414 resultados para Osma (Diocese)


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El monte denominado "Pinar" está situado en la provincia de Soria, partido judicial de Burgo de Osma y término municipal de Vadillo. En el catálogo vigente figura con el número 99, no habiendo nada al presente que nos induzca a creer que pueda variar su actual posición administrativa.

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El monte "Pinar de Vadillo” está situado en el término municipal de Vadillo , partido judicial de Burgo de Osma, provincia de Soria. No hay indicio de que la posición administrativa de este monte pueda variar. Figura con el nº 99 en el vigente Catálogo de montes de utilidad pública de la provincia de Soria.

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This cooperation project aims to improve the sanitation facilities of the city of Wukro (located in the Tigray Region, northern Ethiopia), particularly the management of latrine wastes, by designing a sludge treatment plant in the city. It is framed within the Final Project Department of the E.T.S.I. de Caminos, Canales y Puertos, in collaboration with Wukro’s St. Mary’s College and the Mission of Ángel Olaran, that are part of the Ethiopian Catholic Church Diocese of Adigrat (ECCA). The present city, of about 42,000 inhabitants, was founded by the Italians in 1936. Due to its geographic location, which makes the city suitable for industrial and agricultural activities, Wukro is becoming an important administrative and economic center in the region, with a fast growing population.

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Desde que el proceso de la globalización empezó a tener efectos en la sociedad actual, la lengua inglesa se ha impuesto como primera opción de comunicación entre las grandes empresas y sobre todo en el ámbito de los negocios. Por estos motivos se hace necesario el conocimiento de esta lengua que con el paso de los años ha ido creciendo en número de hablantes. Cada vez son más las personas que quieren dominar la lengua inglesa. El aprendizaje en esta doctrina se va iniciando en edades muy tempranas, facilitando y mejorando así la adquisición de una base de conocimientos con todas las destrezas que tiene la lengua inglesa: lectura, escritura, expresión oral y comprensión oral. Con este proyecto se quiso mejorar el proceso de enseñanza-aprendizaje de la lengua inglesa en un rango de población menor de 13 años. Se propuso crear un método de aprendizaje que motivara al usuario y le reportase una ayuda constante durante su progreso en el conocimiento de la lengua inglesa. El mejor método que se pensó para llevar a cabo este objetivo fue la realización de un videojuego que cumpliese todas las características propuestas anteriormente. Un videojuego de aprendizaje en inglés, que además incluyese algo tan novedoso como el reconocimiento de voz para mejorar la expresión oral del usuario, ayudaría a la población a mejorar el nivel de inglés básico en todas las destrezas así como el establecimiento de una base sólida que serviría para asentar mejor futuros conocimientos más avanzados. ABSTRACT Since Globalization began to have an effect on today's society, the English language has emerged as the first choice for communication among companies and especially in the field of business. Therefore, the command of this language, which over the years has grown in number of speakers, has become more and more necessary. Increasingly people want to master the English language. They start learning at very early age, thus facilitating and improving the acquisition of a new knowledge like English language. The skills of English must be practiced are: reading, writing, listening and speaking. If people learnt all these skills, they could achieve a high level of English. In this project, the aim is to improve the process of teaching and learning English in a range of population less than 13 years. To do so, an interactive learning video game that motivates the users and brings them constant help during their progress in the learning of the English language is designed. The video game designed to learn English, also includes some novelties from the point of view of the technology used as is speech recognition. The aim of this integration is to improve speaking skills of users, who will therefore improve the standard of English in all four basic learning skills and establish a solid base that would facilitate the acquisition of future advanced knowledge.

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Voice therapies of muscle tension dysphonia in Germany need to be increased in effectiveness by applying intensive, manualized procedures and standardized assessment protocols. The same holds true for therapies of disturbed singer's voices. According to a Cochrane review on the effectiveness of therapies of functional dysphonia neither direct nor indirect voice therapies alone but combinations of both elements are effective (Ruotsalainen et al., 2007).

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The present work describes a new methodology for the automatic detection of the glottal space from laryngeal images based on active contour models (snakes). In order to obtain an appropriate image for the use of snakes based techniques, the proposed algorithm combines a pre-processing stage including some traditional techniques (thresholding and median filter) with more sophisticated ones such as anisotropic filtering. The value selected for the thresholding was fixed to the 85% of the maximum peak of the image histogram, and the anisotropic filter permits to distinguish two intensity levels, one corresponding to the background and the other one to the foreground (glottis). The initialization carried out is based on the magnitude obtained using the Gradient Vector Flow field, ensuring an automatic process for the selection of the initial contour. The performance of the algorithm is tested using the Pratt coefficient and compared against a manual segmentation. The results obtained suggest that this method provided results comparable with other techniques such as the proposed in (Osma-Ruiz et al., 2008).

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Perceptual voice evaluation according to the GRBAS scale is modelled using a linear combination of acoustic parameters calculated after a filter-bank analysis of the recorded voice signals. Modelling results indicate that for breathiness and asthenia more than 55% of the variance of perceptual rates can be explained by such a model, with only 4 latent variables. Moreover, the greatest part of the explained variance can be attributed to only one or two latent variables similarly weighted by all 5 listeners involved in the experiment. Correlation factors between actual rates and model predictions around 0.6 are obtained.

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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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Vivimos rodeados de tecnología. La irrupción de ordenadores, tablets y smartphones en la sociedad ha hecho que ésta cambie y ha conseguido que sean posibles nuevos métodos de enseñanza mediante el empleo de estos dispo sitivos. Entre los nuevos métodos de enseñanza aparece el uso de los videojuegos como medio de aprendizaje. Son videojuegos, que a diferencia de los videojuegos tradicionales, no buscan el entretenimiento del jugador sino formarle dejando la diversión en un segundo plano. Estos juegos no están destinados exclusivamente al campo de la educación. Instituciones como el ejército también hacen uso de ellos para preparar a sus tropas, e incluso los hospitales los utilizan como métodos de rehabilitación. El desarrollo de videojuegos puede realizarse con un mínimo de conocimiento en programación tanto a nivel individual o como en grupos reducidos. Esto es posible gracias a las facilidades que ofrecen los motores gráficos de hoy en día. Con este proyecto se quiso realizar un tutorial que facilite el diseño y desarrollo de videojuegos sobre una plataforma móvil, como es Android , de cara a su uso posterior en la creación de juegos serios. Para el desarrollo del tutorial se elaboró un videojuego de plataformas en avance 2D. ABSTRACT: We are surounded by technologies. As computers, tablets and smartphones have arisen, our society has chaned, making use of these new technological devices in teaching area. Videogames use arises as a new way of learning, so it complements the traditional methods of teaching. The main aim of serious videogames, in contrast to videogames which people usually buy in any store, is training instead of entertaining. Recreation is on a secondary plane. Serious games aren’t only designed for education but also for other institutions such as the army (to train the troops) and hospitals (as a rehabilitation method). Videogames development can be done by an individual on group of people if they have a bascis knowledge of programming. This is posible due to graphic motors have a lot of aids in the present. This project tries to make a tutorial that makes the design and development of serious games easier. A platform videogame in advance 2D has been made for the development of this tutorial.

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Mapeamento das dissertações e teses referentes à subárea da comunicação popular, alternativa e comunitária (CPAC) desenvolvidas nos Programas de Pós-Graduação em Comunicação stricto sensu no Brasil, de 1972 a 2012. Dentre os objetivos estão localizar as pesquisas; os autores; sua distribuição no tempo e espaço; identificar as instituições e orientadores que impulsionam a subárea; definir as abordagens teórico-metodológicas; e apontar autores/conceitos referência. Por meio de pesquisa exploratória e aplicação de quatro filtros, chegou-se a uma amostra final de 102 pesquisas, 87 dissertações e 15 teses, submetidas à análise quantitativa, por meio de Análise de Conteúdo a partir de partes pré-definidas (Resumo, Palavras chave, Introdução, Sumário, Considerações Finais e capítulo metodológico, quando presente), e a uma análise qualitativa do conteúdo completo das 15 teses. O método que orienta esta pesquisa é o histórico dialético, na perspectiva da busca de uma análise de conjunto e atenta às contradições e mudanças que o objeto está implicado; e a pesquisa bibliográfica que a fundamenta se ancora em autores como Jorge González, Cicilia Peruzzo, Regina Festa, Pedro Gilberto Gomes, Gilberto Giménez e Augusto Triviños e foi realizada com o apoio do software NVivo. Resultados quantitativos indicam: a) predominância de pesquisas sobre comunicação comunitária (68%) b) predominância de estudos empíricos (79%); c) a variedade de denominações atribuídas às experiências pelos pesquisadores; d) a constante luta das classes populares por democratização da comunicação e por direitos sociais ao longo dos anos; e) a influência e importância dos intelectuais orgânicos nas experiências estudadas, f) problemas metodológicos; g) UMESP, USP e UFRJ como instituições protagonistas, e, h) Cicilia Peruzzo e Raquel Paiva como as que mais orientam teses e dissertações sobre a temática. Quanto à análise qualitativa verificaram-se alguns critérios que permeiam a CPAC: 1) a definição de classes subalternas; 2) a importância da participação ativa das comunidades nos processos de comunicação; e 3) formas, conteúdos e objetivos que se complementam e dão identidade às experiências

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Errata, p. [946].

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Cover title: Centennial celebration of the consecration of the Rt. Rev. Edward Bass, D. D., as the first Bishop of Massachussetts, 1897-1897.

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Published also, 1912, as v. 2 of the Publications of the Lincoln record society.

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"Chartae originales ex registris sedis episcopalis Wygorn, et decani & capituli ejusdem. Nunc primum editae": 8, 183 p. (Third and fourth groups)