Monday, September 28, 2009

How To Eat Moldy Salami

visual basic visual

In a column for the newspaper El Mercurio (Santiago de Chile, 19-09-2009), Peter Gandolfo writes:

    " A visually literate person is when, first, knows a part of the legacy of images that Western art has been created to date. Even more, we should require, in our mixed character, that knowledge extends to the basic iconography Pre-Columbian American peoples. Knowing implies, very primary, "have seen" and, secondly, be able to identify the author (individual or collective) and place it in its historical and cultural context. "

may wonder whether this concept of" visual literacy "is correct.
Let us to do so by the definitions, using the dictionary of the Royal Academy English Language:
    illiteracy (illiterate)
    1. m. Lack of elementary education in a country, inter alia the number of its citizens who can not read.
    2. m. The quality of being illiterate.
    Illiterate
    1. adj. You can not read or write.
    2. adj. ignorant, uneducated, or profane in any discipline.

Thus, being illiterate is not read or write or be ignorant in this case in terms of visual expression. But it is clear that everyone (or almost) is able to "read" visual images and, thanks to digital cameras today, many are those who can "write." Is this enough or should take Gandolfo requirements?
In fact, Gandolfo focuses on a particular kind of visual literacy: that of Western culture and local culture. But there are other forms or levels:
  • basic or elementary level, any person gifted with vision and mental processing capacity is capable of recognizing and categorizing shapes, although the final allocation of meaning can vary according to culture
  • advanced level: mastery of the rules of expression, which are those stated above

Between the two is the level to which it refers Gandolfo. We have discussed extensively in this blog (especially its first chapters) with respect to the advanced level. In a next installment will discuss the key aspects of the baseline. We propose here a little quiz to test our "cultural literacy." See if you can identify the icons that follows (answers below).


Western culture


1. 2.
3. 4.
5. 6.
7. 8.
9. 10.
Columbian Culture

11. 12.
13. 14.
15. 16.


Western
1. Code of Hammurabi (Mesopotamia)
2. Pyramid and Sphinx of Giza (Egypt)
3. Apollo Belvedere (Greece)
4. Colosseum (Rome)
5. Hagia Sophia (Istanbul, Byzantine)
6. Notre Dame de Paris (French Gothic)
7. La Pieta, Michelangelo (Italian Renaissance or "Cinquecento")
8. The Mystic Lamb, of Hubert Van Eyck (Flemish painting, Renaissance)
9. The Surrender of Breda, Velázquez (English Baroque)
10. Bal au Moulin de la Galette by Auguste Renoir (Impressionism French)

Columbian
11. Onservatorio of Chichen Itza (Mexico, Classic Maya, ages III to X)
12. Aztec calendar (Mexico, XIV to XVI centuries)
13. Sacsayhuaman (Cuzco, Inca, 1200-1535 AD) (course Machu Picchu is better known)
14. Puerta del Sol, Tiwanaku (Bolivia, 1,500 BC or more)
15. Petroglyph Atacama (Chile, 400-700 AD)
16. Jarro Diaguita (Chile, 900-1500 AD)

Tuesday, September 8, 2009

Pregnancy Saint Jacques

MEDICINE OTOLARYNGOLOGY

Well after a long time without posting anything returned .. and the next post is about critical care medicine. Q anything get in the first few chapters of the book blog of Charles Lobesia intensive care. It is fairly new (2006) is the online version that was free Intramed .. Do not we all, only the most important chapters .. Very complete.

Monday, September 7, 2009

My Cervix Is Low And Hard But Closed

Worlds / Virtual Communities Network

The origin of virtual worlds (graphical)
communities

Habitat Project (1986) has been one of the first attempts to create a "virtual world" with a graphical interface, shared across a wide computer network (WAN) and thousands of users. Has been created by Lucasfilm Games, a division of LucasArts Entertainment Company in collaboration with Quantum Computer Services Inc., and was an endless source of learning about the practical problems and implications associated with maintenance of a serious cyber space and commercially viable.


As experimental setting, Habitat was introduced as a "game" of science fiction, inspired by the story of Vernon Vinge's True Names (1981) and in the modern "RPG." His first version started using computers as servers Stratus Quantum Link and Commodore 64 computers as "clients" (users)-are widespread at the time, "appeared on screen as a place with interacting characters (" avatars ") and their messages as balloons, as in the comics (comics).

Each avatar (character) could go and make various gestures (pick up or deliver something, talk, etc) under the control of the user it represents. The virtual world consisted of 20,000 sites (regions) different, with varied atmosphere (decor and objects) and with a different "set" of actions that could carry the user. Users could move from one place to another over roads and viewed on screen doors. They were also provided bank account (dummy) required to make purchases (also fictitious, although possibly of objects that could appear on screen, for example for internal jewel of an avatar or to be carried or kept in your pocket.)

The first great lesson of the Habitat project has been that a cyberspace is defined more by the interactions among its actors than for the technology that supports it. Indeed, the actors are more interested in content and purpose of communication for the resources used. Therefore, managing and facilitating communications is the most important first from the standpoint of semantic (meaning) and then from the efficiency (speed of transmission or "real time").

Another lesson has been that the graphical techniques based on a polygonal aggregate increasing refinement are not, apparently, solutions valued by users. Involve processing power increasing, that it is not so in greater satisfaction from the point of view of users. Communication between machines must not be at the level of presentation (asgurando that changes in the image seen by a user triggering the changes in the screen of another) but at the level of behavior and actual interaction Users: must be based on meaning rather than appearance, as noted above. This leads to order more calculations for the computer graphic display of the client and thus reduce the flow of graphics data between it and the server, saving this information flow to higher-level (functional). In this sense communication of definitions of objects and their behavior has been an important component of the Habitat project (OOP).

With this type of programming, the application platform is of little importance and programming is easily cross-platform environments as now, Java (associated HTTP protocol for web pages). However, the Habitat project has shown that the transmission system associated with TCP / IP (Internet) is not best suited to facilitate interaction in virtual worlds and neither would the system OSI (Open System Interconnexion) using more "layers" that the TCP / IP, but not suitable for real-time interactive systems. We decided to investigate the desirability of creating other data architecture. (Not covered here are the "complex" technical justification for this conclusion.)

However, management problems are enormous as the number of participants exceeds the organizational capacity quickly under normal management plan, conceived from a business model. The complexity grows so quickly that it took a new lesson: a detailed central planning is impossible and should not be attempted. The creators of RPGs usually have the experience of management of user groups. The builders of network services have the experience of relationships with much larger groups, but they "normally" interact with each other and little-still less do so in complex environments, as they face more problems of network load (" bandwidth ", etc..) that complexity of the interaction. Habitat

sought from a capacity to reach 20,000 users and 50,000, but was found drowned when the number of concurrent users reached 50. Should provide graphical environments for all these people (eg a house for each one, arranged in streets, neighborhoods, etc..), And activities that make sense (professional, games, sports, etc. In places where exercise) ensuring sufficient diversity to be of interest to participants. This creative work is very laborious and therefore expensive. And the results may "disappear" in a few hours, as happened with the activity of "treasure house", which required several weeks of planning and programming, thinking that users would entertained several days before reaching the goal. But after eight hours of publication, a participant had already solved the game, frustrating everyone else (and programmers).

This confirms the lesson on the management, control of the situation totally escapes the developers. The more people participate, the less control you have. Thus, it is necessary that the designers of this type of application is much more inspired in the common economic and social mechanisms. Habitat

allowed the possession and use of weapons. This led to the emergence of "theft" and "crimes" to the extent that they should do a survey to find out what participants felt it. The result was ambiguous, since 50% said it did not matter because it was a game, while the other 50% called for a ban. We chose to define "wilderness" (not "cities") and others subject to common social rules of real life. And one of the participants created a "Church" pacifist, he got a huge membership, while others proposed the election of a sheriff, what took place. He had come to the discussion of the terms thereof, to propose a code of laws and a court of law when the project was completed.

concluded that managers should be left to the initiative of the participants to shop form of "government" and rules of behavior. But also added a warning: "Do not trust anyone." The first (open to the initiative) refers to the level of experience (the interaction between users), while the latter refers to the level of infrastructure (the "physics" of the virtual universe created). You must ensure that the created world is entirely consistent and can not allow participants to alter the cheating, as may occur in other games (especially computer games). The hack-to modify the conditions of participation "is, in this case, a real problem, and Habitat also demonstrated. After the project

Habitat Quantum Link for a time held a community that reached 30,000 participants. In Japan, Fujitsu has implemented a more advanced version, supported by a CD-ROM containing the images and sounds, delivered to users. Later came "ExploreNet", "Virtual City", "Virtual Network Academy", "LambdaMOO", "Virtual Polis", etc. The most successful have been "The Palace" of Time Warner (www.thepalace.com), "Worlds Away" CompuServe and "The Realm" by Sierra On-Line, all in 2D. 3D (VRML) appeared successful "AlphaWorld (www.worlds.net/alphaworld/).


The Palace


AlphaWorld


In 1997 came the first European virtual world: "Le Deuxieme Monde" ("The Second World"), by CRYO Interactive Entertainment, the leading French ludo-educational sector, with the support of Canal Plus (TV pay cable). Resorted to a CD-ROM that contains the application for the client, and Internet connection for online gaming. Off-line can still be an adventure game about the legends of the sub-soil of Paris, while on-line traverse the current Paris area, where the user will find the other participants and to develop a "life" community : form clubs, participate in forums, games, workshops, elections, etc. Each activity has its own coordinator and there are entertainers that come to train the rookies. However, all ethical rules, social, and economic policies should be defined by agreement and democratic participation. While services were also offered actual rules "normal" travel agencies, banking services, "mall" shopping, etc. Including advertising!




In 1998 he released "Colony City", and Blaxxun Cybertown Interactive (closed, as above). Oriented games, themes of science fiction, virtual worlds and "high tech", included social structures defined roles for participants (mayor, counselor, etc..), in a 3D (VRML) and geography a la SimCity. Among the real

virtual communities today, stands only Second Life, which has solved all the problems of previous generations of worlds / virtual communities.