224 resultados para alternate reality games


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John Gough once again makes the ordinary fascinating as he piques our curiosity about the origins of the alphabet and turns the various mathematical properties of letters into bases for games.

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Well-established international entertainment firms such as Disney and Fisher-Price are joining new start-up firms such as Baby Einstein to create a 'Baby' market of products (including toys, games and videos) specifically targeted at children aged 0-3 years. Despite its novelty, the 'Baby' market mirrors older markets that these firms have created around other demographic groups (e.g. older children, adolescents and adults) - it redefines its target demographic group around specific commodities and promotes its redefinition as 'common sense'. The 'Baby' firms redefine babies solely as early learners whose potential to learn can be released by these firms' brand-name 'educational' or 'developmental' products. Many adults buy these products because they accept the firms' redefinition of babies, but other adults ignore the firms' promotional messages and buy the products to give themselves some time apart from their babies. The 'Baby' market is significant for children and adults because it changes young children's relationships with adults and because it subordinates local cultural differences to a children's culture that purports to be 'global' but has, in reality, extremely narrow foundations in class, race and gender.

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There is accumulating evidence that body and mind, or rather the physical and the non-physical, are intrinsically connected. The mechanisms through which reality therapy works on mind and body may be explained via positive dynamics in the central nervous system, the body's biochemistry and the human energy field. The purpose of this paper is to show the relationship between choice theory and the nature of the power centers in the human energy field. Understanding the drivers behind human behavior and facilitating the choice to think realistically and to make responsible choices assists wholeness and enhances the physical, mental and spiritual health.

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Social communication technologies present exciting and challenging opportunities for public relations professionals. Although not new the latest online attraction grabbing the attention of educators and companies around the globe are the virtual worlds known as Massively-Multiplayer Online Role-Playing Games (MMORPGs). This paper will examine MMORPGs - in particular Second Life - and consider their potential as an educational medium and relevance to the practice of public relations. The paper argues that MMORPGs slwuld be taken seriously by educators and public relations professionals alike and not simply be treated as online entertainment.

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Survey-based research explored the moderating effects of "exposure" to the Australian free-to-air telecast of Athens 2004 and "interest" in Olympic Games in developing behavioral intentions to visit Greece in the future. Differences were found between groups with low and high levels of exposure to the telecast, and also between groups with high levels of interest in the Olympic Games, but these were only marginal. When the combinatorial influences of these two variables were considered simultaneously, their effects were generally synergistic. The article calls for further research on this area of mega-events, as the results, while of significance, provide food to continue the broader debate on the role of mega-events in developing tourism to their host destinations after their staging.

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Despite recent advances in the area of humanitarian responses and the publication and dissemination of various guidelines with regard to nutritional interventions, there is, however a paucity of studies which have examined the human right to food in complex emergencies. 186 countries including those affected by both human made and natural disasters and countries who are donors of humanitarian relief aid adopted the Rome Declaration on Food Security and World Summit plan of Action reaffirming “ the right to adequate food and the fundamental right of everyone to be free from hunger”. The human right to adequate and nutritious food in refugee settings implies that every refugee has physical and economic access to sufficient food to provide the necessary nutrients for effective physical and physiological functions and achieve well being. There are many grounds for believing that the current humanitarian responses to disasters more often violate than respect the human right to adequate and nutritious food. Using elements of household food security as our working framework this paper focuses on the complex ethical and moral questions raised by the conventional humanitarian assistance framework and in particular the issue of human right to food and household food security in refugee settings.

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Most of cryptographic techniques today provide secure enough communications in society. However, none of them can provide unconditional security (except One-Time pad, which is the only such mechanism). They all have weaknesses. That is why they should be consistently updated and renovated along with changes in technology.

However, the quantum computers have potential to completely revolutionize cryptography. They would be so powerful that all complex computations and mathematical problems on which current cryptography rely, would become trivial. They would be able to solve them in a matter of seconds. At the same time quantum cryptography would offer perfectly secure communication.

This paper is brief introduction to quantum computing, quantum cryptography, and to existing quantum technology.

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Professional running is an overtly gambling sport in which a clear objective is to maximise winnings from the bookmakers, which is achieved through a careful concealment of a runner’s ability. Professional runners seldom win more than one significant race. Races are deliberately lost until runners acquire a sufficiently lenient handicap to significantly improve their chances of winning a race of their choosing. Successes, kudos and identities in this sport are evaluated from the cleverness of the win, largely measured by the trainer’s effectiveness in executing a gambling coup. The money prizes given to runners may be significantly bettered from gambling winnings and making the most of these is the major emphasis for most successful runners and trainers. Drawing from an ethnographic study of this sport in Australia, the paper argues that the gambling strategies of runners and trainers can be understood as zero-sum games.

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The examination of a practical issue with a web site has led, in this paper, directly to the consideration of the need for, and an assessment of the impact of, an approach based on fundamental theories of ‘what is’, to examine what information systems research is and the relations of its component areas of endeavour. The paper presents an examination of the use of the philosophical field of ontologies, and specifically the use of the ontological approaches upon which to base categories of information systems research activities. This theoretical analysis is intended to be used as the basis from which to develop a methodology to undertake the development of the categorial scheme for the web site that initiated the research.

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The alternant heat transfer induced by particle packet and gas bubbles on an object surface in a gas fluidised bed is computationally studied. The particle packet and bubble are modelled by a DPPM (double particle-layer and Porous Medium) model and a hemispherical model, respectively. Different meshing schemes are applied and different mesh sizes are used in meshing particle packet and heated object and a very large geometrical size difference between them was considered. Two parallel solver processes were proposed to perform the simulation of heat transfer for different purposes and implemented with the Fluent CFD package.

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Young people’s participation in online digital culture is one of the most efficient means by which they become proficient in the management of Information and Communications Technologies and the new literacies emerging there. This paper reports on a small project investigating the
gendered dimensions of teenagers’ engagement in and out of school with stand-alone and multiplayer computer games. The study explored the game playing practices of a group of students in an English curriculum unit and the social and game playing practices of a group of young women of South East Asian backgrounds in a LAN café who had formed their own Counterstrike clan. It found that expertise is not just a matter of specific skills, strategies and familiarity, but is more broadly located within the complex dynamics of in- and out-of-school discourses and contexts that need to be factored in to the construction of gender-equitable pedagogy and curriculum.

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The use of mathematical games in primary classrooms is commonplace in Australia. This paper reports on key findings from a larger investigation exploring the impact of games on mathematical learning, student attitudes, and behaviours. 222 Grade 5 and 6 children were taught multiplication and division of decimal numbers using calculator games. This paper raises questions about the students’ attitudes towards games as a vehicle for learning mathematics. One aspect reported in this paper is an apparent difference between students’ attitudes to games usage when data were
collected quantitatively compared with qualitatively.