699 resultados para Interactive video


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The main characteristic of the nursing Interactive Observation Scale for Psychiatric Inpatients (IOSPI) is the necessity of interaction between raters and patients during assessment. The aim of this study was to evaluate the reliability and validity of the scale in the "real" world of daily ward practice and to determine whether the IOSPI can increase the interaction time between raters and patients and influence the raters' opinion about mental illness. All inpatients of a general university hospital psychiatric ward were assessed daily over a period of two months by 9 nursing aides during the morning and afternoon shifts, with 273 pairs of daily observations. Once a week the patients were interviewed by a psychiatrist who filled in the Brief Psychiatric Rating Scale (BPRS). The IOSPI total score was found to show significant test-retest reliability (interclass correlation coefficient = 0.83) and significant correlation with the BPRS total score (r = 0.69), meeting the criteria of concurrent validity. The instrument can also discriminate between patients in need of further inpatient treatment from those about to be discharged (negative predictive value for discharge = 0.91). Using this scale, the interaction time between nursing aides and patients increased significantly (t = 2.93, P<0.05) and their opinion about the mental illness changed. The "social restrictiveness" factor of the opinion scale about mental illness showed a significant reduction (t = 4.27, P<0.01) and the "interpersonal etiology" factor tended to increase (t = 1.98, P = 0.08). The IOSPI was confirmed as a reliable and valid scale and as an efficient tool to stimulate the therapeutic attitudes of the nursing staff.

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The thesis studies the role of video based content marketing as a part of modern marketing communications.

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Tässä fenomenologisessa tutkimuksessa kuvaillaan Video-EEG –tutkimukseen (VEEG) tulevien potilaiden kokemuksia kohtauksistaan. Tutkimusasetelmana on käytetty fenomenologiseen psykologiaan kuuluvaa Giorgin menetelmää soveltaen sitä hoitotieteen tutkimukseen. Tutkimuksen tarkoituksena oli kuvailla neurologisten kohtausoireiden vuoksi VEEG-tutkimukseen tulleiden potilaiden kokemuksia kohtauksistaan ja tunnistaa sekä kuvailla kokemukseen liittyviä tekijöitä. Tutkimuksen tavoitteena oli lisäta terveydenhoitohenkilökunnan ymmärrystä neurologisia kohtausoireita saavien ihmisten ohjaustarpeista. Materiaali kerättiin kahdeksalta potilaalta avoimilla haastatteluilla ja analysoitiin Giorgin analyysimenetelmällä. Aineistoon yhdistettiin kliinisen neurofysiologin lausunto ja muodostettiin kokemuskertomukset. Aineistosta tunnistettiin fenomenologista reduktiota käyttäen keskeiset kohtauksiin ja sairauteen liittyvät kokemukset. Käsitteiden suhdetta toisiinsa ja merkitystä sopeutumiselle analysoitiin käyttäen apuna Uncertainty in illness -mallia. Keskeisten kokemusten pohjalta toteutettiin kirjallisuushaku, jonka tuloksia reflektoitiin tämän tutkimuksen tuloksiin. Aineistosta muodostui kolme erillistä kokemuskertomusta: kertomus konkreettisista tapahtumista, kokemus hallinnan menettämisestä ja kokemus sairauden kanssa elämisesta. Keskeisiksi kokemussisällöiksi tunnistettiin kokemus terveysongelman hallinnasta, kokemus hallinnan menettämisestä, kokemus ympäristön negatiivisesta suhtautumisesta ja huoli läheisistä. Aikaisempaa tutkimusta löytyi kokemuksista terveysongelman hallinnasta ja hallinnan menetyksestä sekä ympäristön suhtautumisesta.

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Tässä fenomenologisessa tutkimuksessa kuvaillaan Video-EEG –tutkimukseen (VEEG) tulevien potilaiden kokemuksia kohtauksistaan. Tutkimusasetelmana on käytetty fenomenologiseen psykologiaan kuuluvaa Giorgin menetelmää soveltaen sitä hoitotieteen tutkimukseen. Tutkimuksen tarkoituksena oli kuvailla neurologisten kohtausoireiden vuoksi VEEGtutkimukseen tulleiden potilaiden kokemuksia kohtauksistaan ja tunnistaa sekä kuvailla kokemukseen liittyviä tekijöitä. Tutkimuksen tavoitteena oli lisätä terveydenhoitohenkilökunnan ymmärrystä neurologisia kohtausoireita saavien ihmisten ohjaustarpeista. Materiaali kerättiin kahdeksalta potilaalta avoimilla haastatteluilla ja analysoitiin Giorgin analyysimenetelmällä. Aineistoon yhdistettiin kliinisen neurofysiologin lausunto ja muodostettiin kokemuskertomukset. Aineistosta tunnistettiin fenomenologista reduktiota käyttäen keskeiset kohtauksiin ja sairauteen liittyvät kokemukset. Käsitteiden suhdetta toisiinsa ja merkitystä sopeutumiselle analysoitiin käyttäen apuna Uncertainty in illness -mallia. Keskeisten kokemusten pohjalta toteutettiin kirjallisuushaku, jonka tuloksia reflektoitiin tämän tutkimuksen tuloksiin. Aineistosta muodostui kolme erillistä kokemuskertomusta: kertomus konkreettisista tapahtumista, kokemus hallinnan menettämisestä ja kokemus sairauden kanssa elämisestä. Keskeisiksi kokemussisällöiksi tunnistettiin kokemus terveysongelman hallinnasta, kokemus hallinnan menettämisestä, kokemus ympäristön negatiivisesta suhtautumisesta ja huoli läheisistä. Aikaisempaa tutkimusta löytyi kokemuksista terveysongelman hallinnasta ja hallinnan menetyksestä sekä ympäristön suhtautumisesta.

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The problem of automatic recognition of the fish from the video sequences is discussed in this Master’s Thesis. This is a very urgent issue for many organizations engaged in fish farming in Finland and Russia because the process of automation control and counting of individual species is turning point in the industry. The difficulties and the specific features of the problem have been identified in order to find a solution and propose some recommendations for the components of the automated fish recognition system. Methods such as background subtraction, Kalman filtering and Viola-Jones method were implemented during this work for detection, tracking and estimation of fish parameters. Both the results of the experiments and the choice of the appropriate methods strongly depend on the quality and the type of a video which is used as an input data. Practical experiments have demonstrated that not all methods can produce good results for real data, whereas on synthetic data they operate satisfactorily.

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The television and the ways it has invited the audience to take part have been changing during the last decade. Today’s interaction, or rather participation, comes from multiplatform formats, such as TV spectacles that combine TV and web platforms in order to create a wider TV experience. Multiplatform phenomena have spread television consumption and traditional coffee table discussions to several different devices and environments. Television has become a part of the bigger puzzle of interconnected devices that operates on several platforms instead of just one. This thesis examines the Finnish television (2004–2014) through the notion of audience participation and introduces the technical, thematic, and social linkages as three different phases, interactive, participatory, social, and their most characteristic features in terms of audience participation. The aim of the study is also to focus on the idea of a possible change by addressing the possible and subtler variations that have taken place through the concept of digital television. Firstly, Finnish television history has gone through numerous trials, exploring the interactive potential of television formats. Finnish SMS-based iTV had its golden era around 2005, when nearly 50% of the television formats were to some extent interactive. Nowadays, interactive television formats have vanished due to their negative reputation and this important part of recent history is mainly been neglected in the academic scope. The dissertation focuses also on the present situation and the ways television content invites the audience to take part. “TV meets the Internet” is a global expression that characterises digital TV, and the use of the Web combined with television content is also examined. Also the linkages between television and social media are identified. Since television can nowadays be described multifaceted, the research approaches are also versatile. The research is based on qualitative content analysis, media observation, and Internet inquiry. The research material also varies. It consists of primary data: taped iTV formats, website material, and social media traces both from Twitter and Facebook and secondary data: discussion forums, observations from the media and Internet inquiry data. To sum up the results, the iTV phase represented, through its content, a new possibility for audiences to take part in a TV show (through gameful and textual features) in real-time. In participatory phase, the most characteristic features from TV-related content view, is the fact that online platform(s) were used to immerse the audience with additional material and, due to this, to extend the TV watching enjoyment beyond the actual broadcast. During the Social (media) phase, both of these features, real-timeness, and extended enjoyment through additional material, are combined and Facebook & Twitter, for example, are used to immerse people in live events (in real-time) via broadcast-related tweets and extra-material offered on a Facebook page. This thesis fills in the gap in Finnish television research by examining the rapid changes taken place on the field within the last ten years. The main results is that the development of Finnish digital television has been much more diverse and subtle than has been anticipated by following only the news, media, and contemporary discourses on the subject of television. The results will benefit both practitioners and academics by identifying the recent history of Finnish television.

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This thesis regards exhaustion of copyright’s distribution right in intangible transfers of video games. It analyses whether, under the current law of the European Union, the phenomenon of digital exhaustion, especially in relation to games exists. The thesis analyses the consumers’ position in the market for copyright protected goods. It uses video games market as an example of the wider phenomenon of the effect of latest technological developments on consumers. The research conducted for the thesis is mostly legal dogmatic, although also comparative analysis, law and economics and law and technology methods are utilised. The thesis evaluates the effects of the most recent case law of the European Court of Justice to analyse the current state of digital exhaustion. In the analysis of effects that the existence of digital exhaustion has, the thesis uses the consumers’ point of view. The thesis introduces the current state of technology in the field of video games from a legal perspective. Furthermore the thesis analyses the effects on consumers of a scenario that no digital exhaustion exists in the future. Such scenario under the recent European case law at the moment seems realistic. The conclusion of my research is most importantly that the consumer position in the market for digital goods has deteriorated and that the probable exclusion of the exhaustion for digital goods is another piece of evidence of this development. Most importantly however, the state of affairs where no certainty prevails on whether digital exhaustion exists, creates injustice from the consumers’ point of view. Accordingly, acts by EU legislators of the Court of Justice of the European Union are required to clarify the issue.

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User experience is a crucial element in interactive storytelling, and as such it is important to recognize the different aspects of a positive user experience in an interactive story. Towards that goal, in the first half of this thesis, we will go through the different elements that make up the user experience, with a strong focus on agency. Agency can be understood as the user’s ability to affect the story or the world in which the story is told with interesting and satisfying choices. The freedoms granted by agency are not completely compatible with traditional storytelling, and as such we will also go through some of the issues of agency-centric design philosophies and explore alternate schools of thought. The core purpose of this thesis is to determine the most important aspects of agency with regards to a positive user experience and attempt to find ways for authors to improve the overall quality of user experience in interactive stories. The latter half of this thesis deals with the research conducted on this matter. This research was carried out by analyzing data from an online survey coupled with data gathered by the interactive storytelling system specifically made for this research (Regicide). The most important aspects of this research deal with influencing perceived agency and facilitating an illusion of agency in different ways, and comparing user experiences in these different test environments. The most important findings based on this research include the importance of context-controlled and focused agency and settings in which the agency takes place and the importance of ensuring user-competency within an interactive storytelling system. Another essential conclusion to this research boils down to communication between the user and the system; the goal of influencing perceived agency should primarily be to ensure that the user is aware of all the theoretical agency they possess.

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In much of the previous research into the field of interactive storytelling, the focus has been on the creation of complete systems, then evaluating the performance of those systems based on user experience. Less focus has been placed on finding general solutions to problems that manifest in many different types of interactive storytelling systems. The goal of this thesis was to identify potential candidates for metrics that a system could use to predict player behavior or how players experience the story they are presented with, and to put these metrics to an empirical test. The three metrics that were used were morality, relationships and conflict. The game used for user testing of the metrics, Regicide is an interactive storytelling experience that was created in conjunction with Eero Itkonen. Data, in the forms of internal system data and survey answers, collected through user testing, was used to evaluate hypotheses for each metric. Out of the three chosen metrics, morality performed the best in this study. Though further research and refinement may be required, the results were promising, and point to the conclusion that user responses to questions of morality are a strong predictor for their choices in similar situations later on in the course of an interactive story. A similar examination for user relationships with other characters in the story did not produce promising results, but several problems were recognized in terms of methodology and further research with a better optimized system may yield different results. On the subject of conflict, several aspects, proposed by Ware et al. (2012), were evaluated separately. Results were inconclusive, with the aspect of directness showing the most promise.

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Tehohoitopotilaan kivun arvioiminen on usein haastavaa, johtuen potilaan kyvyttömyydestä kommunikoida. Kivun arvioinnin avuksi onkin tästä syystä kehitetty käyttäytymiseen perustuvia kipumittareita. Tehohoitajilla on keskeinen asema kivun arvioinnissa, mutta tutkimusten perusteella tehohoitajien kivun arvioinnin osaaminen on puutteellista niin tietojen kuin taitojen osalta ja heillä on ennakkoasenteita kivun arviointiin liittyen. Tehohoitajien kouluttaminen kivun arviointiin liittyen on tärkeä keino tehohoitopotilaan kivun arvioinnin edistämisessä. Koulutuksen tulee kuitenkin olla helposti saatavilla, ottaen huomioon hoitotodellisuuden siihen tuomat haasteet. Tutkimuksen tarkoituksena oli arvioida video-opetuksen vaikutusta tehohoitajien tietoihin ja taitoihin tehohoitopotilaalle kehitetyn Critical-Care Pain Observation Tool (CPOT)-kipumittarin käyttöön liittyen, sekä kuvailla tehohoitajien kokemuksia video-opetuksesta oppimismenetelmänä. Yhdeltä teho-osastolta 48 tehohoitajaa katsoi tutkimusta varten kehitetyn CPOT-opetusvideon, jonka jälkeen he arvioivat kahden potilaan kipua CPOT-kipumittarilla, tutkijan tehdessä samanaikaisesti rinnakkaisarvioinnit potilaista. Arviointien jälkeen tehohoitajat tekivät tietotestin ja täyttivät CPOT-arviointilomakkeen. Tehohoitajien CPOT-kipumittarin käyttötaitoja arvioitiin tarkastelemalla tehohoitajien ja tutkijan tekemien kivunarviointien yhdenmukaisuutta interrater reliabiliteettilaskelmin. Kaksikymmentä tehohoitajaa haastateltiin heidän kokemuksista oppimismenetelmään liittyen. Haastattelut analysoitiin deduktiivisella temaattisella analyysillä. Tehohoitajat oppivat CPOT-kipumittarin käytön periaatteet ja kokivat oppineensa mittarin käytön, mutta interrater reliabiliteetti suhteessa tutkijan tekemiin kivun arviointeihin oli keskinkertainen. Video-opetus koettiin positiivisena, vaikkakin vuorovaikutuksellisuutta kaivattiin. Tutkimus osoitti video-opetuksen olevan käyttökelpoinen oppimismenetelmä CPOT-kipumittarin käytön periaatteiden oppimiseen, mutta parempien käyttötaitojen saavuttaminen vaatii lisäharjoittelua. Koska tehohoitajien subjektiivinen arvio käyttötaidoista ei välttämättä vastaa todellisia käyttötaitoja, oleellista olisi varmistaa myös objektiivisesti mittarin käyttötaidot koulutuksen jälkeen. Jatkossa tulisi tutkia käytäntöön soveltuvia keinoja varmistaa mittarin käyttötaidot, sekä teho-osastojen oppimiskulttuuria ja tehohoitajien motivaatiota ja asenteita työhön liittyvään oppimiseen.

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Desarrollo empresarial y creación de empresa

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The purpose of this study was to determine the relative contributions of psychopathy and self-monitoring to the prediction of self-presentation tactics (behaviours that individuals use to manipulate their self-image). Psychopathy is composed of two main factors: Factor 1, which includes manipulativeness and shallow affect, and Factor 2, which includes irresponsibility and anti-social behaviours. Self-monitoring is a personality trait that distinguishes between those who adapt their behaviour to fit different social situations (high self-monitors) and those who behave as they feel regardless of social expectations (low selfmonitors). It was hypothesized that self-monitoring would moderate the relationship between psychopathy and self-presentation tactics. One hundred and forty-nine university students completed the Self-Monitoring Scale (Snyder, 1974), the Self-Report Psychopathy Scale - Version III (Paulhus et aI., in press), the Self-Presentation Tactics scale (Lee, S., et aI., 1999), the HEXACO-PI (a measure ofthe six major factors of personality; Lee, K., & Ashton, 2004), and six scenarios that were created as a supplementary measure of the selfpresentation tactics. Results of the hierarchical multiple regression analyses showed that self-monitoring did moderate the relationship between psychopathy and three of the selfpresentation tactics: apologies, disclaimers, and exemplification. Further, significant interactions were observed between Factor 1 and self-monitoring on apologies and the defensive tactics subscale, between Factor 2 and self-monitoring on self-handicapping, and between Factor 1 and Factor 2 on exemplification. Contrary to expectations, the main effect of self-monitoring was significant for the prediction of nine tactics, while psychopathy was significant for the prediction of seven tactics. This indicates that the role of these two personality traits in the explanation of self-presentation tactics tends to be additive in nature rather than interactive. In addition. Factor 2 alone did not account for a significant amount of variance in any of the tactics, while Factor 1 significantly predicted nine tactics. Results are discussed with regard to implications and possible directions for future research.