In industrial applications of thin metallic wires it is important to characterize the surface defects of the wires. We present an optical technique for the automatic detection of surface defects on thin metallic wires ͑diameters, 50 -2000 m͒ that can be used in on-line systems for surface quality control. This technique is based on the intensity variations on the scattered cone generated when the wire is illuminated with a beam at oblique incidence. Our results are compared with those obtained by atomic-force microscopy and scanning-electron microscopy.
The autocorrelation function of the intensity scattered from cylindrical rough surfaces is analytically obtained with the Kirchhoff scalar diffraction theory. It is shown that, in contrast to the case in which planar rough surfaces scatter radiation, this function, related to the speckle size, depends on the statistical parameters that characterize the surface and on the scattering direction. This result suggests a new, to our knowledge, optical method that can be applied to the characterization of cylindrical rough surfaces, such as in on-line quality assessment, in manufacturing processes. The calculated theoretical expression was tested, showing good agreement with experiments.
We present a study of the variations of a speckle pattern passing through a grating that can be displaced. This study is described theoretically by a simple model based on the scalar diffraction theory in the Fresnel zone. The intensity correlation of the modified speckle as a function of the grating displacement is obtained and compared with experimental results. The possibilities of metrological applications in optical encoders are suggested.
The refugee crisis has been a fertile ground for hate speech that has portrayed migrants as a dangerous threat and has been spread through social networks. While the media have unconsciously contributed to the proliferation of these racist messages, some have reacted by extending their traditional journalistic activity to the creation of newsgames to find new ways of addressing the situation. This study examines the use of five newsgames developed by leading media outlets using a methodology based on a multimodal qualitative analysis (informative and ludonarrative). The results showed that newsgames players have access to truthful information, as is the case for other journalistic genres, and draw on other types of personal and emotional information (circumstances, feelings, family ties). These data did not appear in isolation but integrated into the gaming experience. The study concludes by identifying the interaction between the levels of information and immersion of the newsgames that make up the sample, as well as their different gradation: giving the player the opportunity to make more significant decisions within the story allows for the introduction of nuances that promote empathy towards refugees; however, greater freedom in the gaming experience in newsgames distances them from the classic informational model and may involve a greater risk of distortion of the ideas that they seek to promote. La crisis de los refugiados ha sido el caldo de cultivo para unos discursos del odio, extendidos a través de las redes sociales, que presentan a los inmigrantes como un peligro y una amenaza. Los medios de comunicación han contribuido inconscientemente a su difusión, aunque algunos han reaccionado ampliando su actividad periodística tradicional a la creación de newsgames para buscar nuevas formas de contrarrestar el efecto de estos discursos. Esta investigación analiza cinco newsgames desarrollados por medios de comunicación de referencia a partir de una metodología basada en un análisis multimodal de carácter cualitativo (informativo y ludo-narrativo). Los resultados muestran que el jugador de newsgames tiene acceso a información veraz, como en otros formatos periodísticos, pero también dispone de otro tipo de información más próxima y emocional (circunstancias, sentimientos, vínculos familiares). Estos datos no aparecen de forma aislada, sino que se integran en la experiencia del juego. La investigación concluye identificando la interacción entre información e inmersión de los newsgames que componen la muestra, así como su diferente gradación: un mayor control del jugador dentro de la historia permite introducir matices que favorecen la empatía con los refugiados. Sin embargo, la mayor libertad en la experiencia de juego en los newsgames los aleja del modelo informativo clásico y puede implicar un mayor riesgo de distorsión de las ideas que intentan defender.
This article analyzes the possibilities of presenting an audiovisual history in a society in which audiovisual media has progressively gained greater protagonism. We analyze specific cases of films and historical documentaries and we assess the difficulties faced by historians to understand the keys of audiovisual language and by filmmakers to understand and incorporate history into their productions. We conclude that it would not be possible to disseminate history in the western world without audiovisual resources circulated through various types of screens (cinema, television, computer, mobile phone, video games)
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