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151.
Kokopelli “the hump-backed fluteplayer” has become an icon of the Southwest as well as a metonym for the region's Native American cultures. Guided by the trope of the primitive, this essay analyzes contemporary Kokopelli imagery as a projection of Euro-American masculinist fantasies and as a contemporary commodity form, the cipher. Kokopelli imagery models a virile and promiscuous heterosexual masculinity while erasing its anatomical signs. It articulates intersections of gender, race, and culture that simultaneously highlight and obscure primitive masculinity and racial difference, enabling the use of Native American culture and spirituality to (re)vitalize Euro-American masculinity and promote (neo)colonial appropriations.  相似文献   
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This study explores the role of communication in the empowerment process of female dairy farmers in India, through a program that particularly draws on the theoretical perspectives of Paulo Freire and Saul Alinsky regarding empowerment. Female dairy fanners who participated in this communication program were more empowered than female dairy farmers who did not participate.  相似文献   
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Informatization is the process through which the new communication technologies are used as a means for furthering socioeconomic development as a nation becomes more and more an information society. The informatization strategy in very recent years has provided an alternative to previous strategies of development communication. India is an example of such a shift, as the New Economic Policy of 1991 opened the nation's borders to global competition and encouraged a change from state‐owned institutions to private businesses. Several high‐technology cities like Bangalore and Hyderabad helped India become a major player in the computer software industry. The privatization of Indian television promoted consumerism, capitalism, and other Western values. One result of informatization is a growing digital divide between the majority of India's population versus the 100 million urban, elite information workers. Comparisons are made with Singapore's road to informatization.  相似文献   
155.
The present study employs an audience-centered approach to examine motivations for mobile fitness app use. We explicate and test an Integrated Technology Adoption model, which incorporates perspectives on competition, self-esteem, self-efficacy, and audience uses and gratifications. An online survey of 469 respondents reveals that app adoption intentions were predicted by internal competition orientations and gratifications, exercise self-efficacy, social utility motives, and attitudes toward the app. External competition decreased behavioral intentions related to app use. Study results thus provide support for an integrative model linking social cognitive factors with a new set of mobile app uses and gratifications.  相似文献   
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Abstract

The purpose of this study was to determine the effects of training change-of-direction speed and small-sided games on performance in the Planned-AFL agility test and reactive agility. Twenty-five elite-standard U-18 Australian Rules football players were randomly allocated either to a change-of-direction group or a small-sided games group. Players participated in one or two 15-min sessions per week with 11 sessions conducted over a 7-week period during the season. Tests conducted immediately before and after the training period included the Planned-AFL agility test and a video-based reactive agility test specific to Australian Rules football. The reactive agility test variables were total time, decision time and movement response time. The small-sided games group improved total time (P = 0.008, effect size = 0.93), which was entirely attributable to a very large reduction in decision time (P < 0.001, effect size = 2.32). Small-sided games produced a trivial change in movement response time as well as in the Planned-AFL agility test (P > 0.05). The change-of-direction training produced small to trivial changes in all of the test variables (P > 0.05, effect size = 0–0.2). The results suggest that small-sided games improve agility performance by enhancing the speed of decision-making rather than movement speed. The change-of-direction training was not effective for developing either change-of-direction speed as measured by the Planned-AFL test or reactive agility.  相似文献   
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