39 research outputs found

    Mental health care for irregular migrants in Europe: Barriers and how they are overcome

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    This is an Open Access article distributed under the terms of the Creative Commons Attribution License (http://creativecommons.org/licenses/by/2.0), which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited

    Gender Stereotypes in Short Stories Found in Grade 7 English Textbook

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    Gender stereotypes in educational textbooks have perpetuated societal norms, influencing students' perceptions of gender roles and opportunities for a long time. Thus, this study examines gender representation and stereotypes using Kracauer’s Qualitative Content Analysis in eight short stories found in the Grade 7 textbook entitled English Learner's Material used by public schools in the Philippines. The findings reveal a significant gender disparity, with male characters outnumbering females by more than two to one. Female characters are predominantly depicted as nurturing, gentle, and confined to domestic roles, reinforcing traditional gender norms. In contrast, male characters exhibit assertive, competitive traits and are often portrayed in prestigious professions, perpetuating societal expectations of masculinity. Physical descriptions further emphasize these stereotypes, portraying males as strong and females as attractive but fragile. In conclusion, this study underscores the persistent biases in educational materials and advocates for inclusive and balanced representations to foster critical thinking among young learners. Recommendations include promoting gender equality in education, creating inclusive curricula, and fostering critical discussions. Keywords: gender stereotype, gender equality, literature, short story DOI: 10.7176/JEP/15-12-11 Publication date: December 30th 202

    Remote VR Gaming on Mobile Devices

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    This paper presents a remote 360-degree virtual reality (VR) gaming system for mobile devices. In this end-to-end scheme, execution of VR game is off-loaded from low-power mobile devices to a remote server where the executed game is rendered based on controller orientation and actions transmitted over the network. The server is running the Unity game engine and Kvazaar video encoder. Kvazaar compresses the rendered views of the game to High Efficiency Video Coding (HEVC) video that is streamed to a player over a regular WiFi link in real time. The frontend of our proof-of-concept demonstrator setup is composed of the Samsung Galaxy S8 smartphone and Google Daydream View VR headset with a controller. The backend server is a laptop equipped with Nvidia GTX 1070 GPU and Intel i7 7820HK CPU. The system is able to run the demonstrated 360-degree shooting VR game with 1080p resolution at 30 fps while keeping motion-to-photon latency close to 50 ms. This approach lets players enter immersive gaming experience without a need to invest in all-in-one VR headsets.acceptedVersionPeer reviewe

    Access Pass Certificate, Distrust Certification Model for Large Access in Pervasive Environement

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    International audienceThe challenge of pervasive computing consists in offering access to computing services anywhere and anytime with any devices. However, before it becomes a reality, the problems of access control and authentication have to be solved, among others. Existing solutions are inadequate without adaptation to this specific environment.Among the promising approaches, the trust paradigm seems to be more flexible than others. We base this proposal on this paradigm to implement a distrust model, so-called APC (Access Pass Certificate). The main objective of this model is to enable authorized user to roam and to access trusted sites though they are not known locally. A user can claim two kinds of APCs provided by two kinds of sites: the home site (where the user has an account) and the trusted site (that trusts the user). Using these certificates, the user can progressively extend her access scope. This model implements a decentralized mapping policy, where the correspondence between the user’s home profile and her rights in the trusted sites is determined by the trusted site. This distrust model and its implementation are presented in this article where we exhibit its importance for large but controlled access in pervasive environments
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