"Rebecca Ruige Xu's recent work explores an aesthetics oriented approach of visualizing information. Typically produced in a generative approach with computer programs, the visuals in her work are ranging from inventive non-representational drawing to controlled constructions with highly studied shape, color and texture in 3D space. In the process of making, she explores the impact of creative intention on the final outcome, while trying to discover the balance between artistic intervention and the computer program's autonomy, and randomness and predictability contributing to each particular project. Her artwork and research interests include experimental animation, visual music, artistic data visualization, interactive installations and virtual reality. She prefers her work to be viewed as visual manifestation of the information processing procedures embedded in today's way of life.
The types of gangs that often receive the most attention from media are characterized as gangs with nationally recognized names, portrayed as highly organized, extremely violent, and focused on one criminal operation, such as drug trafficking. The public is often left with the impression that all gangs, and their gang members, are excessively violent and out of control. These characterizations do more than enough to promote fear and little to help develop successful responses to the gang problem in any given community. In reality, there are a variety of gangs across the United States. Understanding how gangs and their members are both different and similar is essential in developing and implementing appropriate prevention and intervention programs, as well as targeted control strategies.
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Luben Dimcheff (B.Arch. '99), the Richard Meier Assistant Professor of Architecture, delivered a paper titled "Eyes Wide Open, Inward" that examines novel modes of design in virtual reality and probes the generative capacity of this new technology. Dimcheff is the paper's coauthor and principal presenter; the abstract was submitted in collaboration with Jenny Sabin, the Arthur L. and Isabel B. Wiesenberger Associate Professor of Architecture; and Christopher Morse (M.Arch. '17), whose master's thesis inspired the investigation.
Presented in parallel to Dimcheff's work in the first-year B.Arch. fall semester design studio, cotaught with Associate Professor Val Warke and focused on the body and the senses, the paper makes a case that virtual reality is the first digital instrument for design that could conflate the virtual and the visceral experience of space, so, the authors say, "the process of space making is truly felt, each line is labored, and each point is earned."
Parents need to know that Made in Staten Island is a reality show about young people, some descended from mobsters, and their lives on Staten Island. Many members of the cast have had troubled pasts, ranging from living in mob families to getting involved in violent street activity, getting arrested, and serving time. Most of these things are discussed (versus happening on camera in real time), but these themes are central to the show. There's also lots of bleeped cursing, as well as threats of violence, and some pushing, shoving, and screaming. There's some sexuality and hooking up, as well as visible drinking and partying.
MADE IN STATEN ISLAND is a reality show about a group of young adults and their families on the South Side of Staten Island trying to go from the street life to living the straight and narrow. It features Karina Seabrook, the granddaughter of mobster Salvatore "Sammy the Bull" Gravano; her boyfriend, Paulie Fusco, a young man who dreams big while trying to stay out of trouble; tough girl Kayla Gonzalez, whose street fighting has left her in legal trouble; and Christian "C.P." Patterson, who, thanks to his bad temper, is facing assault charges and may end up in prison like his father. It also features twins Taylor and Joe O'Toole, who are fighting their own demons while trying to stay out of trouble, and Dennie Augustine, a lively partyer who also serves as the voice of reason. But as they try to start new chapters in their lives, they can't (and won't) completely let go of the Staten Island lifestyle they've always lived.
Some will recognize a few of the Made in Staten Island cast members, thanks to their appearances on other reality shows like Promposal and Mob Wives, the latter of which only serves to perpetuate common generalizations about people who live in Staten Island. The combination of all of these things makes it hard to take these young adults, or their desire to make real changes, seriously.
This is one of Escher's earliest prints to explore different levels of reality. The first observed reality is the mirror itself and the objects that surround it. The second is that of the street, which in turn becomes part of the room by its reflection in the mirror. Finally, the objects in front of the mirror, by their reflection, become part of the street scene. At the same time the print presents a physical impossibility: the mirror is tilted toward the ceiling yet reflects the view of the street from the window on the opposite wall.
In view of this deluge of urban information and efforts in deciphering the underlying urban dynamics, several papers have reviewed the use of various emerging datasets in studying pedestrian-related behaviors. For instance, Feng et al. (2021) covered a wide range of data collection methods for featuring pedestrian behaviors with a traffic engineering hierarchical structure. Shi et al. (2018) reviewed empirical data collection methods in studying crowd movement complexity based on a vehicular traffic framework. Lovreglio and Kinateder (2020) reviewed the use of augmented reality for pedestrian evacuation. Grantz et al. (2020) summarized the use of mobile phone data in informing COVID-19 responses. However, a review based on the pedestrian experience is still lacking. This paper contributes to the existing literature on pedestrian experience through a systematic review of the environment components, pedestrian behaviour, and smart data in different parts of the world. The limitations of using static environmental variables in analyzing pedestrian-crossing behaviour at road junctions only have been overcome through a pedestrian jaywalking study that integrates different sources of smart data, including bus dashcam, GSV images, and crowd-sourced platforms. Two explanatory models that incorporate traffic conditions, design, and destinations have been developed to study the spatio-temporal pattern of jaywalking. The results help to inform pedestrian-friendly design and contributes to the ultimate goal of walkable cities. 2ff7e9595c
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