31 resultados para Zombie
Resumo:
This paper explores the legal position of the off-label prescription of antipsychotic medications to people with dementia who experience behavioural and psychological symptoms of dementia (BPSD). Dementia is a challenging illness, and BPSD can be very difficult for carers to manage, with evidence that this contributes to carer strain and can result in the early institutionalisation of people with dementia. As a result, the prescription of antipsychotic and other neuroleptic medications to treat BPSD has become commonplace, in spite of these drugs being untested and unlicensed for use to treat older people with dementia. In recent years, it has become apparent through clinical trials that antipsychotic drugs increase the risk of cerebrovascular accident (stroke) and death in people with dementia. In addition, these types of medication also have other risk factors for people with dementia, including over-sedation and worsening of cognitive function. Drawing on recent questionnaire (n = 185), focus group (n = 15), and interview (n = 11) data with carers of people with dementia, this paper explores the law relating to off-label prescription, and the applicability of medical negligence law to cases where adverse events follow the use of antipsychotic medication. It is argued that the practice of off-label prescribing requires regulatory intervention in order to protect vulnerable patients. © The Author [2012]. Published by Oxford University Press; all rights reserved.
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The well-known Hollywood ‘zombie’ genre has recently begun to invade programs and training courses in disaster control and emergency prevention. The author explores the consequences of a transfer of an entertainment metaphor into real US military policies. Is it possible that this implies attuning the populace to catastrophies by means of edutainment? And does this, as Preston argues, in some ways ‘de-humanize’ one’s adversaries? The article points to a fatal dialectics and disturbing elements of a post-ethical disposition. This results not only in some sort of inevitable legitimation of the ‘war on terror’ leaving behind all tenets of civil society. It also permits, subcutaneously, to act without restrictions against certain groups as if they were ‘undeads’.
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An experiment in large scale, live, game design and public performance, bringing together participants from across the creative arts to design, deliver and document a project that was both a cooperative learning experience and an experimental public performance. The four month project, funded by the Edge Digital Centre, culminated into a 24 hour ARG event involving over 100 participants in December 2012. Using the premise of a viral outbreak, young enthusiasts auditioned for the roles of Survivor, Zombie, Medic and Military. The main objective was for the Survivors to complete a series of challenges over 24 hours, while the other characters fulfilled their opposing objectives of interference and sabotage supported by both scripted and free-form scenarios staged in constructed scenes throughout the venues. The event was set in the State Library of Queensland and the Edge Digital Centre who granted the project full access, night and day to all areas including public, office and underground areas. These venues were transformed into cinematic settings full of interactive props and various audio-visual effects. The ZomPoc Project was an innovative experiment in writing and directing a large scale, live, public performance, bringing together participants from across the creative industries. In order to design such an event a number of innovative resources were developed exploiting techniques of game design, theatre, film, television and tangible media production. A series of workshops invited local artists, scientists, technicians and engineers to find new ways of collaborating to create networked artifacts, experimental digital works, robotic props, modular set designs, sound effects and unique costuming guided by an innovative multi-platform script developed by Deb Polson. The result of this collaboration was the creation of innovative game and set props, both atmospheric and interactive. Such works animated the space, presented story clues and facilitated interactions between strangers who found themselves sharing a unique experience in unexpected places.
Resumo:
The secretive 2011 Anti-Counterfeiting Trade Agreement – known in short by the catchy acronym ACTA – is a controversial trade pact designed to provide for stronger enforcement of intellectual property rights. The preamble to the treaty reads like pulp fiction – it raises moral panics about piracy, counterfeiting, organised crime, and border security. The agreement contains provisions on civil remedies and criminal offences; copyright law and trademark law; the regulation of the digital environment; and border measures. Memorably, Susan Sell called the international treaty a TRIPS Double-Plus Agreement, because its obligations far exceed those of the World Trade Organization's TRIPS Agreement 1994, and TRIPS-Plus Agreements, such as the Australia-United States Free Trade Agreement 2004. ACTA lacks the language of other international intellectual property agreements, which emphasise the need to balance the protection of intellectual property owners with the wider public interest in access to medicines, human development, and transfer of knowledge and technology. In Australia, there was much controversy both about the form and the substance of ACTA. While the Department of Foreign Affairs and Trade was a partisan supporter of the agreement, a wide range of stakeholders were openly critical. After holding hearings and taking note of the position of the European Parliament and the controversy in the United States, the Joint Standing Committee on Treaties in the Australian Parliament recommended the deferral of ratification of ACTA. This was striking as representatives of all the main parties agreed on the recommendation. The committee was concerned about the lack of transparency, due process, public participation, and substantive analysis of the treaty. There were also reservations about the ambiguity of the treaty text, and its potential implications for the digital economy, innovation and competition, plain packaging of tobacco products, and access to essential medicines. The treaty has provoked much soul-searching as to whether the Trick or Treaty reforms on the international treaty-making process in Australia have been compromised or undermined. Although ACTA stalled in the Australian Parliament, the debate over it is yet to conclude. There have been concerns in Australia and elsewhere that ACTA will be revived as a ‘zombie agreement’. Indeed, in March 2013, the Canadian government introduced a bill to ensure compliance with ACTA. Will it be also resurrected in Australia? Has it already been revived? There are three possibilities. First, the Australian government passed enhanced remedies with respect to piracy, counterfeiting and border measures in a separate piece of legislation – the Intellectual Property Laws Amendment (Raising the Bar) Act 2012 (Cth). Second, the Department of Foreign Affairs and Trade remains supportive of ACTA. It is possible, after further analysis, that the next Australian Parliament – to be elected in September 2013 – will ratify the treaty. Third, Australia is involved in the Trans-Pacific Partnership negotiations. The government has argued that ACTA should be a template for the Intellectual Property Chapter in the Trans-Pacific Partnership. The United States Trade Representative would prefer a regime even stronger than ACTA. This chapter provides a portrait of the Australian debate over ACTA. It is the account of an interested participant in the policy proceedings. This chapter will first consider the deliberations and recommendations of the Joint Standing Committee on Treaties on ACTA. Second, there was a concern that ACTA had failed to provide appropriate safeguards with respect to civil liberties, human rights, consumer protection and privacy laws. Third, there was a concern about the lack of balance in the treaty’s copyright measures; the definition of piracy is overbroad; the suite of civil remedies, criminal offences and border measures is excessive; and there is a lack of suitable protection for copyright exceptions, limitations and remedies. Fourth, there was a worry that the provisions on trademark law, intermediary liability and counterfeiting could have an adverse impact upon consumer interests, competition policy and innovation in the digital economy. Fifth, there was significant debate about the impact of ACTA on pharmaceutical drugs, access to essential medicines and health-care. Sixth, there was concern over the lobbying by tobacco industries for ACTA – particularly given Australia’s leadership on tobacco control and the plain packaging of tobacco products. Seventh, there were concerns about the operation of border measures in ACTA. Eighth, the Joint Standing Committee on Treaties was concerned about the jurisdiction of the ACTA Committee, and the treaty’s protean nature. Finally, the chapter raises fundamental issues about the relationship between the executive and the Australian Parliament with respect to treaty-making. There is a need to reconsider the efficacy of the Trick or Treaty reforms passed by the Australian Parliament in the 1990s.
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Both researchers and practitioners show increasing interest in exploring mixed reality games: games, where physical environments blend together with digital technologies. In this paper we have extended earlier work by bringing attention to the role of narrative in mixed reality games. For our case study we chose a mobile phone application Zombies Run!, which is designed to support actual running. This application contains a fictional story about a zombie apocalypse and provides runners with various quests (in the form of missions) to complete during their run. We investigated different aspects of participants' experience with the application and how it changed their running. Our findings show how the app changed running in three major ways. Firstly, it changed the way runs were organised. Secondly, it shook up established running routines. And lastly, it shaped the meanings associated with running.
Resumo:
Egun sare informatikoak ezinbesteko tresna bilakatu dira eguneroko eginkizun askotarako. Horren ondorioz, mota guztietako informazio mordoa garraiatzen da sarean barna. Sarearen erabilerak hainbat abantaila ekarri ditu, baina baita arriskuak ere. Sareko informazio horri guztiari etekina atera nahian zenbait informazio lapur eta zibergaizkilek tresnak garatzen dituzte etengabe. Arazo horri aurre egiteko babes mekanismo ugari garatu dituzte segurtasun aditu eta eragileek. Baina era berean, mekanismo horiek gainditzeko erasoak automatizatzeko eta indartzeko gai diren tresnak berriak agertu dira. Azken hauen artean kokatzen dira botnet-ak, gaur egungo mehatxu handienetako bat segurtasun aditu askoren iritziz. Botnetak kontroladore baten edo batzuen agindupean egon daitezkeen makina multzoak dira. Makina horiek, bot edo zombie izenez ezagunak, ezkutuan martxan dagoen software bati esker kontrolatu ohi dira. Jatorrian bot-en mekanismoa atazak automatizatzeko erabiltzen bazen ere, gaur egun ezaugarri hori aprobetxatuz erasoak eta beste motako ekintza ez-zilegi batzuk egiteko erabiltzen dira. Botneten tamaina milaka makinakoa izatera irits daiteke. Horri esker egin ditzaketen erasoen ahalmena handitu egiten da eta, ondorioz, etekin handiagoa ateratzeko aukerak handitzen dira ere. Beste ezaugarri nagusienetako bat malwareren bati esker kontrolpean dauden makinen jabeak ohartu gabe funtzionatzea da. Azken urteotan botneten hazkundea nabarmena izan da eta izugarrizko mehatxua bilakatu dira sarearen funtzionamendurako eta sareko sistemen segurtasunerako. Horrek motibatuta garatu da proiektu hau. Funtsean botnetak zer diren, hauen bilakaera eta nola funtzionatzen duten azaldu nahi da. Segurtasun neurri batzuk ere aztertzen dira. Azkenik, azterketa praktikoa ere lantzen da, Zeus eta Flu izeneko botnetak modu lokalean probatuz.
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In this thesis, by employing an autoethnographic methodology, I am exploring why certain understandings, or assemblages, of political engagement come to have greater meaning in my life and why other assemblages may be more hidden and thus fail to contribute substantially to the meaning of political in my life. Using immanent, Marxist and post-Marxist theories, as well as a zombie narrative, the study will contextualize the movement of assemblages in my life within late-stage capitalism which is juxtaposed with the zombie apocalypse. The placement and displacement of certain understandings of the political within my life will be theorized within the crisis of constituent power that is revealed in an immanent framework. Furthermore, the crisis of the constituent in late-stage capitalism creates new forms of radical alienation which will also be examined. By exploring my own struggles in becoming political I will theorize why political disengagement in emerging adulthood appears to be increasing, as well as possibilities for new forms of political engagement in a late-stage capitalist context.
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La autora reflexiona sobre el relato “Ella”, del uruguayo Juan Carlos Onetti, y sobre otras representaciones de la muerte de Eva Perón, escritas por Jorge Luis Borges, David Viñas y Néstor Perlongher. Afirma que en la Argentina de Perón ya confluían realidad y ficción, y que las múltiples biografías de Eva serían “un duelo de versiones narrativas entre la ficción y la historia o, si se prefiere, una metáfora de la historia”. Rosano plantea que, en los textos revisados, es la realidad la que adopta contornos fantasmagóricos, disparados por motivos diversos: la descomposición y el tópico del mal olor, la impostura del cuerpo embalsamado y del mandatario, el entrelazamiento entre lo político y lo sexual en la escena del velorio, la imagen de Eva, “una diosa que muestra sus encajes de novia de suburbio” pero también una siniestra y doliente “zombi escarlata”. Señala, finalmente, que los textos muestran a los fieles, esos “miles de necrófilos murmurantes y enlutados”, sometidos a la potencia del mito.
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A tribute to Robin Wood, focusing on his influence on horror criticism, and more specifically, on his appraisal of George A. Romero as ‘a great and audacious filmmaker’ through detailed consideration of his zombie movies. The article considers the key elements of his extraordinary influence on horror criticism, and a detailed examination of the monster which most directly responds to horror’s potential ambivalence: the zombie. In order to consider the ambivalence in the relationship between normality and the monster – that central and most important component of Wood’s horror criticism – created by Romero’s zombies, analysis focuses on the materiality of the films through close attention to the bodies on-screen.
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Enacting the apocalypse: zombie metaphors in contemporary disaster preparedness Since the turn of the millennium, enactment of possible emergencies and catastrophes has become a most common way of producing knowledge about events yet to occur. Preparedness exercises are frequently performed by public authorities at local and regional levels. Collaborative approaches among relevant actors are enhanced and evaluated through simulated accidents and acts of terror as well as school shootings and epidemic outbreaks. Due to the incalculability of many modern threats, enactment is employed as a method for rendering potential future events available as empirical phenomena. However, sometimes these potential futures are represented in ways that correspond only to imagined and fictional worlds. The aim of this article is to explore the enactment of unreal possibilities in contemporary preparedness exercises. The empirical material employed for this purpose consists of crisis plans and exercise guides used in public and official institutions in the United States as well as qualitative interviews with municipal safety coordinators in Sweden.
Resumo:
L'obiettivo di questo documento di tesi è descrivere il design e lo sviluppo di uno strumento per la raccolta delle segnalazioni di barriere architettoniche che possa coinvolgere il maggior numero possibile di utenti attraverso un serious game, implementando meccaniche di gioco che incitino il suo utilizzo, e che al tempo stesso sia divertente, anche grazie a contenuti tematici quali gli zombie, il tutto attraverso una interfaccia semplice e funzionale. Le segnalazioni sono disponibili pubblicamente attraverso Fusion Tables dove esse sono memorizzate, permettendo inoltre di avere una visione globale delle criticità grazie alla visualizzazione su Google Maps.
Resumo:
This work is focused on the translation of the first half of the novel Pontypool Changes Everything, written by Canadian author and screenplay writer Tony Burgess in 1998 and – quite surprisingly – still unpublished in Italy. Although the book disguises itself as a product for general consumption – more precisely as a tale of zombies – it is clear from the very beginning that the author is not interested in conforming to the conventions of the genre to which his work belongs. On the contrary, he seems to exploit the recent success of zombiea-pocalypse inspired stories to build up a more complex type of narrative. Nonetheless, he writes a story that introduces certain innovative elements in the rather repetitive and seemingly outworn genre, like the idea of a language-borne virus. Burgess, who has a graduate degree in semiotics, was by his own admission “insufferably preoccupied with literary malformations” when he wrote the book. As a matter of fact his narrative tackles issues – albeit superficially and always entertainingly – that seem to stem from the theories which originated in the field of linguistics around the second half of the twentieth century. It goes without saying that translating – as much as reading – such a book is both a difficult and compelling operation. As a translator you are required to constantly shift from one strategy to another, paying great attention to the semantic nuances of the written words whilst keeping in mind what the actual intention of the text is. Together with the book translation, this dissertation offers a brief introduction to the fundamental principles of translation and a detailed analysis of some of the translation problems posed by the novel.
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Since the Morris worm was released in 1988, Internet worms continue to be one of top security threats. For example, the Conficker worm infected 9 to 15 million machines in early 2009 and shut down the service of some critical government and medical networks. Moreover, it constructed a massive peer-to-peer (P2P) botnet. Botnets are zombie networks controlled by attackers setting out coordinated attacks. In recent years, botnets have become the number one threat to the Internet. The objective of this research is to characterize spatial-temporal infection structures of Internet worms, and apply the observations to study P2P-based botnets formed by worm infection. First, we infer temporal characteristics of the Internet worm infection structure, i.e., the host infection time and the worm infection sequence, and thus pinpoint patient zero or initially infected hosts. Specifically, we apply statistical estimation techniques on Darknet observations. We show analytically and empirically that our proposed estimators can significantly improve the inference accuracy. Second, we reveal two key spatial characteristics of the Internet worm infection structure, i.e., the number of children and the generation of the underlying tree topology formed by worm infection. Specifically, we apply probabilistic modeling methods and a sequential growth model. We show analytically and empirically that the number of children has asymptotically a geometric distribution with parameter 0.5, and the generation follows closely a Poisson distribution. Finally, we evaluate bot detection strategies and effects of user defenses in P2P-based botnets formed by worm infection. Specifically, we apply the observations of the number of children and demonstrate analytically and empirically that targeted detection that focuses on the nodes with the largest number of children is an efficient way to expose bots. However, we also point out that future botnets may self-stop scanning to weaken targeted detection, without greatly slowing down the speed of worm infection. We then extend the worm spatial infection structure and show empirically that user defenses, e.g. , patching or cleaning, can significantly mitigate the robustness and the effectiveness of P2P-based botnets. To counterattack, we evaluate a simple measure by future botnets that enhances topology robustness through worm re-infection.