961 resultados para Game Engine Technology
Resumo:
The Information and Communications Technology (ICT) Vision Statement, issued for consultation in July 2001, describes a long-term vision for the use of ICT in the Health and Personal Social Services (HPSS). Responses to the consultation strongly supported the Strategy Vision. The ICT Strategy for the HPSS is aimed at delivering the Vision. It is based on analysis of the current use of ICT in the service and consultation with service users, those directly involved in health and social care, and the Department for Health, Personal Social Services and Public Safety (DHSSPS / the Department). Developments under way and planned elsewhere, particularly in England, Scotland, Wales and the Republic of Ireland, have been reviewed. Suppliers of ICT products and services were invited to present their perspectives on the future of ICT in health and social care. åÊ
Resumo:
Management Summary - June 2002
Resumo:
1 6 STRUCTURE OF THIS THESIS -Chapter I presents the motivations of this dissertation by illustrating two gaps in the current body of knowledge that are worth filling, describes the research problem addressed by this thesis and presents the research methodology used to achieve this goal. -Chapter 2 shows a review of the existing literature showing that environment analysis is a vital strategic task, that it shall be supported by adapted information systems, and that there is thus a need for developing a conceptual model of the environment that provides a reference framework for better integrating the various existing methods and a more formal definition of the various aspect to support the development of suitable tools. -Chapter 3 proposes a conceptual model that specifies the various enviromnental aspects that are relevant for strategic decision making, how they relate to each other, and ,defines them in a more formal way that is more suited for information systems development. -Chapter 4 is dedicated to the evaluation of the proposed model on the basis of its application to a concrete environment to evaluate its suitability to describe the current conditions and potential evolution of a real environment and get an idea of its usefulness. -Chapter 5 goes a step further by assembling a toolbox describing a set of methods that can be used to analyze the various environmental aspects put forward by the model and by providing more detailed specifications for a number of them to show how our model can be used to facilitate their implementation as software tools. -Chapter 6 describes a prototype of a strategic decision support tool that allow the analysis of some of the aspects of the environment that are not well supported by existing tools and namely to analyze the relationship between multiple actors and issues. The usefulness of this prototype is evaluated on the basis of its application to a concrete environment. -Chapter 7 finally concludes this thesis by making a summary of its various contributions and by proposing further interesting research directions.
Resumo:
Objective: "Michael's Game" is a card game which aims at familiarizing healthcare professionals and patients with cognitive therapy of psychotic symptoms. The present study tests the feasibility and the impact of the intervention in naturalistic settings.Methods: 135 patients were recruited in 11 centres. They were assessed pre- and post-tests with the Beck Cognitive Insight Scale (BCIS) and the Peters Delusion Inventory-21 items (PDI-21).Results: Data about 107 patients were included in the entire analyses. Significant improvements were observed on BCIS subscales as well as a reduction of severity of conviction and preoccupation scores on the PDI-21. The intervention has a moderate effect on the PDI-21 preoccupation and conviction as well as the BCIS subscales. Patients who benefit the most from the program are patients who have a low degree of self-reflectiveness and patients who are concomitantly preoccupied by their symptoms.Conclusion: The present study supports the feasibility and effectiveness of "Michael's Game" in naturalistic settings.Practical implications: The game seems to be a useful tool for patients with psychotic disorders. (C) 2010 Elsevier Ireland Ltd. All rights reserved.
Resumo:
Aquest document detalla la feina que s'ha dut a terme per desenvolupar el projecte Open Chess Game Analyzer. La finalitat del mateix és desenvolupar un aplicatiu lliure que sigui capaç d'analitzar partides d'escacs a partir d'un fitxer PGN.
Resumo:
Aplicació web desenvolupada en llenguatge Java per a lareserva online de parcel¿les de càmping.
Resumo:
Cet article présente une nouvelle situation, le Jeu du Pique-Nique, qui permet l'évaluation du fonctionnement familial, pris dans son ensemble, quel que soit le nombre d'enfants, âgés de quelques semaines à une douzaine d'années. L'évaluation est macroscopique, selon différentes dimensions comme le coparentage, la chaleur familiale, la dimension ludique, l'autonomie des enfants, etc. Pour illustrer la richesse des observations qu'offre cette situation, les jeux de trois familles contrastées sont présentés ainsi que leur codage. L'utilité en recherche ainsi qu'en clinique, et en particulier l'apport de la vision du film avec la famille, est discutée.
Resumo:
Fent ús del programari lliure s'ha generat la unitat didàctica del joc del terceti per a la televisió digital interactiva i s'ha desada en format SCORM. La facilitat d'ús del comandament a distància fa possible practicar un tipus de t-learning fonamentat en l'edutainment (education+entertaiment) i provoca que el teleespectador passiu passi a ser un "teleusuari" més actiu.
Resumo:
This report provides our advice to the Minister for Education and Science on the application for designation as a university made by Waterford Institute of Technology (WIT). WIT submitted an application for designation in February 2006. There is a statutory procedure for the creation of a new university under Section 9 of the Universities Act 1997. We were asked to advise the Minister on the merits of the submission in order for her to provide guidance to Government on whether such a formal statutory review should be initiated. It is not a straightforward task to advise on this case for several reasons. These include the facts that: the regulatory environment for Institutes of Technology has changed significantly since WIT made their application; and the designation of any IoT would potentially challenge the government’s current higher education policy. So our report has to range more widely than the merits of the WIT application, taken at face value.
Resumo:
Learning is changing. A pivotal force in bringing about this change is the use of information and communications technology (ICT) which provides richer, more immediate, world-relevant educational resources and opportunities. When used well, ICT enriches learning and enhances teaching. It invigorates classroom activities and is a powerful motivational tool that encourages learners to progress in more personalised and self-directed ways. Ireland has achieved rapid change and growth in the past decade, but to sustain this we must prepare the next generation for the knowledge society in which they will live. The challenge we face is to ensure that the emphasis on ICT in schools shifts, in the immediate future, from technology provision to a focus on its deliberate use by the learner. Fostering personal creativity has always been a desirable educational value. The pursuit of creativity and inventiveness are now pivotal skills in a knowledge economy and the embedding of ICT in learning can greatly facilitate their development. Web 2.0 will facilitate greater interactivity and enable greater levels of user-generated content. It is crucial that young people acquire the ICT and related skills to support these new opportunities.
Resumo:
In this thesis, I examine the diffusion process for a complex medical technology, the PET scanner, in two different health care systems, one of which is more market-oriented (Switzerland) and the other more centrally managed by a public agency (Quebec). The research draws on institutional and socio-political theories of the diffusion of innovations to examine how institutional contexts affect processes of diffusion. I find that diffusion proceeds more rapidly in Switzerland than in Quebec, but that processes in both jurisdictions are characterized by intense struggles among providers and between providers and public agencies. I show that the institutional environment influences these processes by determining the patterns of material resources and authority available to actors in their struggles to strategically control the technology, and by constituting the discursive resources or institutional logics on which actors may legitimately draw in their struggles to give meaning to the technology in line with their interests and values. This thesis illustrates how institutional structures and meanings manifest themselves in the context of specific decisions within an organizational field, and reveals the ways in which governance structures may be contested and realigned when they conflict with interests that are legitimized by dominant institutional logics. It is argued that this form of contestation and readjustment at the margins constitutes one mechanism by which institutional frameworks are tested, stretched and reproduced or redefined.
Resumo:
En esta memoria se describe el diseño a nivel conceptual de un serious game con el objetivo de ofrecer soluciones para la mejora del aprendizaje y adquisición de aptitudes y habilidades de los residentes-profesionales en las técnicas de artroscopia de rodilla, con el objetivo de comprobar la hipótesis de que los modelos de aprendizaje basados en videojuegos pueden servir de puente entre el cuerpo teórico de la especialidad y el ejercicio práctico, reduciendo los riesgos de las primeras intervenciones y acelerando la formación de los especialistas, en otras palabras, difuminando el umbral entre teoría y práctica y reduciendo los costos derivados del ejercicio práctico (económicos y temporales) y a su vez, paliando las necesidades formativas de estas.
Resumo:
The decision to publish educational materials openly and under free licenses brings up the challenge of doing it in a sustainable way. Some lessons can be learned from the business models for production, maintenance and distribution of Free and Open Source Software. The Free Technology Academy (FTA) has taken on these challenges and has implemented some of these models. We briefly review the FTA educational programme, methodologies and organisation, and see to which extent these models are proving successful in the case of the FTA.
Resumo:
The place of technology in the development of coherent educational responses to environmental and socio-economic disruption is here placed under scrutiny. One emerging area of interest is the role of technology in addressing more complex learning futures, and more especially in facilitating individual and social resilience, or the ability to manage and overcome disruption. However, the extent to which higher education practitioners can utilise technology to this end is framed by their approaches to the curriculum, and the socio-cultural practices within which they are located. This paper discusses how open education might enable learners to engage with uncertainty through social action within a form of higher education that is more resilient to economic, environmental and energy-related disruption. It asks whether open higher education can be (re)claimed by users and communities within specific contexts and curricula, in order to engage with an uncertain world.