLOGI SASTRA 『是枝 裕和 が監督した『NOBODY KNOWS 』という映画における 道徳的価値『文芸社会学の研究』

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    ABSTRACT Saragih, Nico Rinaldi. 2018. "Moral Values in the Nobody Knows Movie by Director of Hirokazu Koreeda in the Study of Sociology of Literature". A Thesis of Japanese Language and Culture, Faculty of Humanities Diponegoro University, Semarang. Consultant: Budi Mulyadi, S.Pd.,M.Hum. This study aims to describe the narrative element of the film Nobody Knows and describe the moral values contained in the film Nobody Knows. The author uses the literature study method to obtain data and also data observations by viewing the Nobody Knows movie over and over. The theory used in this study is moral value by Andri Wicaksono. Based on data analysis, it can be concluded that in the Nobody Knows film there are 8 moral values contained in human and self relations, and 5 moral values contained in human relations with other human beings in the social sphere   Keywords: Hirokazu Koreeda, Moral Value, Nobody Know
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