946 resultados para Upland game bird management.


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Increased global uptake of entertainment gaming has the potential to lead to high expectations of engagement and interactivity from users of technology-enhanced learning environments. Blended approaches to implementing game-based learning as part of distance or technology-enhanced education have led to demonstrations of the benefits they might bring, allowing learners to interact with immersive technologies as part of a broader, structured learning experience. In this article, we explore how the integration of a serious game can be extended to a learning content management system (LCMS) to support a blended and holistic approach, described as an 'intuitive-guided' method. Through a case study within the EU-Funded Adaptive Learning via Intuitive/Interactive, Collaborative and Emotional Systems (ALICE) project, a technical integration of a gaming engine with a proprietary LCMS is demonstrated, building upon earlier work and demonstrating how this approach might be realized. In particular, how this method can support an intuitive-guided approach to learning is considered, whereby the learner is given the potential to explore a non-linear environment whilst scaffolding and blending provide guidance ensuring targeted learning objectives are met. Through an evaluation of the developed prototype with 32 students aged 14-16 across two Italian schools, a varied response from learners is observed, coupled with a positive reception from tutors. The study demonstrates that challenges remain in providing high-fidelity content in a classroom environment, particularly as an increasing gap in technology availability between leisure and school times emerges.

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The use of simulation games as a pedagogic method is well established though its effective use is context-driven. This study adds to the increasing growing body of empirical evidence of the effectiveness of simulation games but more importantly emphasises why by explaining the instructional design implemented reflecting best practices. This multi-method study finds evidence that student learning was enhanced through the use of simulation games, reflected in the two key themes; simulation games as a catalyst for learning and simulation games as a vehicle for learning. In so doing the research provides one of the few empirically based studies that support simulation games in enhancing learning and, more importantly, contextualizes the enhancement in terms of the instructional design of the curriculum. This research should prove valuable for those with an academic interest in the use of simulation games and management educators who use, or are considering its use. Further, the findings contribute to the academic debate concerning the effective implementation of simulation game-based training in business and management education.

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We apply cooperative game theory concepts to analyze a Holt-Modigliani-Muth-Simon (HMMS) supply chain. The bullwhip effect in a two-stage supply chain (supplier-manufacturer) in the framework of the HMMS-model with quadratic cost functions is considered. It is assumed that both firms minimize their relevant costs, and two cases are examined: the supplier and the manufacturer minimize their relevant costs in a decentralized and in a centralized (cooperative) way. The question of how to share the savings of the decreased bullwhip effect in the centralized (cooperative) model is answered by the weighted Shapley value, by a transferable utility cooperative game theory tool, where the weights are for the exogenously given “bargaining powers” of the participants of the supply chain. = A cikkben a kooperatív játékelmélet fogalmait alkalmazzuk egy Holt-Mogigliani-Muth-Simon-típusú ellátási lánc esetében. Az ostorcsapás-hatás elemeit egy beszállító-termelő ellátási láncban ragadjuk meg egy kvadratikus készletezési és termelési költség mellett. Feltételezzük, hogy mindkét vállalat minimalizálja a releváns költségeit. Két működési rendszert hasonlítunk össze: egy hierarchikus döntéshozatali rendszert, amikor először a termelő, majd a beszállító optimalizálja helyzetét, majd egy centralizált (kooperatív) modellt, amikor a vállalatok az együttes költségüket minimalizálják. A kérdés úgy merül fel, hogy a csökkentett ostorcsapás-hatás esetén hogyan osszák meg a részvevők ebben a transzferálható hasznosságú kooperatív játékban a költség megtakarítást, exogén módon adott tárgyalási pozíció mellett.

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The use of simulation games as a pedagogic method is well established though its effective use is context-driven. This study adds to the increasing growing body of empirical evidence of the effectiveness of simulation games but more importantly emphasises why by explaining the instructional design implemented reflecting best practices. This multimethod study finds evidence that student learning was enhanced through the use of simulation games, reflected in the two key themes; simulation games as a catalyst for learning and simulation games as a vehicle for learning. In so doing the research provides one of the few empirically based studies that support simulation games in enhancing learning and, more importantly, contextualizes the enhancement in terms of the instructional design of the curriculum. This research should prove valuable for those with an academic interest in the use of simulation games and management educators who use, or are considering its use. Further, the findings contribute to the academic debate concerning the effective implementation of simulation game-based training in business and management education.

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The world distribution of cork oak Quercus suber and holm oak Q. rotundifolia is basically restricted to the western Mediterranean basin. These two evergreen oaks are the base of the Portuguese montado and the Spanish dehesa. This thesis aims to analyse how bird communities of the montado are influenced by management practices. We used different approaches to study this relationship, and to evaluate which features are responsible for species distribution in different typologies of montado. First, we reviewed the concept of montado in order to better understand the system and to set thresholds on what can be considered as montado. Afterwards, we studied the elements that promote higher species diversity and individual species, or group of species, that can act as indicators of High Nature Value for montados. Finally, we evaluated how the bird communities are structured, and the influence of the main management actions (e.g. cattle and cork exploitation) on those communities; Resumo: A distribuição mundial do sobreiro Quercus suber e da azinheira Quercus rotundifolia é praticamente restrita à bacia do Mediterrâneo. Estas duas espécies de carvalhos são a base dos montados em Portugal e das dehesas em Espanha. No âmbito desta tese analisamos como as comunidades de aves do montado são influenciadas pela gestão florestal. Para este efeito usámos diferentes abordagens e avaliámos quais as características do montado responsáveis pela distribuição das espécies ao longo das suas diferentes tipologias. Fizemos uma revisão do conceito de montado e proposemos uma definição para o sistema, englobando a sua multifuncionalidade. Estudámos os elementos singulares que promovem a diversidade de aves e que podem ser simultaneamente indicadores de áreas de Alto Valor Natural (HNV). Por fim, avaliámos qual a influência da gestão (p. ex. pastoreio e descortiçamento) na estruturação das comunidades de aves.

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The water availability for flood irrigated rice (Oryza sativa L.) is decreasing worldwide. Therefore, developing technologies to allow growing rice in aerobic condition, such as a no-tillage system (NTS) can contribute to produce upland rice grains without yield losses and also in saving more water. The objective of this study was to determine the effect of soil management, seed treatment and compaction on the sowing furrow on grain yield of upland rice genotypes. We made two trials, one in an NTS and another using conventional tillage, CT (one plowing and two diskings). The field experiments were performed in the Central Region of Brazil in Cerrado soils. For each trial, the experimental design was a randomized block design in a factorial scheme, with three replications. The treatments consisted of a combination of 10 genotypes with 2 compaction pressures on the sowing furrow (25 kPa and 126kPa) and 2 types of seed treatment (with and without pesticide). Under CT, the seed treatment did not contribute to increase upland rice grain yields. However, under NTS the grain yield of some genotypes [BRS Esmeralda (from 723 to 1,766 kg ha-1), BRS Pepita (from 930 to 1,874 kg ha-1), AB072044 (from 523 to 1,579 kg ha-1), and AB072085 (from 632 to 1,636 kg ha-1) at 25 kPA soil compaction pressure, and Sertaneja (from 994 to 2,167 kg ha-1), BRS Pepita (from 1,161 to 2,100 kg ha-1), and AB072085 (from 958 to 2,213 kg ha-1), at 126 kPA soil compaction pressure] increased with the use of this practice. At CT the higher soil compaction pressure on the sowing furrow (from 25 kPa to 126 kPa) increased rice grain yield only when it was used seed treatment and the genotypes Serra Dourada (from 1,239 to 2,178 kg ha-1), Sertaneja (from 1,510 to 2,379 kg ha-1), and Cambará (from 1,877 to 2,831 kg ha-1). On the other hand, under NTS, increasing soil compaction pressure on the sowing furrow allowed for an increased rice grain yield of Serra Dourada (from 1,553 to 2,347 kg ha-1), Esmeralda (from 723 to 1,643 kg ha-1), AB072044 (from 523 to 2,040 kg ha-1), and Cambará (from 1,243 to 2,032 kg ha-1) without seed treatment and Sertaneja (from 1,385 to 2,167 kg ha-1) and AB072044 (from 1,579 to 2,356 kg ha-1) with seed treatment. In CT the most productive genotypes were AB062008 (2,714 kg ha-1) and BRSMG Caravera (2,479 kg ha-1), while at NTS were the genotypes: BRSGO Serra Dourada (2,118 kg ha-1), AB072047 (1,888 kg ha-1), AB062008 (1,823 kg ha-1), BRSMG Caravera (1,737 kg ha-1), Cambará (1,716 kg ha-1), AB072044 (1,625 kg ha-1), BRS Esmeralda (1,604 kg ha-1), and BRS Pepita (1,516 kg ha-1).

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This paper represents a new theorization of the role of location-based games (LBGs) as potentially playing specific roles in peoples’ access to the culture of cities [22]. A LBG is a game that employs mobile technologies as tools for game play in real world environments. We argue that as a new genre in the field of mobile entertainment, research in this area tends to be preoccupied with the newness of the technology and its commercial possibilities. However, this overlooks its potential to contribute to cultural production. We argue that the potential to contribute to cultural production lies in the capacity of these experiences to enhance relationships between specific groups and new urban spaces. Given that developers can design LBGs to be played with everyday devices in everyday environments, what new creative opportunities are available to everyday people?

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This paper explores how we may transform peoples’ perceived access to cultural participation by exploiting the possible relationships between place, play and mobile devices. It presents SCOOT; a location-based game in order to investigate how aspects of game-play can be employed to evoke at once playful and culturally meaningful experiences of place. In particular this paper is concerned with how the portable, communicative and social affordances of mobile phones are integral to making a “now everything looks like a game” experience.

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This paper outlines how the Ortelia project’s 3D virtual reality models have the capacity to assist our understanding of sites of cultural heritage. The VR investigation of such spaces can be a valuable tool in 'real world' empirical research in theatre and spatiality. Through a demonstration of two of Ortelia's VR models (an art gallery and a theatre), we suggest how we might consider interpreting cultural space and sites as contributing significantly to cultural capital. We also introduce the potential for human interaction in such venues through motion-capture to discuss the potential for assessing how humans interact in such contexts.

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Background: An estimated 285 million people worldwide have diabetes and its prevalence is predicted to increase to 439 million by 2030. For the year 2010, it is estimated that 3.96 million excess deaths in the age group 20-79 years are attributable to diabetes around the world. Self-management is recognised as an integral part of diabetes care. This paper describes the protocol of a randomised controlled trial of an automated interactive telephone system aiming to improve the uptake and maintenance of essential diabetes self-management behaviours. ---------- Methods/Design: A total of 340 individuals with type 2 diabetes will be randomised, either to the routine care arm, or to the intervention arm in which participants receive the Telephone-Linked Care (TLC) Diabetes program in addition to their routine care. The intervention requires the participants to telephone the TLC Diabetes phone system weekly for 6 months. They receive the study handbook and a glucose meter linked to a data uploading device. The TLC system consists of a computer with software designed to provide monitoring, tailored feedback and education on key aspects of diabetes self-management, based on answers voiced or entered during the current or previous conversations. Data collection is conducted at baseline (Time 1), 6-month follow-up (Time 2), and 12-month follow-up (Time 3). The primary outcomes are glycaemic control (HbA1c) and quality of life (Short Form-36 Health Survey version 2). Secondary outcomes include anthropometric measures, blood pressure, blood lipid profile, psychosocial measures as well as measures of diet, physical activity, blood glucose monitoring, foot care and medication taking. Information on utilisation of healthcare services including hospital admissions, medication use and costs is collected. An economic evaluation is also planned.---------- Discussion: Outcomes will provide evidence concerning the efficacy of a telephone-linked care intervention for self-management of diabetes. Furthermore, the study will provide insight into the potential for more widespread uptake of automated telehealth interventions, globally.

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Future air traffic management concepts often involve the proposal of automated separation management algorithms that replaces human air traffic controllers. This paper proposes a new type of automated separation management algorithm (based on the satisficing approach) that utilizes inter-aircraft communication and a track file manager (or bank of Kalman filters) that is capable of resolving conflicts during periods of communication failure. The proposed separation management algorithm is tested in a range of flight scenarios involving during periods of communication failure, in both simulation and flight test (flight tests were conducted as part of the Smart Skies project). The intention of the conducted flight tests was to investigate the benefits of using inter-aircraft communication to provide an extra layer of safety protection in support air traffic management during periods of failure of the communication network. These benefits were confirmed.

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This paper outlines how the Ortelia project’s 3D virtual reality models have the capacity to assist our understanding of sites of cultural heritage. The VR investigation of such spaces can be a valuable tool in 'real world' empirical research in theatre and spatiality. Through a demonstration of two of Ortelia's VR models (an art gallery and a theatre), we suggest how we might consider interpreting cultural space and sites as contributing significantly to cultural capital. We also introduce the potential for human interaction in such venues through motion-capture to discuss the potential for assessing how humans interact in such contexts.

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Construction is undoubtedly the most dangerous industry in Hong Kong, being responsible for 76 percent of all fatal accidents in industry in the region – around twenty times more than any other industry. In this paper, it is argued that while this rate can be largely reduced by improved production practices in isolation from the project’s physical design, there is some scope for the design team to contribute to site safety. A new safety assessment method, the Virtual Safety Assessment System (VSAS), is described which offers assistance. This involves individual construction workers being presented with 3D virtual risky scenarios of their project and a range of possible actions for selection. The method provides an analysis of results, including an assessment of the correctness or otherwise of the user’s selections, contributing to an iterative process of retraining and testing until a satisfactory level of knowledge and skill is achieved.