Academic literature on the topic 'Tangible'

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Journal articles on the topic "Tangible"

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Rowland, Charity, and Philip Schweigert. "Tangible symbols, tangible outcomes." Augmentative and Alternative Communication 16, no. 2 (January 2000): 61–78. http://dx.doi.org/10.1080/07434610012331278914.

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Lee, Joong-Jae, Hyun-Jin Lee, Mun-Ho Jeong, SeongWon Jeong, and Bum-Jae You. "Tangible Tele-Meeting in Tangible Space Initiative." Journal of Electrical Engineering and Technology 9, no. 2 (March 1, 2014): 762–70. http://dx.doi.org/10.5370/jeet.2014.9.2.762.

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De Hamel, Christopher. "TANGIBLE ARTIFACTS." RBM: A Journal of Rare Books, Manuscripts, and Cultural Heritage 1, no. 1 (March 1, 2000): 27–29. http://dx.doi.org/10.5860/rbm.1.1.171.

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Some libraries call them ‘Special Collections’. Others describe the same remote rooms as ‘Rare Book Collections’. They are usually upstairs somewhere, along the end of untrodden corridors lined with posters of obsolete exhibitions. There is generally a minuscule reading-room with no windows and long tables, often with an even more minuscule librarian trying to appear inconspicuous and busy simultaneously behind boxes of uncataloged archives. With any luck, they will admit you into the book stacks themselves. The first thing you notice as the door is unlocked is the most wonderful smell—that intoxicating, exhilarating, overwhelming and irresistibly exciting smell of old . . .
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Brown, Stephen. "Tangible Benefits." CFA Institute Magazine 16, no. 5 (September 2005): 46–47. http://dx.doi.org/10.2469/cfm.v16.n5.2951.

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Gijbels, Jolien. "Tangible Memories." Rijksmuseum Bulletin 63, no. 3 (September 15, 2015): 228–57. http://dx.doi.org/10.52476/trb.9830.

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Stanton, C. ""Tangible Things"." Journal of American History 98, no. 3 (November 29, 2011): 776–79. http://dx.doi.org/10.1093/jahist/jar452.

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Manshaei, Roozbeh, Sean DeLong, Uzair Mayat, Dhrumil Patal, Matthew Kyan, and Ali Mazalek. "Tangible BioNets." Proceedings of the ACM on Human-Computer Interaction 3, EICS (June 13, 2019): 1–22. http://dx.doi.org/10.1145/3331156.

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Stoker, David. "Tangible Deposits." Journal of Librarianship and Information Science 29, no. 2 (June 1997): 65–68. http://dx.doi.org/10.1177/096100069702900201.

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Scarlatos, Lori L. "Tangible math." Interactive Technology and Smart Education 3, no. 4 (November 2006): 293–309. http://dx.doi.org/10.1108/17415650680000069.

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Wang, Meng, and Haipeng Mi. "Tangible Tetris." Leonardo 52, no. 2 (April 2019): 182–83. http://dx.doi.org/10.1162/leon_a_01693.

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Tangible Tetris is a mixed-reality interactive game allowing play with a physical transformable tetromino in a virtual playfield. The extension from game world to the physical brings plenty of new characteristics, strategies and fun to the classic game, as well as more possibilities in interactive art.
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Dissertations / Theses on the topic "Tangible"

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Kitajima, Chisa. "Time – intangible tangible –." Master's thesis, Faculdade de Ciências e Tecnologia, 2011. http://hdl.handle.net/10362/6675.

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Dissertação para obtenção do Grau de Mestre em Arte e Ciência do Vidro
Time--how do we understand this notion? According to the Merriam-Webster dictionary, time is “the measured or measurable period during which an action, process, or condition exists or continues,” and also “a non spatial continuum that is measured in terms of events which succeed one another from past through present to future.” This explanation is very general. Everyone knows about “time,” and it has been interpreted and understood in various fields. As time passes, human memory fades little by little. Sometimes, we delete unneeded memories as we see fit, or perhaps under certain circumstances we will remember certain memories more vividly. The human life and its relationship to time are ephemeral and therefore nothing can take their place from a philosophical point of view. Consequently, each and every moment is a brightly shining and precious entity. From my point of view, the feeling of being in love is a perfect example of the idea of this ephemeral relationship to time. With the passage of time feelings might grow deeper and deeper, or on the other hand, the memory of love may fade for better or worse. For me, the color red is the most suitable color for expressing time. Red in many objects is a fugitive color under environmental influences. I suppose that I consider red as a symbol of time by subjective methods within my own sensations. As such, conducting science experiments on fading are essential for understanding objectively. Through a process of objective experiments on fading and subjective experiments in art making, I set out to make the intangible tangible, and thereby substantiate my feelings.
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Hall, Amanda. "Tangible Sentence Train." Thesis, Malmö högskola, Fakulteten för kultur och samhälle (KS), 2009. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-21534.

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My research paper discusses the explorative design process of creating a tangible sentence construction train and the implications of tangible computing in the classroom. For inspiration I looked into learning style methods and tangible computing projects for children. I aimed to follow the methods of Participatory Design and Cooperative Inquiry as part of my design process, but found reasons to explore different methods.My final prototype uses a train to provide digital support and encourage an effective way to support task interest, information retention, and sentence structure, as well as facilitate creativity and team problem solving skills for children of different learning styles and skill strengths. By allowing children to construct their own sentences with responsive train cars, I found that children were able to discuss class material and ideas in a fun way, as well as find explorative ways to bend rules and engage in play.
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Kalanithi, Jeevan James. "Connectibles : tangible social networking." Thesis, Massachusetts Institute of Technology, 2007. http://hdl.handle.net/1721.1/41739.

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Thesis (S.M.)--Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, 2007.
Includes bibliographical references (p. 127-132).
This thesis presents "Connectibles," an instantiation of a tangible social network, a new type of social network application rooted in physical objects and real world social behavior. This research is inspired by social signaling and object theory, which together suggest that gifts act as physical symbols and constructors of social relationships. The Connectibles system leverages these gift-giving practices, presenting users with customizable gift objects ("connectibles") that they exchange with one another. These objects form always-on communication channels between givers and receivers. As a user collects more and more of these objects, she begins to acquire a dynamic, physical representation of and interface to her social network. The community of users' interactions implicitly represent the structure of the social network; these data can be accessed with a GUI application, allowing users to explore and interact with their social network. The overarching goal is to examine how a set of devices might naturally and harmoniously interface the physical, virtual and social worlds.
by Jeevan James Kalanithi.
S.M.
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Mendes, Laetitia dos Reis e. Silva. "Learning with tangible interfaces." Master's thesis, FCT - UNL, 2009. http://hdl.handle.net/10362/2574.

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Trabalho apresentado no âmbito do Mestrado em Engenharia Informática, como requisito parcial para obtenção do grau de Mestre em Engenharia Informática
Technology is an active part of our lives and, without even noticing it, part of our daily activities became dependent on it. For that reason, software constructors began to pay special attention on people’s needs and interaction with both hardware and software they must deal with. Children are an emergent users’ group, as they are confronted with technology from an early stage of their development. Knowing that children see the world in a different way adults do and haven’t got yet the necessary dexterity to interact with some physical devices, special concerns arise. This happens especially if the application has an educational purpose, because they are more likely to need an extra motivation to use it than adults. Given that, a new subfield of Human-Computer Interaction appeared with special concerns related to children’s applications and how they interact with them: Child-Computer Interaction. When creating children’s technology the concept of ubiquity seems to rise almost naturally. The idea of children interacting with technology without even noticing it seems perfect. This may be achieved if the interactions are based on everyday objects and actions children are used to. The purpose of this thesis is to create a tool that enables children to build their own educational games, based on physical objects with which they usually interact. This idea follows a Learning-by-Teaching approach in which children are given the instructor’s role. Researchers have found that the best way to create children’s software is to let them take an active part on the construction process. Bearing that in mind three design sessions were conducted with children, based on the Bluebells Method, so they could give us the insight needed to create an intuitive application. Finally, usability tests were made to the created prototype in order not only to study its’ usability but also to understand if children’s motivation to create their own game engages them into learning more about the application’s subject.
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Jansen, Yvonne. "Physical and tangible information visualization." Phd thesis, Université Paris Sud - Paris XI, 2014. http://tel.archives-ouvertes.fr/tel-00983501.

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Visualizations in the most general sense of external, physical representations of information are older than the invention of writing. Generally, external representations promote external cognition and visual thinking, and humans developed a rich set of skills for crafting and exploring them. Computers immensely increased the amount of data we can collect and process as well as diversified the ways we can represent it visually. Computer-supported visualization systems, studied in the field of information visualization (infovis), have become powerful and complex, and sophisticated interaction techniques are now necessary to control them. With the widening of technological possibilities beyond classic desktop settings, new opportunities have emerged. Not only display surfaces of arbitrary shapes and sizes can be used to show richer visualizations, but also new input technologies can be used to manipulate them. For example, tangible user interfaces are an emerging input technology that capitalizes on humans' abilities to manipulate physical objects. However, these technologies have been barely studied in the field of information visualization. A first problem is a poorly defined terminology. In this dissertation, I define and explore the conceptual space of embodiment for information visualization. For visualizations, embodiment refers to the level of congruence between the visual elements of the visualization and their physical shape. This concept subsumes previously introduced concepts such as tangibility and physicality. For example, tangible computing aims to represent virtual objects through a physical form but the form is not necessarily congruent with the virtual object. A second problem is the scarcity of convincing applications of tangible user interfaces for infovis purposes. In information visualization, standard computer displays and input devices are still widespread and considered as most effective. Both of these provide however opportunities for embodiment: input devices can be specialized and adapted so that their physical shape reflects their functionality within the system; computer displays can be substituted by transformable shape changing displays or, eventually, by programmable matter which can take any physical shape imaginable. Research on such shape-changing interfaces has so far been technology-driven while the utility of such interfaces for information visualization remained unexploited. In this thesis, I suggest embodiment as a design principle for infovis purposes, I demonstrate and validate the efficiency and usability of both embodied visualization controls and embodied visualization displays through three controlled user experiments. I then present a conceptual interaction model and visual notation system that facilitates the description, comparison and criticism of various types of visualization systems and illustrate it through case studies of currently existing point solutions. Finally, to aid the creation of physical visualizations, I present a software tool that supports users in building their own visualizations. The tool is suitable for users new to both visualization and digital fabrication, and can help to increase users' awareness of and interest in data in their everyday live. In summary, this thesis contributes to the understanding of the value of emerging physical representations for information visualization.
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Ng, Kher Hui. "Tangible interaction with pushback technologies." Thesis, University of Nottingham, 2005. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.431187.

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Boyle, Adele. "Constructing Memories: Time Made Tangible." Thesis, Virginia Tech, 2011. http://hdl.handle.net/10919/34950.

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Time, by definition, is an intangible phenomenon. Everyone knows it exists and can tell the passage of time based on the track of the sun and the hands on a clock, but time itself is an invisible entity. This architectural thesis maintains that time can be made tangible through the relationships formed between people and their personal histories and memories. The predominant way the present knows anything about its past is through someoneâ s telling of it. A person who experienced the past shares with the present and in doing so, gives the past and time itself presence. This Memory Center, located in Dupont Circle, Washington, D.C., gives the opportunity for people to share their memories and experiences in order to give time physical presence. Like an interactive science museum, the Memory Center opens itself to the people who visit it and allows for interactions that create lasting memories. Although one cannot consciously control most of what becomes memory, events that are new or unusual or involve interacting with new people usually form stronger and more lasting memories.
Master of Architecture
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Fireman, Brian Marc. "Between the Intangible and Tangible." Thesis, Virginia Tech, 2001. http://hdl.handle.net/10919/33173.

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Between the intangible and tangible is the realm in which this thesis investigation takes place. The material presented here in a roughly chronological progression represents an exploration over the course of a year. This organization of thoughts and images will illustrate the processes and discoveries which occurred during this exploration. In architecture, the realm of the intangible represents ideas. Ideas are catalysts for further study and ultimate action. It was the aim of this thesis to not simply let an idea exist without further action, but to explore the evolution of an idea to the point where it may ultimately manifest in built form. The realm of the tangible, in this case the physical object, is also not the emphasis of this thesis. It is simply part of the whole, not to be confused with some sort of final end result. The built object, when studied, helps inform the original idea. The emphasis of this thesis is on the area between the intangible and the tangible. This is where explorations take place, discoveries are made, and where transformations occur. In essence, this is where the multitude acts of design transform ideas into the realm of architecture.
Master of Architecture
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Whitacre, Brandon M. "Visual Conversations, in Tangible Poems." The Ohio State University, 2012. http://rave.ohiolink.edu/etdc/view?acc_num=osu1338397773.

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Simon, Tim. "Tangible Spatial Augmented Reality in Rapid Prototyping: Multiple and dierential tangible object manipulation and interaction." Thesis, KTH, Skolan för informations- och kommunikationsteknik (ICT), 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-121298.

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Tangible Interface Objects underpin the interactions between users and a SAR environment. When utilizing SAR for rapid-prototyping work flows, particularly when the subject of the prototyping is a user-input centric design, the role of the Tangible Interface Objects is crucial. A Tangible Interface Object with form or functionality that does not reect that of its real-world counterpart is detrimental to the prototyping workow, where realism in prototypes is highly sought after. Moving from the use of `dumb'input controls with SAR-emulated functionality to `intelligent', state-aware input controlscan greatly aid the rapid-prototyping work flow, and SAR environments generally.This research examines two areas: integrating sensors into input controls to enhance both the self-awareness and the local environmental-awareness of the input control, and increasing state-awareness of traditional input controls such as switches and radial dials. This second area has a focus on input controls which do not require a traditional power source. The results from both these areas demonstrate that `intelligent' Tangible Interface Objects are viable, providing numerous benets to SAR scenes, particularly in the realm of rapid-prototyping.
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Books on the topic "Tangible"

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Board, Accounting Standards. Tangible fixed assets. Milton Keynes: Accounting Standards Board, 1999.

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Jr, Modesitt L. E. Of tangible ghosts. New York: TOR, 2010.

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Of tangible ghosts. New York: TOR, 1995.

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Boy, Guy André. Tangible Interactive Systems. Cham: Springer International Publishing, 2016. http://dx.doi.org/10.1007/978-3-319-30270-6.

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Of tangible ghosts. New York: TOR, 1994.

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Klanten, Robert. Tangible: [high touch visuals]. Berlin: Gestalten, 2009.

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Board, Accounting Standards. Measurement of tangible fixed assets. London: Accounting Standards Board, 1997.

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Théoret, France. The tangible word: 1977-1983. Montreal: Guernica, 1991.

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Jornadas Nacionales Año de las Naciones Unidas del Patrimonio Cultural (2002 Buenos Aires, Argentina). Patrimonio cultural tangible e intangible. [Argentina]: Patrimonio Mundial, 2002.

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Mesa, Aurora Andreu. Más allá de lo tangible. La Habana: Ediciones Extramuros, 2008.

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Book chapters on the topic "Tangible"

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Bährle-Rapp, Marina. "tangible." In Springer Lexikon Kosmetik und Körperpflege, 545. Berlin, Heidelberg: Springer Berlin Heidelberg, 2007. http://dx.doi.org/10.1007/978-3-540-71095-0_10325.

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Seale, Colin. "Building the Low Floor, High Ceiling Ladder." In Tangible Equity, 135–52. New York: Routledge, 2022. http://dx.doi.org/10.4324/9781003282464-18.

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Seale, Colin. "From Closing Achievement Gaps to Shattering Achievement Ceilings." In Tangible Equity, 119–25. New York: Routledge, 2022. http://dx.doi.org/10.4324/9781003282464-15.

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Seale, Colin. "The Top 10% Rule." In Tangible Equity, 111–18. New York: Routledge, 2022. http://dx.doi.org/10.4324/9781003282464-14.

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Seale, Colin. "Discussing Controversy without Becoming the Controversy." In Tangible Equity, 153–60. New York: Routledge, 2022. http://dx.doi.org/10.4324/9781003282464-19.

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Seale, Colin. "The Six P's for Actually Doing Something about Educational Inequities." In Tangible Equity, 69–91. New York: Routledge, 2022. http://dx.doi.org/10.4324/9781003282464-9.

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Seale, Colin. "Beyond Relationships." In Tangible Equity, 106–10. New York: Routledge, 2022. http://dx.doi.org/10.4324/9781003282464-13.

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Seale, Colin. "The Tangible Equity Equation." In Tangible Equity, 11–23. New York: Routledge, 2022. http://dx.doi.org/10.4324/9781003282464-3.

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Seale, Colin. "The Case for Tangible Equity." In Tangible Equity, 30–50. New York: Routledge, 2022. http://dx.doi.org/10.4324/9781003282464-5.

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Seale, Colin. "Low Floor, High Ceiling." In Tangible Equity, 126–31. New York: Routledge, 2022. http://dx.doi.org/10.4324/9781003282464-16.

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Conference papers on the topic "Tangible"

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Yamashita, Jun, Hideaki Kuzuoka, Chiaki Fujimon, and Michitaka Hirose. "Tangible avatar and tangible earth." In CHI '07 extended abstracts. New York, New York, USA: ACM Press, 2007. http://dx.doi.org/10.1145/1240866.1241078.

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Manogue, Corinne A., Elizabeth Gire, and David J. Roundy. "Tangible Metaphors." In 2013 Physics Education Research Conference. American Association of Physics Teachers, 2014. http://dx.doi.org/10.1119/perc.2013.inv.005.

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Ishii, Hiroshi, and Brygg Ullmer. "Tangible bits." In the SIGCHI conference. New York, New York, USA: ACM Press, 1997. http://dx.doi.org/10.1145/258549.258715.

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Cossou, Lucile, Céphise Louison, Sylvain Bouchigny, and Mehdi Ammi. "Tangible Sounds." In the 1st International Conference. New York, New York, USA: ACM Press, 2018. http://dx.doi.org/10.1145/3240117.3240129.

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Robinson, Susan J., Sam Mendenhall, Vedrana Novosel, and Ali Mazalek. "Tangible anchoring." In the 7th International Conference. New York, New York, USA: ACM Press, 2010. http://dx.doi.org/10.1145/1971630.1971653.

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Wu, Andy. "Tangible visualization." In the fourth international conference. New York, New York, USA: ACM Press, 2010. http://dx.doi.org/10.1145/1709886.1709961.

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Gallardo, Daniel, and Sergi Jordà. "Tangible jukebox." In the fourth international conference. New York, New York, USA: ACM Press, 2010. http://dx.doi.org/10.1145/1709886.1709922.

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Pintus, Alice V. "Tangible lightscapes." In the fourth international conference. New York, New York, USA: ACM Press, 2010. http://dx.doi.org/10.1145/1709886.1709988.

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Ishii, Hiroshi. "Tangible bits." In the 8th international conference. New York, New York, USA: ACM Press, 2003. http://dx.doi.org/10.1145/604045.604048.

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Freeman, Dustin, and Ravin Balakrishnan. "Tangible actions." In the ACM International Conference. New York, New York, USA: ACM Press, 2011. http://dx.doi.org/10.1145/2076354.2076373.

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Reports on the topic "Tangible"

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McGee, David R., Philip R. Cohen, R. M. Wesson, and Sheilah Horman. Comparing Paper and Tangible, Multimodal Tools. Fort Belvoir, VA: Defense Technical Information Center, January 2002. http://dx.doi.org/10.21236/ada419683.

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Daniel, Kent, and Sheridan Titman. Market Reactions to Tangible and Intangible Information. Cambridge, MA: National Bureau of Economic Research, June 2003. http://dx.doi.org/10.3386/w9743.

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Boskin, Michael, Marc Robinson, and John Roberts. New Estimates of Federal Government Tangible Capital and Net Investment. Cambridge, MA: National Bureau of Economic Research, December 1985. http://dx.doi.org/10.3386/w1774.

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Greene, David, Matteo Muratori, Eleftheria Kontou, Brennan Borlaug, Marc Melaina, and Aaron Brooker. Quantifying the Tangible Value of Public Electric Vehicle Charging Infrastructure. Office of Scientific and Technical Information (OSTI), November 2020. http://dx.doi.org/10.2172/1829680.

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Boskin, Michael, Marc Robinson, and Alan Huber. New Estimates of State and Local Government Tangible Capital and Net Investment. Cambridge, MA: National Bureau of Economic Research, January 1987. http://dx.doi.org/10.3386/w2131.

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Outkin, Alexander, and Nathan Bixler. Economic Model For GDP And Tangible-Assets Loss Estimation In The MACCS Offsite Consequence Analysis Code. Office of Scientific and Technical Information (OSTI), August 2018. http://dx.doi.org/10.2172/1761934.

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Shey Wiysonge, Charles. Does additional social support during at-risk pregnancy improve perinatal outcomes? SUPPORT, 2016. http://dx.doi.org/10.30846/1608104.

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Additional social support has been advocated for socially disadvantaged pregnant women because they are at greater risk of experiencing adverse birth outcomes. Support may include advice and counselling (e.g. about nutrition, rest, stress management, or the use of alcohol), tangible assistance (e.g. transportation to clinic appointments, or household help), and emotional support (e.g. reassurance, or sympathetic listening). The additional social support may be delivered by multidisciplinary teams of healthcare workers or lay health workers during home visits, clinic appointments or by telephone.
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Morais, Bernardo, Gaizka Ormazabal, José-Luis Peydró, Mónica Roa, and Miguel Sarmiento. Forward Looking Loan Provisions: Credit Supply and Risk-Taking. Banco de la República, April 2021. http://dx.doi.org/10.32468/be.1159.

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We show corporate-level real, financial, and (bank) risk-taking effects associated with calculating loan provisions based on expected—rather than incurred—credit losses. For identification, we exploit unique features of a Colombian reform and supervisory, matched loan-level data. The regulatory change induces a dramatic increase in provisions. Banks tighten all new lending conditions, adversely affecting borrowing-firms, with stronger effects for risky-firms. Moreover, to minimize provisioning, more affected (less-capitalized) banks cut credit supply to risky-firms— SMEs with shorter credit history, less tangible assets or more defaulted loans—but engage in “search-for-yield” within regulatory constraints and increase portfolio concentration, thereby decreasing risk diversification.
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Reyes-Tagle, Gerardo, Roger Hosein, Aldo Musacchio, Rodrigo Wagner, Carolina Pan, Fernando Yu, Rebeca Gookool, et al. Smoldering Embers: Do State-Owned Enterprises Threaten Fiscal Stability in the Caribbean? Edited by Gerardo Reyes-Tagle, Aldo Musacchio, Carolina Pan, and Yery Park. Inter-American Development Bank, February 2022. http://dx.doi.org/10.18235/0004001.

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This book examines the role of state-owned enterprises (SOEs) in contributing to the fiscal instability of the Bahamas, Barbados, Guyana, Jamaica, Suriname, and Trinidad and Tobago (CCB6), with the aim of providing tangible guidance for policymakers seeking to address this issue. Using an original dataset of SOE performance in the Caribbean, the contributors focus on the fiscal implications of unchecked growth, poor oversight, and mismanagement of SOEs, with particular focus on commercial SOEs. The authors examine the historical, economic, and socio-political context of SOEs in the CCB6 and stress the need for simultaneous fiscal reform both at the federal and firm levels. The authors analyze the SOE sectors growth and performance to date, revealing entrenched challenges, specifically around incentives and accountability. The recommendations propose adaptations of accepted international best practices and lay out long-term objectives and the more feasible points of entry for fiscal reform.
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Tooker, Megan, and Adam Smith. Historic landscape management plan for the Fort Huachuca Historic District National Historic Landmark and supplemental areas. Engineer Research and Development Center (U.S.), June 2021. http://dx.doi.org/10.21079/11681/41025.

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The U.S. Congress codified the National Historic Preservation Act of 1966 (NHPA) to provide guidelines and requirements for preserving tangible elements of our nation’s past. This preservation was done primarily through creation of the National Register of Historic Places (NRHP), which contains requirements for federal agencies to address, inventory, and evaluate their cultural resources, and to determine the effect of federal undertakings on properties deemed eligible or potentially eligible for the NRHP. This work inventoried and evaluated the historic landscapes within the National Landmark District at Fort Huachuca, Arizona. A historic landscape context was developed; an inventory of all landscapes and landscape features within the historic district was completed; and these landscapes and features were evaluated using methods established in the Guidelines for Identifying and Evaluating Historic Military Landscapes (ERDC-CERL 2008) and their significance and integrity were determined. Photographic and historic documentation was completed for significant landscapes. Lastly, general management recommendations were provided to help preserve and/or protect these resources in the future.
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