808 resultados para Nintendo Wii video games
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We consider environments in which agents can cooperate on multiple issues and externalities are present both within and across issues. We propose a way to extend (Shapley) values that have been put forward to deal with externalities within issues to games where there are externalities within and across issues. We characterize our proposal through axioms that extend the Shapley axioms to our more general environment.
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This article offers an overview of methodological difficulties that arise in the study of religions on video sharing websites (VSW). We suggest how to put these difficulties in perspective and how to overcome them. A typology lists the various forms of religions represented on this type of website. We will also try to understand why some religious groups have created their own video sharing websites. Finally we will give possible interpretations of this phenomenon and suggest some ways to use this type of material in academic research and teaching about religions. Cet article propose une vue d'ensemble des difficultés méthodologiques rencontrées dans l'étude des religions sur les sites web de partage de vidéos. Il propose des pistes pour relativiser et surmonter ces difficultés. Une typologie présente les différentes formes sous lesquelles on trouve des religions dans ce type de sites web. Nous tentons aussi de comprendre pourquoi certains groupes religieux ont créé leurs propres sites de partages de vidéos. Enfin, nous donnerons des possibles interprétations du phénomène et suggérerons comment on pourrait utiliser de ce type de matériel dans la recherche et l'enseignement académiques sur les religions.
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This paper studies frequent monitoring in an infinitely repeated game with imperfect public information and discounting, where players observe the state of a continuous time Brownian process at moments in time of length _. It shows that a limit folk theorem can be achieved with imperfect public monitoring when players monitor each other at the highest frequency, i.e., _. The approach assumes that the expected joint output depends exclusively on the action profile simultaneously and privately decided by the players at the beginning of each period of the game, but not on _. The strong decreasing effect on the expected immediate gains from deviation when the interval between actions shrinks, and the associated increase precision of the public signals, make the result possible in the limit. JEL: C72/73, D82, L20. KEYWORDS: Repeated Games, Frequent Monitoring, Public Monitoring, Brownian Motion.
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Estudi de pacients prèviament diagnosticats d’epilèpsia i pacients amb episodis nocturns a estudi que acudiren a la Unitat de la Son per somnolència diürna, episodis nocturns o estudi de l’activitat EEG durant la son. Paràmetres valorats: eficiència, temps total de son, percentatge de fases REM i NREM, tipus d´ episodis (motos en forma de crisi, parasomnias, o moviments periòdics de extremitats inferiors; o respiratoris en forma d’apnees e hipopneas), presentació d’activitat EEG paroxística durant l’estudi i la seua possible influència en l’estructura de la son.
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The last two decades have seen dramatic increases in the size and scope of the Summer Olympic Games. In many ways, London 2012 reached even higher summits than the Beijing Games in 2008. This growth is a major challenge for the Olympics and its future organizers, as it is making the Games increasingly difficult to stage and has greatly reduced the number of cities capable of hosting them. This study shows how various participation and organization indicators have expanded over six Olympiads, from Barcelona 1992 to London 2012, and examines the reasons for this growth. It suggests ways of reducing the size of the Summer Olympic Games in order to make them more manageable and to encourage candidatures from smaller cities and countries.
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Gifted children develop asynchronously, often advanced for their age cognitively, but at or between their chronological and mental ages socially and emotionally (Robinson, 2008). In order to help gifted children and adolescents develop and practice social and emotional self-regulation skills, we investigated the use of an Adlerian play therapy approach during pen-and-paper role-playing games. Additionally, we used Goffman's (1961, 1974) social role identification and distance to encourage participants to experiment with new identities. Herein, we propose a psychosocial model of interactions during role-playing games based on Goffman's theory and Adlerian play therapy techniques, and suggest that role-playing games are an effective way of intervening with gifted children and adolescents to improve their intra- and interpersonal skills. We specifically targeted intrapersonal skills of exercising creativity, becoming self-aware, and setting individual goals by raising participants' awareness of their privately logical reasons for making decisions and their levels of social interest. We also targeted their needs and means of seeking significance in the group to promote collaboration and interaction skills with other gifted peers through role analysis, embracement, and distancing. We report results from a case study and conclude that role-playing games deserve more attention, both from researchers and clinical practitioners, because they encourage change while improving young clients' social and emotional development.
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Le but de la consultation systémique est l'évaluation des interactions familiales à des fins cliniques aussi bien qu'à des fins de recherche, avec mise en lumière des ressources aussi bien que des difficultés de la famille. Elle est soit demandée spontanément par les parents soit par le(s) thérapeute(s) qui sui(ven)t la famille. Lors d'une première rencontre, nous proposons d'une part à la famille de faire des jeux familiaux standardisés que nous filmons et d'autre part de poser les questions qui motivent les parents ou thérapeute(s) à nous consulter. Lors d'une deuxième rencontre, un visionnement des films avec la famille (et les thérapeutes) permet une discussion ainsi que l'élaboration de réponses aux questions posées. Après une description de la pratique de la consultation systémique, avec ses objectifs et ses principes, les situations utilisées dans ce contexte sont présentées (comme le Lausanne Trilogue Play). Enfin, une vignette clinique en illustre la richesse et l'utilité, aussi bien pour la recherche que pour la clinique. The aim of the systems consultation is to assess the family interaction in order to enlighten, in a clinical perspective, the resources as well as the difficulties of the family. The family itself or a therapist may request it. During the first session, we propose to the family, on the one hand, to play standardized games which are recorded and, on the other hand, to ask the questions they (or the therapist/s) may have. During the second session, a video feedback takes place to discuss and elaborate on the questions. After a description of the practice of the systems consultation, including aims and principles, the observational situations used in this context will be presented (e.g. the Lausanne Trilogue Play). Finally a case illustration will show its richness and usefulness for research as well as for clinical purposes, in particular as a bridge between research and clinical domains.
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Often dismissed as "not serious," the notion of play has nevertheless been at the center of classical theories of religion and ritual (Huizinga, Caillois, Turner, Staal, etc.). What can be retained of these theories for the contemporary study of religions? Can a study of "play" or "game" bring new perspectives for the study of religions? The book deals with the history of games and their relation to religions, the links between divination and games, the relations between sport and ritual, the pedagogical functions of games in religious education, and the interaction between games, media and religions. Richly illustrated, the book contributes to the study of religions, to ritual, game and media studies, and addresses an academic as well as a general public.
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PURPOSE: The goal of this study was to compare magnetic resonance enterography (MRE) and video capsule endoscopy (VCE) in suspected small bowel disease. MATERIALS AND METHODS: Nineteen patients with suspected small bowel disease participated in a prospective clinical comparison of MRE versus VCE. Both methods were evaluated separately and in conjunction with respect to a combined diagnostic endpoint based on clinical, laboratory, surgical, and histopathological findings. The Fisher's exact and j tests were used in comparing MRE and VCE. RESULTS: Small bowel pathologies were found in 15 out of 19 patients: Crohn's disease (n= 5), lymphoma (n= 4), lymphangioma (n= 1), adenocarcinoma (n= 1), postradiation enteropathy (n= 1), NSAID-induced enteropathy (n =1), angiodysplasia (n= 1), and small bowel adhesions (n= 1). VCE and MRE separately and in conjunction showed sensitivities of 92.9, 71.4, and 100% and specificities of 80, 60, and 80% (kappa= 0.73 vs. kappa = 0.29; P= 0.31/kappa = 0.85), respectively. In four patients, VCE depicted mucosal pathologies missed by MRE. MRE revealed 19 extraenteric findings in 11 patients as well as small bowel adhesions not detected on VCE (n= 1). CONCLUSION: VCE can readily depict and characterize subtle mucosal lesions missed at MRE, whereas MRE yields additional mural, perienteric, and extraenteric information. Thus, VCE and MRE appear to be complementary methods which, when used in conjunction, may better characterize suspected small bowel disease.
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This paper analyses the use of open video editing tools to support the creation and production of online collaborative audiovisual projects for higher education. It focuses on the possibilities offered by these tools to promote collective creation in virtual environments.
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Presentació de les dues noves plataformes desenvolupades per la Biblioteca de la Universitat de Las Palmas de Gran Canaria: ACCEDA (documentació científica de la ULPGC en accés obert) i BUSTREAMING (documentació multimèdia). Aquestes són dues noves iniciatives de la Biblioteca Universitària emmarcades dins del moviment Open Access, que se sumen a la ja existent Memòria Digital de Canàries, que es va iniciar l'any 2003 amb molt d'èxit. Tot i que el programari utilitzat per al desenvolupament d'ACCEDA és DSpace, la Biblioteca Universitària ha implementat serveis als usuaris i administradors, com per exemple, la possibilitat de dipositar documents sense haver d'utilitzar l'autoarxivament i la incorporació de l'eina BUStreaming desenvolupada per la pròpia Biblioteca.