186 resultados para amusement arcade


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La dissertazione è uno studio monografico delle cantate dialogiche e delle serenate a più voci e strumenti composte da Händel in Italia negli anni 1706-1710. Insieme ai drammi per musica e agli oratori coevi, le quattro cantate "Aminta e Fillide" HWV 83, "Clori, Tirsi e Fileno" HWV 96, "Il duello amoroso" HWV 82, "Apollo e Dafne" HWV 122 e le due serenate "Aci, Galatea e Polifemo" HWV 72 e "Olinto pastore arcade alle glorie del Tebro" HWV 143 costituiscono le prime importanti affermazioni di Händel come compositore di musica vocale. Le sei composizioni sono state studiate sotto l’aspetto storico-letterario, drammaturgico-musicale e della committenza, con l’obiettivo di individuare intersecazioni fra questi piani. I testi poetici, di cui si è curata l’edizione, sono stati analizzati da un punto di vista storico e stilistico e collocati nel particolare contesto romano del primo Settecento, in cui la proibizione di ogni spettacolo teatrale determinò, sotto la spinta di una raffinata committenza, un ‘drammatizzazione’ dei generi della cantata e della serenata. L’analisi musicale di ciascuna composizione è stata dunque finalizzata a una lettura ‘drammaturgica’, che ha portato alla individuazione dei dispositivi di ascendenza teatrale nella scelte compositive di Händel. Lo studio si conclude con un selettivo confronto con le cantate e le serenate scritte negli stessi anni a Roma da Alessandro Scarlatti.

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Principales aportaciones: Elenco actualizado y más completo de “serlianas” hasta el momento, incluyendo el más amplio repertorio numismático e iconográfico sobre el tema. Visión de conjunto crítica de la “serliana” y motivos afines en la Antigüedad, la Edad Media y el Renacimiento, atendiendo a una selección de ejemplos en todos los formatos posibles (arquitectura e iconografía). Inclusión y explicación de la “serliana” dentro de los avances de la arquitectura romana, con atención a las fuentes escritas. Identificación de las principales áreas de origen y desarrollo de la “serliana”. Explicación de las causas y resultados de los procesos de innovación arquitectónica. Demostración de la llegada de la “serliana” a Hispania mucho antes que el disco de Teodosio. Indagación en las funciones y posibles implicaciones simbólicas de ejemplos de “serliana”. Hipótesis sobre el papel desempeñado por las arquitecturas efímeras. Hipótesis sobre el papel de la arquitectura militar en época romana para la difusión de la “serliana”. Comentario crítico de la situación de la “serliana” en la Antigüedad Tardía y visión general de sus procesos de transferencia y metamorfosis. Demostración de la pervivencia de la “serliana” en la Edad Media. Análisis de la arcada triple como posible sustituto de la “serliana”. Comentario crítico de los dibujos tardomedievales y renacentistas sobre la “serliana” y su relación con el estudio contemporáneo de los monumentos antiguos. Identificación de ejemplos y comentario crítico de la situación de la “serliana” en la Italia del Quattrocento y del Cinquecento. Análisis de las confluencias de la “serliana” Italia-España y evolución del motivo en este último ámbito. Demostración de las novedades propias del ámbito hispano.

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A 55-year-old woman was referred because of diffuse pruritic erythematous lesions and an ischemic process of the third finger of her right hand. She was known to have anaemia secondary to hypermenorrhea. She presented six months before admission with a cutaneous infiltration on the left cubital cavity after a paravenous leakage of intravenous iron substitution. She then reported a progressive pruritic erythematous swelling of her left arm and lower extremities and trunk. Skin biopsy of a lesion on the right leg revealed a fibrillar, small-vessel vasculitis containing many eosinophils.Two months later she reported Raynaud symptoms in both hands, with a persistent violaceous coloration of the skin and cold sensation of her third digit of the right hand. A round 1.5 cm well-delimited swelling on the medial site of the left elbow was noted. The third digit of her right hand was cold and of violet colour. Eosinophilia (19 % of total leucocytes) was present. Doppler-duplex arterial examination of the upper extremities showed an occlusion of the cubital artery down to the palmar arcade on the right arm. Selective angiography of the right subclavian and brachial arteries showed diffuse alteration of the blood flow in the cubital artery and hand, with fine collateral circulation in the carpal region. Neither secondary causes of hypereosinophilia nor a myeloproliferative process was found. Considering the skin biopsy results and having excluded other causes of eosinophilia, we assumed the diagnosis of an eosinophilic vasculitis. Treatment with tacrolimus and high dose steroids was started, the latter tapered within 12 months and then stopped, but a dramatic flare-up of the vasculitis with Raynaud phenomenon occurred. A new immunosuppressive approach with steroids and methotrexate was then introduced. This case of aggressive eosinophilic vasculitis is difficult to classify into the usual forms of vasculitis and constitutes a therapeutic challenge given the resistance to current immunosuppressive regimens.

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According to the broaden-and-build theory of positive emotions, positive emotions broaden while negative emotions narrow thought-action repertoires. These processes reflect changes in attentional scope, which is the focus of this research. The present study tested the hypothesis that participants in negative mood would be better able to focus on a target figure and separate it from its context in a perceptual task, and would also be better able to focus on the task amid a distracting environment than participants in a positive mood. An undergraduate sample of 77 participants watched video clips selected to induce either fear or amusement, and completed an Embedded Figures Test either in a quiet setting or in a noisy setting. A higher-order ANOVA revealed that Mood had a marginally significant effect on task performance, F(1, 73) = 3.94, p = .051, and that Distraction, F(1, 72) = 4.61, p = .035 and the Mood x Distraction interaction, F(1, 73) = 9.12, p = .003 did significantly affect task performance. However, contrary to the hypothesis, the effect of the distraction manipulation was greater for participants in a negative mood than it was for participants in a positive mood. The author suggests future directions to clarify the relationship between emotions, attentional scope, and susceptibility to environmental distraction.

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ContentsFinding amusement in classCareer fair presents jobs to ISU studentsISU signs 21 new recruits for next seasonWhy do we fight greed?50 bands, 15 hours, one Space

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PURPOSE: To describe scleral changes in chronic VKH. METHODS: Medical records of patients with chronic VKH were retrospectively reviewed. Change of scleral architecture was defined as progressive posterior bowing on OCT, axial length elongation, and/or increased myopia more than -1.0 D, not explicable by other etiologies. RESULTS: In total, 28 eyes (16 patients) with mean age of disease onset 32.5 ± 14.0 years were included in the study. Disease duration was 15.1 ± 10.2 years. Eight eyes (28.6%) showed progressive scleral architectural changes. Five eyes (18%) developed scleral changes on OCT, not seen on prior imaging (2-12 years earlier). One eye had posterior bowing on OCT with increased axial length, both eyes of a bilateral pseudophake developed increased myopia with increased axial length. Well-circumscribed chorioretinal atrophy within the arcade was associated with progressive scleral change. CONCLUSIONS: Progressive scleral change may develop as a late complication of VKH. The association with well-circumscribed chorioretinal atrophy suggests that chronic choroidal inflammation may be responsible.

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Desde su aparición en los años 50, los videojuegos han estado muy presentes en la vida de los jóvenes. Un mercado que nunca se ha mantenido estático, donde la revolución científica vivida en el siglo XX ha colaborado en su gran evolución. Empezando por un juego implementado en una máquina de rayos catódicos, pasando por las recreativas, hasta meterse en los hogares de cualquier familia con los PC y videoconsolas. Contando además con una calidad gráfica que hace difícil diferenciar hoy en día entre realidad y mundo virtual. Pero no sólo los videojuegos están concebidos para el ocio y desconectar de la realidad. Existe un concepto llamado “gamification”, una técnica que busca el transmitir conocimientos, ayudar a personas con discapacidades, facilitar las rehabilitaciones, etc… transformando actividades que puedan parecer aburridas, en algo divertido. Aquí es donde entran los juegos serios, juegos que buscan tales objetivos. Dado que los videojuegos hoy en día están muy metidos en la sociedad, y cada vez llegan a más público de distintas edades y género. Hemos elegido este proyecto para fomentar la creación de videojuegos serios, a través de un tutorial completo con el motor gráfico Unity, intentando usar el mayor número de herramientas posible. ABSTRACT. From the beginning in the 1950s, video games have played an important role in young people’s life. A market that has never been static, where scientific revolution lived in the twentieth century has contributed to a great evolution. Starting from a game implemented on a cathode ray machine, reaching arcade rooms and then getting into families with PCs and consoles. Nowadays the graphic quality makes difficult to differentiate between reality and the virtual world. Not only video games are designed for leisure and to disconnect from the real world for a while. There is a concept called “gamification”, a technique which tends to transmit knowledge, give help to people with disabilities, facilitate rehab, etc. Transforming activities, which might seem boring into fun ones. This is where serious games take place, games looking for the goals mentioned. Since nowadays video games are completely set in our society, and increasing a wider public with different ages and gender, this project has been chosen to promote the creation of serious video games, through a complete tutorial with the game engine - Unity - attempting to use as many tools as it can be possible.

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Com a finalidade de determinar as formas do arco dentário inferior de maior incidência na oclusão normal natural, utilizou-se um método matemático associado ao emprego de uma função polinomial, o qual foi aplicado a 63 modelos de arcadas inferiores selecionados a partir de 6118 adolescentes. Todos os indivíduos eram portadores de dentição permanente, incluindo os segundos molares, e oclusão normal natural. Em cada dente foi fixada uma esfera de vidro, que teve a função de simular o acessório do aparelho ortodôntico, sendo utilizada na medição das distâncias entre o centro da imagem dessas esferas aos eixos x e y. Após a digitalização dos modelos de gesso, as imagens foram plotadas em um programa de computador, a fim de se obterem a função polinomial de sexto grau e o gráfico dessa função para os 126 segmentos de curva, originados das secções das imagens em lado direito e esquerdo. A seguir organizaram-se esses segmentos, de acordo com as características da curvatura anterior dos arcos dentários, em oito grupos diferentes de formas, que receberam as denominações de Forma A, Forma B, Forma C, Forma D, Forma E, Forma F, Forma G, Forma H. Cada grupo foi, então, dividido em três subgrupos, conforme os tamanhos pequeno, médio e grande. Os resultados indicaram 23 formas representativas do arco dentário inferior e uma forma média para a oclusão normal natural.

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Com a finalidade de determinar as formas do arco dentário inferior de maior incidência na oclusão normal natural, utilizou-se um método matemático associado ao emprego de uma função polinomial, o qual foi aplicado a 63 modelos de arcadas inferiores selecionados a partir de 6118 adolescentes. Todos os indivíduos eram portadores de dentição permanente, incluindo os segundos molares, e oclusão normal natural. Em cada dente foi fixada uma esfera de vidro, que teve a função de simular o acessório do aparelho ortodôntico, sendo utilizada na medição das distâncias entre o centro da imagem dessas esferas aos eixos x e y. Após a digitalização dos modelos de gesso, as imagens foram plotadas em um programa de computador, a fim de se obterem a função polinomial de sexto grau e o gráfico dessa função para os 126 segmentos de curva, originados das secções das imagens em lado direito e esquerdo. A seguir organizaram-se esses segmentos, de acordo com as características da curvatura anterior dos arcos dentários, em oito grupos diferentes de formas, que receberam as denominações de Forma A, Forma B, Forma C, Forma D, Forma E, Forma F, Forma G, Forma H. Cada grupo foi, então, dividido em três subgrupos, conforme os tamanhos pequeno, médio e grande. Os resultados indicaram 23 formas representativas do arco dentário inferior e uma forma média para a oclusão normal natural.

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El esquema constructivo de esta villa responde al modelo típico romano: una serie de estancias distribuidas alrededor de un patio central, que las ilumina y desde el que se accede a ellas mediante los pasillos circundantes, cubiertos con pisos de mosaico, al igual que varias habitaciones (dos de ellas adornadas con mosaicos figurativos). Puente de la Olmilla tenía un pórtico en la fachada, combinación que corresponde a un tipo de construcción poco común en Hispania. Esta villa es un claro testimonio del profundo proceso romanizador sufrido por el medio rural en este territorio. Sin duda, este ámbito de la Meseta Sur tenía para los romanos un carácter estratégico por su privilegiado emplazamiento geográfico dentro de la Península Ibérica y esa fue una de las causas de que lo incluyeran en su red viaria.

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This layer is a georeferenced raster image of the historic paper map entitled: The Matthews-Northrup up-to-date map of St. Louis MO. It was published by Matthews-Northrup Co in 1895. Scale [ca. 1:95,040]. Covers also a portion of East Saint Louis, Stites, and Madison, Illinois. The image inside the map neatline is georeferenced to the surface of the earth and fit to the Missouri East State Plane Coordinate System NAD83 (in Feet) (Fipszone 2401). All map collar and inset information is also available as part of the raster image, including any inset maps, profiles, statistical tables, directories, text, illustrations, index maps, legends, or other information associated with the principal map. This map shows features such as roads, railroads, street car lines, drainage, selected public buildings, parks, cemeteries, and more. Includes index to hotels, prominent buildings and institutions, churches, and places of amusement. This layer is part of a selection of digitally scanned and georeferenced historic maps from The Harvard Map Collection as part of the Imaging the Urban Environment project. Maps selected for this project represent major urban areas and cities of the world, at various time periods. These maps typically portray both natural and manmade features at a large scale. The selection represents a range of regions, originators, ground condition dates, scales, and purposes.

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This layer is a georeferenced raster image of the historic paper map entitled: Boston Harbor : showing the steamboat routes to places of amusement, engraved by G.W. Boynton. It was published by J.H. Daniels in 1865. Scale [ca. 1:63,360]. Covers Boston Harbor and adjacent lands. The image inside the map neatline is georeferenced to the surface of the earth and fit to the Massachusetts State Plane Coordinate System, Mainland Zone (in Feet) (Fipszone 2001). All map collar and inset information is also available as part of the raster image, including any inset maps, profiles, statistical tables, directories, text, illustrations, or other information associated with the principal map. This map shows coastal features such as rocks, shoals, light houses, beacons, channels, steam boat routes and landings, points, coves, islands, and more. Depths are shown by shading. It also shows land features such as roads, settlements, forts, drainage, and more. Relief is shown by hachures. This layer is part of a selection of digitally scanned and georeferenced historic maps of Massachusetts from the Harvard Map Collection. These maps typically portray both natural and manmade features. The selection represents a range of regions, originators, ground condition dates (1755-1922), scales, and purposes. The digitized selection includes maps of: the state, Massachusetts counties, town surveys, coastal features, real property, parks, cemeteries, railroads, roads, public works projects, etc.

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Contiene: t. I. La historia abreviada de la Iglesia hasta el fin de los tiempos y una esplicacion completa del Apocalipsis (365 p.) -- t. II. Teoría del magnetismo (360-810 p.) -- t. III. Filosofía del magnetismo (504 p.)

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Mode of access: Internet.

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"Où se trouvent décrits avec soin les établissemen[t]s publics, les édifaces remarquables, les lieux d'amusement, et tout ce qui peut intéresser les étrangers et les voyageurs, auquel on a joint une description succincte de environs de Londres, et quelques avis utiles aux etrangers...."