885 resultados para Computer- and videogames
Resumo:
Opinnäytetyöni tavoitteena on esitellä olennaiset kohdat julkisten hankintojen sähköisessä menettelyssä. Arvioinnin kohteena on lokakuussa 2011 voimaan astunut laki sähköisestä huutokaupasta ja dynaamisesta hankintajärjestelmästä. Opinnäytetyöni on kirjoituspöytätutkimus, joka perustuu julkisia hankintoja koskevaan lainsäädäntöaineistoon sekä julkisia hankintoja tutkivien sidosryhmien tuottamaan kirjallisuuteen. Näkökulmana on sähköisen menettelyn sääntelyn tarkoituksenmukaisuus hankintayksiköiden sekä toimittajien näkökulmista. Sääntely julkisten hankintojen sähköisestä menettelystä tarkoittaa julkisilla varoilla hankittavien palvelujen sekä tavaroiden hankintaa sähköisessä verkkoympäristössä. Hankintayksikkö, kuten valtion tai kunnan viranomainen, voi tämän lain myötä suorittaa hankintaprosessin sähköisesti käyttöliittymän kautta haluamastaan tuotteesta tai palvelusta.
Resumo:
The overall goal of the study was to describe nurses’ acceptance of an Internet-based support system in the care of adolescents with depression. The data were collected in four phases during the period 2006 – 2010 from nurses working in adolescent psychiatric outpatient clinics and from professionals working with adolescents in basic public services. In the first phase, the nurses’ anticipated perceptions of the usefulness of the Internet-based support system before its implementation was explored. In the second phase, the nurses’ perceived ease of computer and Internet use and attitudes toward it were explored. In the third phase, the features of the support system and its implementation process were described. In the fourth phase, the nurses’ experiences of behavioural intention and actual system use of the Internet-based support were described in psychiatric out-patient care after one year use. The Technology Acceptance Model (TAM) was used to structure the various research phases. Several benefits were identified from the nurses’ perspective in using the Internet-based support system in the care of adolescents with depression. The nurses’ technology skills were good and their attitudes towards computer use were positive. The support system was developed in various phases to meet the adolescents’ needs. Before the implementation of the information technology (IT)-based support system, it is important to pay attention to the nurses’ IT-training, technology support, resources, and safety as well as ethical issues related to the support system. After one year of using the system, the nurses perceived the Internet-based support system to be useful in the care of adolescents with depression. The adolescents’ independent work with the support system at home and the program’s systematic character were experienced as conducive from the point of view of the treatment. However, the Internet-based support system was integrated only partly into the nurseadolescent interaction even though the nurses’ perceptions of it were positive. The use of the IT-based system as part of the adolescents’ depression care was seen positively and its benefits were recognized. This serves as a good basis for future IT-based techniques. Successful implementations of IT-based support systems need a systematic implementation plan and commitment from the part of the organization and its managers. Supporting and evaluating the implementation of an IT-based system should pay attention to changing the nurses’ work styles. Health care organizations should be offered more flexible opportunities to utilize IT-based systems in direct patient care in the future.
Resumo:
Within the last few decades, the videogame has become an important media, economic, and cultural phenomenon. Along with the phenomenon’s proliferation the aspects that constitute its identity have become more and more challenging to determine, however. The persistent surfacing of novel ludic forms continues to expand the conceptual range of ‘games’ and ‘videogames,’ which has already lead to anxious generalizations within academic as well as popular discourses. Such generalizations make it increasingly difficult to comprehend how the instances of this phenomenon actually work, which in turn generates pragmatic problems: the lack of an applicable identification of the videogame hinders its study, play, and everyday conceptualization. To counteract these problems this dissertation establishes a geneontological research methodology that enables the identification of the videogame in relation to its cultural surroundings. Videogames are theorized as ‘games,’ ‘puzzles,’ ‘stories,’ and ‘aesthetic artifacts’ (or ‘artworks’), which produces a geneontological sequence of the videogame as a singular species of culture, Artefactum ludus ludus, or ludom for short. According to this sequence, the videogame’s position as a ‘game’ in the historicized evolution of culture is mainly metaphorical, while at the same time its artifactuality, dynamic system structure, time-critical strategic input requirements and aporetically rhematic aesthetics allow it to be discovered as a conceptually stable but empirically transient uniexistential phenomenon that currently thrivesbut may soon die out.
Resumo:
The purpose of this meta-analytic investigation was to review the empirical evidence specific to the effect of physical activity context on social physique anxiety (SP A). English language studies were located from computer and manual literature searches. A total of 146 initial studies were coded. Studies included in the meta-analysis presented at least one empirical effect for SPA between physical activity participants (i.e., athletes or exercisers) and non-physical activity participants. The final sample included thirteen studies, yielding 14 effect sizes, with a total sample size of 2846. Studies were coded for mean SPA between physical activity participants and non-physical activity participants. Moderator variables related to demographic and study characteristics were also coded. Using Hunter and Schmidt's (2004) protocol, statistical artifacts were corrected. Results indicate that, practically speaking, those who were physically active reported lower levels of SPA than the comparison group (dcorr = -.12; SDeorr.-=-;22). Consideration of the magnitude of the ES, the SDeorr, and confidence interval suggests that this effect is not statistically significant. While most moderator analyses reiterated this trend, some differences were worth noting. Previous research has identified SPA to be especially salient for females compared to males, however, in the current investigation, the magnitude of the ES' s comparing physical activity participants to the comparison group was similar (deorr = -.24 for females and deorr = -.23 for males). Also, the type of physical activity was investigated, and results showed that athletes reported lower levels of SP A than the comparison group (deorr = -.19, SDeorr = .08), whereas exercisers reported higher levels of SPA than the comparison group (deorr = .13, SDeorr = .22). Results demonstrate support for the dispositional nature of SP A. Consideration of practical significance suggests that those who are involved in physical activity may experience slightly lower levels of SPA than those not reporting physical activity participation. Results potentially offer support for the bi-directionality of the relationship between physical activity and SP A; however, a causality may not be inferred. More information about the type of physical activity (i.e., frequency/nature of exercise behaviour, sport classificationllevel of athletes) may help clarify the role of physical activity contexts on SPA.
Resumo:
Ce mémoire présente une implantation de la création paresseuse de tâches desti- née à des systèmes multiprocesseurs à mémoire distribuée. Elle offre un sous-ensemble des fonctionnalités du Message-Passing Interface et permet de paralléliser certains problèmes qui se partitionnent difficilement de manière statique grâce à un système de partitionnement dynamique et de balancement de charge. Pour ce faire, il se base sur le langage Multilisp, un dialecte de Scheme orienté vers le traitement parallèle, et implante sur ce dernier une interface semblable à MPI permettant le calcul distribué multipro- cessus. Ce système offre un langage beaucoup plus riche et expressif que le C et réduit considérablement le travail nécessaire au programmeur pour pouvoir développer des programmes équivalents à ceux en MPI. Enfin, le partitionnement dynamique permet de concevoir des programmes qui seraient très complexes à réaliser sur MPI. Des tests ont été effectués sur un système local à 16 processeurs et une grappe à 16 processeurs et il offre de bonnes accélérations en comparaison à des programmes séquentiels équiva- lents ainsi que des performances acceptables par rapport à MPI. Ce mémoire démontre que l’usage des futures comme technique de partitionnement dynamique est faisable sur des multiprocesseurs à mémoire distribuée.
Resumo:
La présente étude intitulée « utilisation des technologies de l’information et de la communication dans l’enseignement secondaire et développement des compétences des élèves en résolution de problèmes mathématiques au Burkina Faso » est une recherche descriptive de type mixte examinant à la fois des données qualitatives et quantitatives. Elle examine les compétences en résolution de problèmes mathématiques d’élèves du Burkina Faso pour révéler d’éventuelles relations entre celles-ci et l’utilisation des TIC par les élèves ou leur enseignant de mathématiques. L’intérêt de cette recherche est de fournir des informations aussi bien sur la réalité des TIC dans l’enseignement secondaire au Burkina que sur les effets de leur présence dans l’enseignement et l’apprentissage des mathématiques. Les éléments théoriques ayant servi à l’analyse des données sont présentés suivant trois directions : la résolution des problèmes, le développement des compétences, et les relations entre les TIC, le développement de compétences et la résolution de problèmes. Du croisement de ces éléments émergent trois axes pour le développement de la réponse apportée à la préoccupation de l’étude : 1) décrire l’utilisation de l’ordinateur par les élèves du Burkina Faso pour améliorer leur apprentissage des mathématiques ; 2) identifier des rapports éventuels entre l’utilisation de l’ordinateur par les élèves et leurs compétences en résolution de problèmes mathématiques ; 3) identifier des rapports entre les compétences TIC de l’enseignant de mathématiques et les compétences de ses élèves en résolution de problèmes. Les processus de la résolution de problèmes sont présentés selon l’approche gestaltiste qui les fait passer par une illumination et selon l’approche de la théorie de la communication qui les lie au type de problème. La résolution de problèmes mathématiques passe par des étapes caractéristiques qui déterminent la compétence du sujet. Le concept de compétence est présenté selon l’approche de Le Boterf. Les données révèlent que les élèves du Burkina Faso utilisent l’ordinateur selon une logique transmissive en le considérant comme un répétiteur suppléant de l’enseignant. Par la suite, il n’y a pas de différence significative dans les compétences en résolution de problèmes mathématiques entre les élèves utilisant l’ordinateur et ceux qui ne l’utilisent pas. De même, l’étude révèle que les enseignants présentant des compétences TIC n’ont pas des élèves plus compétents en résolution de problèmes mathématiques que ceux de leurs collègues qui n’ont pas de compétences TIC.
Resumo:
Au niveau méthodologique, ce travail innove en combinant plusieurs moyens d'observation complémentaires sur le processus d'écriture et sur le processus de correction. Les observations qualitatives ainsi recueillies sont retranscrites en les combinant selon l'ordre chronologique d'apparition, puis elles sont traitées et analysées sous le logiciel QDA Miner.
Resumo:
With the increasing popularity of wireless network and its application, mobile ad-hoc networks (MANETS) emerged recently. MANET topology is highly dynamic in nature and nodes are highly mobile so that the rate of link failure is more in MANET. There is no central control over the nodes and the control is distributed among nodes and they can act as either router or source. MANTEs have been considered as isolated stand-alone network. Node can add or remove at any time and it is not infrastructure dependent. So at any time at any where the network can setup and a trouble free communication is possible. Due to more chances of link failures, collisions and transmission errors in MANET, the maintenance of network became costly. As per the study more frequent link failures became an important aspect of diminishing the performance of the network and also it is not predictable. The main objective of this paper is to study the route instability in AODV protocol and suggest a solution for improvement. This paper proposes a new approach to reduce the route failure by storing the alternate route in the intermediate nodes. In this algorithm intermediate nodes are also involved in the route discovery process. This reduces the route establishment overhead as well as the time to find the reroute when a link failure occurs.
Resumo:
This paper highlights the prediction of learning disabilities (LD) in school-age children using rough set theory (RST) with an emphasis on application of data mining. In rough sets, data analysis start from a data table called an information system, which contains data about objects of interest, characterized in terms of attributes. These attributes consist of the properties of learning disabilities. By finding the relationship between these attributes, the redundant attributes can be eliminated and core attributes determined. Also, rule mining is performed in rough sets using the algorithm LEM1. The prediction of LD is accurately done by using Rosetta, the rough set tool kit for analysis of data. The result obtained from this study is compared with the output of a similar study conducted by us using Support Vector Machine (SVM) with Sequential Minimal Optimisation (SMO) algorithm. It is found that, using the concepts of reduct and global covering, we can easily predict the learning disabilities in children
Resumo:
In this computerized, globalised and internet world our computer collects various types of information’s about every human being and stores them in files secreted deep on its hard drive. Files like cache, browser history and other temporary Internet files can be used to store sensitive information like logins and passwords, names addresses, and even credit card numbers. Now, a hacker can get at this information by wrong means and share with someone else or can install some nasty software on your computer that will extract your sensitive and secret information. Identity Theft posses a very serious problem to everyone today. If you have a driver’s license, a bank account, a computer, ration card number, PAN card number, ATM card or simply a social security number you are more than at risk, you are a target. Whether you are new to the idea of ID Theft, or you have some unanswered questions, we’ve compiled a quick refresher list below that should bring you up to speed. Identity theft is a term used to refer to fraud that involves pretending to be someone else in order to steal money or get other benefits. Identity theft is a serious crime, which is increasing at tremendous rate all over the world after the Internet evolution. There is widespread agreement that identity theft causes financial damage to consumers, lending institutions, retail establishments, and the economy as a whole. Surprisingly, there is little good public information available about the scope of the crime and the actual damages it inflicts. Accounts of identity theft in recent mass media and in film or literature have centered on the exploits of 'hackers' - variously lauded or reviled - who are depicted as cleverly subverting corporate firewalls or other data protection defenses to gain unauthorized access to credit card details, personnel records and other information. Reality is more complicated, with electronic identity fraud taking a range of forms. The impact of those forms is not necessarily quantifiable as a financial loss; it can involve intangible damage to reputation, time spent dealing with disinformation and exclusion from particular services because a stolen name has been used improperly. Overall we can consider electronic networks as an enabler for identity theft, with the thief for example gaining information online for action offline and the basis for theft or other injury online. As Fisher pointed out "These new forms of hightech identity and securities fraud pose serious risks to investors and brokerage firms across the globe," I am a victim of identity theft. Being a victim of identity theft I felt the need for creating an awareness among the computer and internet users particularly youngsters in India. Nearly 70 per cent of Indian‘s population are living in villages. Government of India already started providing computer and internet facilities even to the remote villages through various rural development and rural upliftment programmes. Highly educated people, established companies, world famous financial institutions are becoming victim of identity theft. The question here is how vulnerable the illiterate and innocent rural people are if they suddenly exposed to a new device through which some one can extract and exploit their personal data without their knowledge? In this research work an attempt has been made to bring out the real problems associated with Identity theft in developed countries from an economist point of view.
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A program that simulates a Digital Equipment Corporation PDP-11 computer and many of its peripherals on the AI Laboratory Time Sharing System (ITS) is described from a user's reference point of view. This simulator has a built in DDT-like command level which provides the user with the normal range of DDT facilities but also with several special debugging features built into the simulator. The DDT command language was implemented by Richard M. Stallman while the simulator was written by the author of this memo.
Resumo:
When unmanned underwater vehicles (UUVs) perform missions near the ocean floor, optical sensors can be used to improve local navigation. Video mosaics allow to efficiently process the images acquired by the vehicle, and also to obtain position estimates. We discuss in this paper the role of lens distortions in this context, proving that degenerate mosaics have their origin not only in the selected motion model or in registration errors, but also in the cumulative effect of radial distortion residuals. Additionally, we present results on the accuracy of different feature-based approaches for self-correction of lens distortions that may guide the choice of appropriate techniques for correcting distortions
Resumo:
Redciencia es una propuesta de un nuevo medio de comunicación periodístico que busca difundir los avances científicos colombianos a través de un lenguaje multimedia e interactivo con miras a convertirse en un ejemplo de periodismo transmedia dentro de la web 2.0
Resumo:
The results presented in this paper are from a research using a questionnaire about activities and evaluations of boys and girls in relation to different audio-visual media (television, computer, videoconsole, educative CD-Roms, Internet and computer and console games). Results show us that children information about any audio-visual media is systematically overestimated by parents. Generally, the media with more negative concordances is video-games, the one with more positive concordances is the computer and the one with more discrepancies between generations is TV