813 resultados para Computer and Video Games
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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 research involved two studies: one to determine the local geoid to obtain mean sea level elevation from a global positioning system (GPS) to an accuracy of ±2 cm, and the other to determine the location of roadside features such as mile posts and stop signs for safety studies, geographic information systems (GIS), and maintenance applications, from video imageries collected by a van traveling at traffic speed.
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Special investigation of the Iowa Department of Economic Development Film Office and the Film, Television and Video Production Promotion Program for the period May 17, 2007 through September 21, 2009
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The Attorney General’s Consumer Protection Division receives hundreds of calls and consumer complaints every year. Follow these tips to avoid unexpected expense and disappointments. This record is about: How to Hinder Hackers? Protect Your Password! Tips to better secure your computer and online accounts
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Se presentan los resultados de una investigación desarrollada mediante la administración de un cuestionario sobre usos y evaluaciones que hacen chicos y chicas de diversos medios audiovisuales (televisión, ordenador, consola, CD-Roms educativos, Internet y juegos para ordenador y para consola). Los resultados nos muestran cómo los progenitores sobreestiman sistemáticamente las informaciones que sus hijos e hijas tienen acerca de cualquier medio audiovisual. En términos generales, los videojuegos son el medio con más concordancias negativas, el ordenador el que tiene más concordancias positivas y la televisión el que acumula más discrepancias entre generaciones.
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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
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Konferenssiesitelmä: PHOTOGRAPHY NEXT International Conference at Moderna museet and Nordiska Museet, Stockholm, 4-5 February, 2010
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In recent years, the worldwide distribution of smartphone devices has been growing rapidly. Mobile technologies are evolving fast, a situation which provides new possibilities for mobile learning applications. Along with new delivery methods, this development enables new concepts for learning. This study focuses on the effectiveness and experience of a mobile learning video promoting the key features of a specific device. Through relevant learning theories, mobile technologies and empirical findings, the thesis presents the key elements for a mobile learning video that are essential for effective learning. This study also explores how previous experience with mobile services and knowledge of a mobile handset relate to final learning results. Moreover, this study discusses the optimal delivery mechanisms for a mobile video. The target group for the study consists of twenty employees of a Sanoma Company. The main findings show that the individual experience of learning and the actual learning results may differ and that the design for certain video elements, such as sound and the presentation of technical features, can have an impact on the experience and effectiveness of a mobile learning video. Moreover, a video delivery method based on cloud technologies and HTML5 is suggested to be used in parallel with standalone applications.
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Presentation at Open Repositories 2014, Helsinki, Finland, June 9-13, 2014
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Presentation at Open Repositories 2014, Helsinki, Finland, June 9-13, 2014
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The purpose of the research study was to increase understanding about the potential benefits of combining target activities with striking-fielding games for individuals with high functioning autism spectrum disorder. A comparative case study was conducted to understand if target activities can assist in improving the skills of striking and throwing, aid the learning of tactics and add to current understanding of how certain teaching skills might be linked to the transfer between target and striking-fielding games. Data was collected through observations, student journals and interviews and were analyzed using both inductive and deductive methods. Results show an appearance of improvement in throwing, striking, bowling and badminton for overall skill levels. In regards to teaching skills, appropriate and effective teaching techniques, appropriate and effective equipment, dynamic of participants and student-instructors and consistency of attendance are vital. Future research should further look at the transferability to outdoor settings and interview the participants.
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There is a wealth of open educational content in audio and video formats available via iTunes U, one of the services offered especially for education via iTunes. There are details of how to get started as well as an informative video to help you. Details of how to get started with sharing content can be found for developers.
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Los videojuegos ya no deberían ser vistos como el dominio exclusivo de adolescentes, sino más bien como parte de una corriente comercial, de hecho su impacto en la sociedad es de gran alcance. Por ejemplo, las innovaciones líderes en el área de diseño de procesadores, gráficos y la inteligencia artificial están siendo impulsados por la industria de los videojuegos, de esta manera es posible que en la actualidad el software del juego se utilice para entrenar a los soldados para la batalla, y entrenar a los pilotos en los controles de vuelo y de navegación. (Wesley & Balzac, 2010)
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El proyecto propone la introducción y utilización de tecnologías audiovisuales en el área de Inglés mediante la organización de actividades de comunicación y simulación relacionadas con el entorno cultural y los intereses del alumnado. Los objetivos son: capacitar al alumnado para expresarse con fluidez y corrección en inglés; desarrollar la sensibilidad artística; fomentar el trabajo en equipo; introducir al alumnado en el conocimiento de las nuevas tecnologías, sobre todo el vídeo; potenciar la creatividad; y favorecer el uso del inglés escrito y oral en contextos comunicativos. La experiencia, que se centra en el desarrollo del programa de la asignatura para cada nivel, consiste por una parte en un acercamiento a los medios audiovisuales y al lenguaje visual (conceptos técnicos y aspectos lingüísticos y gramaticales basados en sencillas simulaciones); y por otra, en la organización de pequeños grupos que eligen un tema sobre el que recopilan información gráfica y bibliográfica para la posterior elaboración de un trabajo y un vídeo de apoyo. Al final cada grupo presenta su trabajo al resto de la clase, somentiéndose a un proceso de evaluación por parte de sus compañeros y de autoevaluación. La valoración es muy satisfactoria, debido al alto grado de adecuación entre proyecto y memoria y, a la gran ayuda prestada por el equipo directivo. Se adjuntan los trabajos realizados en clase: The Beatles, Dracula, The Silence of the Lambs, The Olympiads, The First Twenty, Cinderella, etc..