4 resultados para SPACE LOSS
em ReCiL - Repositório Científico Lusófona - Grupo Lusófona, Portugal
Resumo:
Improving the treatment of obesity remains a critical challenge. Several health behaviour change models, often based on a social-cognitive framework, have been used to design weight management interventions (Baranowski et al., 2003). However, most interventions have only produced modest weight reductions (Wadden et al., 2002) and socialcognitive variables have shown limited power to predict weight outcomes (Palmeira et al., 2007). Other predictors, and possibl alte nati e e planatory models, are needed to better understand the mechanisms by which weight loss and other obesity treatment-outcomes are brought about (Baranowski, 2006). Self-esteem is one of these possible mechanisms, because is commonly reported to change during the treatment, although these changes are not necessarily associated with weight loss (Blaine et al., 2007; Maciejewski et al., 2005). This possibility should be more evident if the program integrates regular exercise, as it promotes improvements in subjective well-being (Biddle & Mutrie, 2001), with possible influences on long-term behavioral adherence (e.g. diet, exercise). Following the reciprocal effects model tenets (Marsh & Craven, 2006), we expect that the influences between changes in weight, selfesteem and exercise to be reciprocal and might present one of the mechanisms by which obesity treatments can be improved.
Resumo:
A convergência da televisão digital com os jogos de computador é cada vez mais uma realidade. Neste artigo serão apresentadas três vertentes desta convergência: – a oferta de jogos pelos operadores de televisão digital e pelos canais de televisão; – a oferta de programação baseada em jogos de computador pelos canais de televisão; – a oferta de jogos com interacção via SMS pelo operadores de televisão digital e pelos canais de televisão, Em conclusão, são apresentadas duas linhas de evolução desta convergência no curto-médio prazo: 1) o lançamento de novos formatos de entretenimento, que conjugam diferentes meios (TV, Telemóvel, PC, PDA, etc) na definição de uma experiência de jogo acessível a qualquer hora e em qualquer lugar, 2) o lançamento de novos aparelhos que aliam as funcionalidades de uma consola de jogos à de uma set-top box avançada de televisão digital.
Resumo:
The city is not only a visual environment, but it is also sonorous and therefore the “unintentional hearing which is much more influencing” is involved in an urban space experience just as sight is. Beginning with Assunto’s consideration in Il paesaggio e l’estetica, the analysis we provide cannot avoid outlining the peculiarities of aestetic fruition of the city seen as a space we cross, in which we live and in which we, as a matter of fact, are agent actors. And it is as a consequence of this peculiarity that silence has a leading role in our urban experience. Seen as a presence of itself, it is a positive value especially if we consider that nowadays modernity is expressed through its absence. It is an absence that reaches its climax in the experience of the metropolis. Besides Assunto, there is another witness of this in Simmel’s The Metropolis and Mental Life from which our analysis cannot leave out of consideration. Given that this analysis is a sort of analytic excursus it develops around a well defined barycentre represented by the acoustic experience of the city that focuses on the presence/absence of silence as a result of modernity. Taking the first steps from Assunto and Simmel’s assumptions, this work takes into account the theme of silence in the metropolis and introduces it as a loss of interval and thus uses the analysis carried out by Dorfles in L’intervallo perduto and in Horror Pleni. The metropolitan experience is highly characterized by a sensory disorientation for which we can detect a “strong” starting, the Great War, which shows a caesura that outlines the edges of a new mental world. It shows the systematic use of modern technique, of its sonorous universe and urbanization which appears as a corollary of this picture.
Resumo:
This paper discusses two key elements in the field of museums: a summary of the concept of the community museum, on the one hand, and, on the other, a proposal as to how this concept is put into practice, especially in the early stages of the creation of the museum, when the social basis for the project is being established. We will discuss how the community museum combines and integrates complex processes aimed at strengthening the community as a collective subject, asserting its identity, improving its quality of life and building alliances between communities. In the second part, which has a methodological focus, we will discuss how the museum is born out of community aspirations to strengthen its identity and integrity, the initial process of consensus-building, the roles of different agents, both internal and external to the community, as well as some factors that foster or prevent community appropriation. To conclude we will emphasize the potential of community museum networks as a strategy to generate a broader field of action, in which communities can exercise greater autonomy, by collectively developing and appropriating projects of regional and even international scope.