995 resultados para 319.8
Resumo:
This paper reports a study investigating the relationship between Internet identification, Internet anxiety and Internet use. The participants were 446 students (319 females and 127 males) from two universities in the UK and one university in Australia. Measures of Internet identification and Internet anxiety were developed. The majority of participants were NOT anxious about using the Internet, although there were approximately 8% who showed evidence of Internet anxiety. There was a significant and negative relationship between Internet anxiety and Internet use. Those who were more anxious about using the Internet used the Internet less, although the magnitude of effect was small. There was a positive and significant relationship between Internet use and Internet identification. Those who scored high on the measure of Internet identification used the Internet more than those who did not. There was also a significant and negative relationship between Internet anxiety and Internet identification. Finally, males had a significantly higher Internet identification score than females. Implications of these findings are discussed.
Resumo:
Although many scholars recognise the great potential of games for teaching and learning, the EU-based industry for such “serious” games” is highly fragmented and its growth figures remain well behind those of the leisure game market. Serious gaming has been designated as a priority area by the European Commission in its Horizon 2020 Framework Programme for Research and Innovation. The RAGE project, which is funded as part of the Horizon 2020 Programme, is a technology-driven research and innovation project that will make available a series of self-contained gaming software modules that support game studios in the development of serious games. As game studios are a critical factor in the uptake of serious games, the RAGE projects will base its work on their views and needs as to achieve maximum impact. This paper presents the results of a survey among European game studios about their development related needs and expectations. The survey is aimed at identifying a baseline reference for successfully supporting game studios with advanced ICTs for serious games.
Resumo:
Seasonal changes in the abundance, size and occurrence of furciliae of Euphausia krohni (Brandt), Nematoscelis megalops (G. O. Sars) and Thysanoessa gregaria G. O. Sars are described from samples taken at 10 m depth with the Continuous Plankton Recorder (CPR) over a period of 2 yr (January 1966 to December 1967) in the North Atlantic Ocean. E. krohni and T. gregaria were found to breed through most of the year but N. megalops bred only in spring and summer. Annual mean biomass was calculated directly from the data and production was estimated from published P:B ratios. The seasonal occurrences of E. brevis Hansen, E. hemigibba Hansen, E. mutica Hansen, E. tenera Hansen, Stylocheiron longicorne G. O. Sars, S. maximum Hansen, Thysanopoda acutifrons Holt and Tattershall and T. aequalis Hansen in the samples are described.