457 research outputs found
Poverty as a Matter of Justice
Poverty is the outcome of the unequal distribution of resources reinforced by a legal, political, economic, and cultural model and is the central expression of social injustice. The impact of economic inequality on humanity’s quality of life can be better explained from the perspective of basic needs and their ties with rights, the unequal opportunities and their connection with the degree of autonomy that situated individuals effectively enjoy, and the effectiveness of public policy and the responsibilities and duties of the governments. This article discusses the close (and not visible) ties between justice, law, and poverty, emphasizing that the current legal framework -even the human rights system- legitimizes an unequal status quo that prevents real access to and enjoyment of rights and freedoms for people living in poverty conditions. Moreover, it also endangers democratic stability
The Emulated Ensemble:Real-Time Simulation of Musical Instruments using Finite-Difference Time-Domain Methods
The Eindhoven Acoustic Virtual Reality (EAVR) Toolkit in Education and Beyond
The Eindhoven Acoustic Virtual Reality (EAVR) toolkit is an open-source software intended to teach undergraduate students in architecture principles in acoustics in an intuitive and interactive way. EAVR allows students to experience and interact with their 3D models in Virtual Reality (VR), by changing the materials of the surfaces and changing the size of the room in real time. Since its conception in 2019, EAVR has been employed in several courses at the Eindhoven University of Technology (TU/e), where students (re)created various spaces, ranging from lecture halls to concert venues. Using students’ feedback, an improved version of the toolkit, named EAVR-v2, was created and is presented in this paper. Two spin-off projects of this, a restaurant environment and a concert hall, were presented at the annual Dutch Design Week (DDW) in Eindhoven, which provided general insights in the usability of the toolkit. This paper presents several findings made while using EAVR in education as well as during the DDW. The findings indicate that students enjoy working with EAVR, and highlighted aspects that need improvement.<br/
Transformasi Keterampilan Berbicara Melalui Multiliterasi di Era Digital
This article aims to analyze the role of multiliteracies-based pedagogy in enhancing students' speaking skills in the context of 21st-century education. The study is driven by the increasing demands of communication across digital media and global settings, which require students to possess adaptive, multimodal, and context-aware speaking competencies. Employing a qualitative descriptive literature review method, this research synthesizes findings from 26 relevant national and international scholarly articles that explore the intersection of speaking skills and multiliteracy approaches. The analysis reveals that multiliteracy strategies—such as digital storytelling, telecollaboration, podcasting, digital comics, and virtual reality—significantly improve students' verbal fluency, confidence, and expressiveness in diverse learning environments. These approaches also benefit students with special educational needs and foster inclusive, culturally responsive communication practices. However, the implementation of multiliteracies in classrooms is still challenged by limited digital infrastructure, insufficient teacher training in media-integrated instructional design, and unequal access to educational technology. In light of these challenges, this study recommends systemic support through teacher professional development, broader access to digital learning tools, and curriculum reform that accommodates flexible, learner-centered, and media-rich instructional models. The integration of multiliteracies into mainstream education is expected to cultivate a generation of learners who are capable of speaking effectively, critically, and creatively across platforms and in various global contexts.Artikel ini bertujuan untuk menganalisis peran pendekatan multiliterasi dalam meningkatkan keterampilan berbicara siswa di era pendidikan abad ke-21. Penelitian ini dilatarbelakangi oleh meningkatnya tuntutan komunikasi lintas media dan globalisasi yang memerlukan kemampuan berbicara yang adaptif, multimodal, dan kontekstual. Metode yang digunakan adalah studi literatur dengan pendekatan kualitatif deskriptif, yang mengkaji 26 artikel ilmiah nasional dan internasional yang relevan dengan topik keterampilan berbicara dan pedagogi multiliterasi. Hasil analisis menunjukkan bahwa strategi multiliterasi seperti digital storytelling, telecollaboration, podcast, komik digital, dan virtual reality dapat meningkatkan keberanian, ekspresi lisan, serta kefasihan berbicara siswa dalam berbagai konteks pendidikan. Pendekatan ini juga terbukti efektif untuk mendukung siswa dengan latar belakang khusus dan mendorong komunikasi yang lebih inklusif serta berbasis budaya. Meskipun demikian, implementasi multiliterasi masih menghadapi tantangan berupa keterbatasan infrastruktur digital, rendahnya kompetensi guru dalam desain pembelajaran berbasis media, serta kesenjangan akses teknologi antar siswa. Berdasarkan temuan ini, disarankan agar pemerintah dan lembaga pendidikan memberikan pelatihan profesional bagi guru, memperluas akses teknologi pendidikan, dan menyusun kurikulum yang fleksibel serta responsif terhadap kebutuhan komunikasi abad ke-21. Integrasi multiliterasi ke dalam sistem pendidikan secara menyeluruh diharapkan dapat membentuk generasi pembelajar yang mampu berbicara secara efektif, kritis, dan kreatif dalam berbagai platform dan situasi global
MENINGKATKAN KEMAMPUAN MENULIS CERPEN MENGGUNAKAN METODE MIND MAPPING MAHASISWA SEMESTER II PENDIDIKAN BAHASA DAN SASTRA INDONESIA UNIVERSITAS TOMAKAKA MAMUJU
Tujuan penelitian ini dilakukan yaitu (1) untuk meningkatkan kemampuan menulis cerpen menggunakan metode mind mapping mahasiswa semester dua Pendidikan Bahasa dan Sastra Indonesia,Universitas Tomakaka Mamuju.(2) untuk mengetahui peningkatan kemampuan mahasiswa semester dua pendidikan bahasa dan sastra indonesia,Universitas Tomakaka Mamuju dalam menulis cerpen menggunakan metode mind mapping. Penelitian ini menggunakan desain Penelitian Tindakan Kelas yang dilakukan sebanyak dua siklus, yang terdiri dari empat tahapan yakni perencanaan, pelaksanaan/tindakan, observasi, dan refleksi. Subyek penelitian ini adalah mahasiswa semester dua Pendidikan Bahasa dan Sastra Indonesia,Universitas Tomakaka Mamuju yang diambil secara sengaja (purpossive sampling)yakni sebanyak 28 mahasiswa. Data penelitian ini dikumpulkan melalui test tertulis dan observasi. Hasil penelitian ini menunjukkan bahwa (1) kemampuan menulis cerpen menggunakan metode mind mapping mahasiswa semester dua Pendidikan Bahasa Dan Sastra Indonesia,Universitas Tomakaka Mamuju mengalami peningkatan, yakni sebesar 39,3%. (2) Peningkatan kemampuan mahasiswa semester dua Pendidikan Bahasa dan sastra indonesia Universitas Tomakaka dalam menulis cerpen dengan menggunakan metode mind mapping menunjukkan peningkatan yang cukup signifikan. Merujuk pada analisis data hasil tes menunjukkan skor sebesar 78,6% yang dikategorikan dalam klasifikasi tuntas secara klasikal. Hal tersebut menunjukkan bahwa penggunaan metode mind mapping dapat meningkatkan kemampuan menulis cerpen mahasiswa semester dua Pendidikan Bahasa dan sastra Indonesia Universitas Tomakaka
Resurrecting the Tromba Marina:A Bowed Virtual Reality Instrument using Haptic Feedback and Accurate Physical Modelling
This paper proposes a multisensory simulation of a tromba marina – a bowed string instrument in virtual reality. The auditory feedback is generated by an accurate physical model, the haptic feedback is provided by the PHANTOM Omni, and the visual feedback is rendered through an Oculus Rift CV1 head-mounted display (HMD). Moreover, a user study exploring the experience of interacting with a virtual bowed string instrument is presented, as well as evaluating the playability of the system. The study comprises of both qualitative (observations, think aloud and interviews) and quantitative (survey) data collection methods. The results indicate that the implementation was successful, offering participants realistic feedback, as well as a satisfactory multisensory experience, allowing them to use the system as a musical instrument
Real-time implementation of an elasto-plastic friction model applied to stiff strings using finite-difference schemes
The simulation of a bowed string is challenging due to the strongly non-linear relationship between the bow and the string. This relationship can be described through a model of friction. Several friction models in the literature have been proposed, from simple velocity dependent to more accurate ones. Similarly, a highly accurate technique to simulate a stiff string is the use of finite-difference time-domain (FDTD) methods. As these models are generally computationally heavy, implementation in real-time is challenging. This paper presents a real-time implementation of the combination of a complex friction model, namely the elasto-plastic friction model, and a stiff string simulated using FDTD methods. We show that it is possible to keep the CPU usage of a single bowed string below 6 percent. For real-time control of the bowed string, the Sensel Morph is used
Real-time implementation of the shamisen using finite difference schemes
The shamisen is a Japanese three-stringed lute. It is a chordophone that has the front of the body covered by a tensioned membrane which greatly contributes to the distinct sound of the instrument. Although the shamisen is a traditional Japanese instrument, it is a rare instrument in the rest of the world, making it mostly inaccessible by the majority of artists. To our knowledge, no physically modelled synthesizer of the shamisen is available, forcing producers and musicians to use samples. The objective of this paper is to make the shamisen’s distinct sound more accessible to digital music artists. The real-time implementation of the shamisen physical model is presented along with the derivation of solution using the finite-difference timedomain (FDTD) methods. The digital instrument sounds mostly as intended, though lacking the shamisen’s distinct buzzing sound requiring further development
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