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Abstract

The renaissance of Asian martial arts is a conspicuous example of cultural hybridity in a global setting. Globalization brings these arts under the dual sway of cinema and sport to a degree unprecedented in their history. This pull, which I describe in terms from Deleuze and Guattari as deterritorialization, creates new challenges for Asian martial arts practice. To explore these challenges and their stakes, I demonstrate the relevance of the concept of the war machine from Deleuze and Guattari, and discuss their distinction between weapons and tools as it bears on Asian martial arts history and practice.  相似文献   
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The application of advanced engineering to tennis racket design has influenced the nature of the sport. As a result, the International Tennis Federation has established rules to limit performance, with the aim of protecting the nature of the game. This paper illustrates how changes to the racket affect the player-racket system. The review integrates engineering and biomechanical issues related to tennis racket performance, covering the biomechanical characteristics of tennis strokes, tennis racket performance, the effect of racket parameters on ball rebound and biomechanical interactions. Racket properties influence the rebound of the ball. Ball rebound speed increases with frame stiffness and as string tension decreases. Reducing inter-string contacting forces increases rebound topspin. Historical trends and predictive modelling indicate swingweights of around 0.030–0.035 kg/m2 are best for high ball speed and accuracy. To fully understand the effect of their design changes, engineers should use impact conditions in their experiments, or models, which reflect those of actual tennis strokes. Sports engineers, therefore, benefit from working closely with biomechanists to ensure realistic impact conditions.  相似文献   
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A Danish textbook on the history of technology,Skruen uden ende — Den vestlige teknologis historie (The Endless Spiral: A History of Western Technology), was published in 1990. In the present article, one of the authors presents some of the background to this event and puts the work into historical perspective by describing a number of different traditions for writing textbooks on the history of technology. Next follows a discussion of why history of technology ought to be an important ingredient in upper secondary education and why only the contextualist tradition — inspired by the rapidly developing school of research centered around the journalTechnology & Culture — offers any real hope for providing meaningful teaching materials on history of technology. The paper ends with a brief outline of the textbook's contents, with special emphasis on one of its several case studies describing the development of certain mainstream technologies in the context of the scientific, economic, social and cultural developments existing when the particular technology came into being.  相似文献   
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Summary Active participation is the foundation of learning through the media of games and simulations. The actual doing by the students is the important element. Games and simulations, if properly designed and applied, can meet a variety of classroom objectives. A vast array of educational games and simulations has been designed and many are available commercially. However, a skilled and innovative instructor can apply certain guidelines to custom design activities for the individual classroom. Involving students in the design and modification of games and simulations is recommended.  相似文献   
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