851 resultados para aggregative games
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Communities, neighborhoods, and other environments are currently immersed in a series of situations and problems that have favored the deterioration of social, cultural and spiritual values, which are essential for harmony with oneself, others, and the environment. Stereotypes have captured minds and settings have been reduced to indoor spaces, hemmed in by security bars and protective devices. Peace, fraternity and happiness are diminishing. It is at this point that the social, spiritual and professional work of specialists in the recreational field contributes to rescue and restructure society. Traditional games and singing games are then the tools used to facilitate relationships, contribute to the learning process, and exhibit skills. They are fundamental in a person’s life since they are a social and cultural expression of how humans have adapted to their environment (Maestro, 2005). They do not take ethnicity, age, sex or social conditions into consideration. Traditional games are also a way of promoting health, improving motor, cognitive and emotional skills and a means of encouraging creativity and imagination and developing a sense of rhythm. Their goal is to attain a state of personal well-being. They are a way to release tension and accumulated energy and to get away from the daily routine. They represent a bridge to learn about oneself, the environment, values, habits, and traditions. In this document, readers will learn how traditional games are transmitted, what their characteristics are, why they are an important tool in today’s society, how they are prepared, and how they can be revived and preserved.
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In this LBD, we present several Apps for playing while learning music or for learning music while playing. The core of all the games is based on the good performance of the real-time audio interaction algorithms developed by the ATIC group at Universidad de Ma ́laga (SPAIN).
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Classified for chess; Frère's chess hand-book, p. 229-324.
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Classified for chess; Introduction to the game of chess, p. 156-171.
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Mode of access: Internet.
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Mode of access: Internet.
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Mode of access: Internet.
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Mode of access: Internet.
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107 p.
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Does a brain store thoughts and memories the way a computer saves its files? How can a single hit or a fall erase all those memories? Brain Mapping and traumatic brain injuries (TBIs) have become widely researched fields today. Many researchers have been studying TBIs caused to adult American football players however youth athletes have been rarely considered for these studies, contradicting to the fact that American football enrolls highest number of collegiate and high-school children than adults. This research is an attempt to contribute to the field of youth TBIs. Earlier studies have related head kinematics (linear and angular accelerations) to TBIs. However, fewer studies have dealt with brain kinetics (impact pressures and stresses) occurring during head-on collisions. The National Operating Committee on Standards for Athletic Equipment (NOCSAE) drop tests were conducted for linear impact accelerations and the Head Impact Contact Pressures (HICP) calculated from them were applied to a validated FE model. The results showed lateral region of the head as the most vulnerable region to damage from any drop height or impact distance followed by posterior region. The TBI tolerance levels in terms of Von-Mises and Maximum Principal Stresses deduced for lateral impact were 30 MPa and 18 MPa respectively. These levels were corresponding to 2.625 feet drop height. The drop heights beyond this value will result in TBI causing stress concentrations in human head without any detectable structural damage to the brain tissue. This data can be utilized for designing helmets that provide cushioning to brain along with providing a resistance to shear.
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Fil: Pérez, Santiago A.. Universidad Nacional de La Plata. Facultad de Humanidades y Ciencias de la Educación; Argentina.
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Fil: Pérez, Santiago A.. Universidad Nacional de La Plata. Facultad de Humanidades y Ciencias de la Educación; Argentina.
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We show how a vector-valued version of Schechtmans empirical method can be used to reduce the number of questions in a nonlocal game G while preserving the quotient β*(G)/β(G) of the quantum over the classical bias. We apply our method to the Khot-Vishnoi game, with exponentially many questions per player, to produce a family of games indexed in n with polynomially many (N ≈ n8) questions and n answers per player so that the ratio of the quantum over the classical bias is Ω(n/log2 n).
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Attention Deficit-Hyperactivity Disorder is a disease that affects 3 to 5 percent of children globally. Many of those live in areas with very few or no medical professionals qualified to help them. To help assuage this problem a system was developed that allows physicians to accompany their patient’s progress and prescribe treatments. These treatments can be drugs or behavioral exercises. The behavioral exercises were designed in the form of games in order to motivate the patients, children, for the treatment. The system allows the patients to play the prescribed games, under the supervision of their tutors. Each game is designed to improve the patient’s handling of their disease through training in a specific mental component. The objective of this approach is to complement the traditional form of treatment by allowing a physician to prescribe therapeutic games and maintaining the patients under supervision between their regular consultations. The main goal of this project is to provide the patients with a better control of their symptoms that with just traditional therapy. Experimental field tests with children and clinical staff, offer promising results. This research is developed in the context of a financed project involving INESC C (Polytechnic Institute of Leiria delegation), the Santo André Hospital of Leiria, and the start-up company PlusrootOne (that owns the project).
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Thesis (Master, Kinesiology & Health Studies) -- Queen's University, 2016-10-03 07:59:09.638