803 resultados para 1145


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A principios del siglo XII se fundó la Orden del Temple cuya función original era proteger a los peregrinos y facilitar la peregrinación a los Santos Lugares en Jerusalén, garantizando la seguridad en los caminos. En el Concilio de Troyes de 1129, la Orden recibió su consagración oficial y su propia regla (Regla primitiva). Los privilegios de la Orden fueron confirmados por sucesivas bulas papales entre los años 1139 y 1145, confiriendo a la Orden de una autonomía que le permitía actuar con independencia. De esta forma la Orden tenía sobre sus rivales laicos la gran ventaja de constituir una potencia prácticamente independiente, no sometida a las autoridades locales y que gozaba de la protección de Roma, sin aceptar su tutela. A finales de los años treinta del siglo XII, el Temple ya se había convertido en una orden militar dotada de una estructura jerárquica. La Orden evolucionó hasta convertirse en una de las instituciones militares más poderosas de la Edad Media. Durante el resto del siglo XII y principios del XIII la fama y dimensiones de la Orden siguieron creciendo. Las múltiples donaciones que recibía hicieron que la Orden llegara a ser extremadamente rica. Capaz de garantizar tanto la seguridad de los transportes de fondos como la de los depósitos que los poderosos les confiaban y poseyendo una organización administrativa ciertamente más desarrollada que la de la mayoría de los estados que recurrían a sus servicios, la Orden se convirtió pronto en banquera de reyes y altos dignatarios, así como en intermediaria de sus operaciones financieras. La caída de la Orden se produce el 22 de marzo de 1313 cuando el Papa Clemente V pronunció la abolición de la Orden del Temple, poniendo fin a una Orden militar surgida dos siglos antes con el fin de combatir en Tierra Santa, que desarrolló una potente red financiera. El objetivo general de esta investigación es describir, analizar e interpretar el modelo contable de una de las órdenes religiosas y militares de mayor relevancia por sus hazañas militares y su inmenso poder político y económico. Esta investigación se realiza a través del análisis del caso histórico de la Orden del Temple durante el siglo XIII (1221-1295). Con la finalidad de contribuir con esta investigación al conocimiento de las características generales del modelo contable del Temple se ha recopilado la escasa documentación disponible hasta la fecha sobre las cuentas del tesoro del Rey en el Temple para realizar un análisis descriptivo del detalle, contenido y presentación, así como, un análisis comparativo entre dichos documentos...

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Since children already use and explore applications on smartphones, we use this as the starting point for design. Our monitoring and analysis framework, BaranC, enables us to discover and analyse which applications children uses and precisely how they interact with them. The monitoring happens unobtrusively in the background so children interact normally in their own natural environment without artificial constraints. Thus, we can discover to what extent a child of a particular age engages with, and how they physically interact with, existing applications. This information in turn provides the basis for design of new child-centred applications which can then be subject to the same comprehensive child use analysis using our framework. The work focuses on the first aspect, namely, the monitoring and analysis of current child use of smartphones. Experiments show the value of this approach and interesting results have been obtained from this precise monitoring of child smartphone usage.

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Vitamin D insufficiency and deficiency have been associated with an increased risk of adverse pregnancy outcomes. Controversy remains as findings have been inconsistent between disparate populations. The aim of this study was to investigate the relationship between vitamin D status and pregnancy outcomes in a large, prospective pregnancy cohort. 25-Hydroxyvitamin D concentration was analysed in serum samples collected at 15 weeks of gestation from 1710 New Zealand women participating in a large, observational study. Associations between vitamin D status and pre-eclampsia, preterm birth, small for gestational age (SGA) and gestational diabetes were investigated. The mean 25-hydroxyvitamin D concentration was 72·9 nmol/l. In all, 23 % had 25-hydroxyvitamin D concentrations <50 nmol/l, and 5 % of participants had concentrations <25 nmol/l. Women with 25-hydroxyvitamin D concentrations <75 nmol/l at 15 weeks of gestation were more likely to develop gestational diabetes mellitus than those with concentrations >75 nmol/l (OR 2·3; 95 % CI 1·1, 5·1). However, this effect was not significant when adjustments were made for BMI and ethnicity (OR 1·8; 95 % CI 0·8, 4·2). 25-Hydroxyvitamin D concentration at 15 weeks was not associated with development of pre-eclampsia, spontaneous preterm birth or SGA infants. Pregnancy complications were low in this largely vitamin D-replete population.

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An overview is given of a user interaction monitoring and analysis framework called BaranC. Monitoring and analysing human-digital interaction is an essential part of developing a user model as the basis for investigating user experience. The primary human-digital interaction, such as on a laptop or smartphone, is best understood and modelled in the wider context of the user and their environment. The BaranC framework provides monitoring and analysis capabilities that not only records all user interaction with a digital device (e.g. smartphone), but also collects all available context data (such as from sensors in the digital device itself, a fitness band or a smart appliances). The data collected by BaranC is recorded as a User Digital Imprint (UDI) which is, in effect, the user model and provides the basis for data analysis. BaranC provides functionality that is useful for user experience studies, user interface design evaluation, and providing user assistance services. An important concern for personal data is privacy, and the framework gives the user full control over the monitoring, storing and sharing of their data.

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Monitoring user interaction activities provides the basis for creating a user model that can be used to predict user behaviour and enable user assistant services. The BaranC framework provides components that perform UI monitoring (and collect all associated context data), builds a user model, and supports services that make use of the user model. In this case study, a Next-App prediction service is built to demonstrate the use of the framework and to evaluate the usefulness of such a prediction service. Next-App analyses a user's data, learns patterns, makes a model for a user, and finally predicts based on the user model and current context, what application(s) the user is likely to want to use. The prediction is pro-active and dynamic; it is dynamic both in responding to the current context, and also in that it responds to changes in the user model, as might occur over time as a user's habits change. Initial evaluation of Next-App indicates a high-level of satisfaction with the service.

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There has recently been a great deal of interest in the potential of computer games to function as innovative educational tools. However, there is very little evidence of games fulfilling that potential. Indeed, the process of merging the disparate goals of education and games design appears problematic, and there are currently no practical guidelines for how to do so in a coherent manner. In this paper, we describe the successful, empirically validated teaching methods developed by behavioural psychologists and point out how they are uniquely suited to take advantage of the benefits that games offer to education. We conclude by proposing some practical steps for designing educational games, based on the techniques of Applied Behaviour Analysis. It is intended that this paper can both focus educational games designers on the features of games that are genuinely useful for education, and also introduce a successful form of teaching that this audience may not yet be familiar with.

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The pace at which challenges are introduced in a game has long been identified as a key determinant of both the enjoyment and difficulty experienced by game players, and their ability to learn from game play. In order to understand how to best pace challenges in games, there is great value in analysing games already demonstrated as highly engaging. Play-through videos of four puzzle games (Portal, Portal 2 Co-operative mode, Braid and Lemmings), were observed and analysed using metrics derived from a behavioural psychology understanding of how people solve problems. Findings suggest that; 1) the main skills learned in each game are introduced separately, 2) through simple puzzles that require only basic performance of that skill, 3) the player has the opportunity to practice and integrate that skill with previously learned skills, and 4) puzzles increase in complexity until the next new skill is introduced. These data provide practical guidance for designers, support contemporary thinking on the design of learning structures in games, and suggest future directions for empirical research.

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Concerns have been raised in the past several years that introducing new transport protocols on the Internet has be- come increasingly difficult, not least because there is no agreed-upon way for a source end host to find out if a trans- port protocol is supported all the way to a destination peer. A solution to a similar problem—finding out support for IPv6—has been proposed and is currently being deployed: the Happy Eyeballs (HE) mechanism. HE has also been proposed as an efficient way for an application to select an appropriate transport protocol. Still, there are few, if any, performance evaluations of transport HE. This paper demonstrates that transport HE could indeed be a feasible solution to the transport support problem. The paper evaluates HE between TCP and SCTP using TLS encrypted and unencrypted traffic, and shows that although there is indeed a cost in terms of CPU load to introduce HE, the cost is rel- atively small, especially in comparison with the cost of using TLS encryption. Moreover, our results suggest that HE has a marginal impact on memory usage. Finally, by introduc- ing caching of previous connection attempts, the additional cost of transport HE could be significantly reduced. 

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We analyse two complementary datasets to quantify the latency variation experienced by internet end-users: (i) a large-scale active measurement dataset (from the Measurement Lab Network Diagnostic Tool) which shed light on long-term trends and regional differences; and (ii) passive measurement data from an access aggregation link which is used to analyse the edge links closest to the user. The analysis shows that variation in latency is both common and of significant magnitude, with two thirds of samples exceeding 100\,ms of variation. The variation is seen within single connections as well as between connections to the same client. The distribution of experienced latency variation is heavy-tailed, with the most affected clients seeing an order of magnitude larger variation than the least affected. In addition, there are large differences between regions, both within and between continents. Despite consistent improvements in throughput, most regions show no reduction in latency variation over time, and in one region it even increases. We examine load-induced queueing latency as a possible cause for the variation in latency and find that both datasets readily exhibit symptoms of queueing latency correlated with network load. Additionally, when this queueing latency does occur, it is of significant magnitude, more than 200\,ms in the median. This indicates that load-induced queueing contributes significantly to the overall latency variation.

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Fully articulated hand tracking promises to enable fundamentally new interactions with virtual and augmented worlds, but the limited accuracy and efficiency of current systems has prevented widespread adoption. Today's dominant paradigm uses machine learning for initialization and recovery followed by iterative model-fitting optimization to achieve a detailed pose fit. We follow this paradigm, but make several changes to the model-fitting, namely using: (1) a more discriminative objective function; (2) a smooth-surface model that provides gradients for non-linear optimization; and (3) joint optimization over both the model pose and the correspondences between observed data points and the model surface. While each of these changes may actually increase the cost per fitting iteration, we find a compensating decrease in the number of iterations. Further, the wide basin of convergence means that fewer starting points are needed for successful model fitting. Our system runs in real-time on CPU only, which frees up the commonly over-burdened GPU for experience designers. The hand tracker is efficient enough to run on low-power devices such as tablets. We can track up to several meters from the camera to provide a large working volume for interaction, even using the noisy data from current-generation depth cameras. Quantitative assessments on standard datasets show that the new approach exceeds the state of the art in accuracy. Qualitative results take the form of live recordings of a range of interactive experiences enabled by this new approach.

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Alzheimer's disease makes great demands on care by assistants, due to the fact that they cannot distract their attention from patients while they are at the same time managing records. For that reason, technologies to complement this process need to be adapted. In this work we present a proposal to adapt identification technologies: Radiofrequency Identification (RFID) and Near Field Communications (NFC), focusing especially on the last one. We fuse both technologies and apply them to an Alzheimer's day center. Patients are tagged with two kinds of labels: 13.56Mhz.Mifare for NFC and UHF for RFID. With the first one we tag the context, which means patients, devices (displays, exercise books, etc) and places. With a simple interaction, which involves touching tags with mobile phones, it is possible to manage the information easily. Moreover, with RFID, we localize each patient by the simple act of their passing by an antenna placed in the doors.

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Surgical interventions are usually performed in an operation room; however, access to the information by the medical team members during the intervention is limited. While in conversations with the medical staff, we observed that they attach significant importance to the improvement of the information and communication direct access by queries during the process in real time. It is due to the fact that the procedure is rather slow and there is lack of interaction with the systems in the operation room. These systems can be integrated on the Cloud adding new functionalities to the existing systems the medical expedients are processed. Therefore, such a communication system needs to be built upon the information and interaction access specifically designed and developed to aid the medical specialists. Copyright 2014 ACM.

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This paper presents an easy to use methodology and system for insurance companies targeting at managing traffic accidents reports process. The main objective is to facilitate and accelerate the process of creating and finalizing the necessary accident reports in cases without mortal victims involved. The diverse entities participating in the process from the moment an accident occurs until the related final actions needed are included. Nowadays, this market is limited to the consulting platforms offered by the insurance companies. Copyright 2014 ACM.

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Traditionally, the teaching of human anatomy in health sciences has been based on the use of cadaveric material and bone parts for practical study. The bone materials get deteriorated and hardly mark the points of insertion of muscles. However, the advent of new technologies for 3D printing and creation of 3D anatomical models applied to teaching, has enabled to overcome these problems making teaching more dynamic, realistic and attractive. This paper presents some examples of the construction of three-dimensional models of bone samples, designed using 3D scanners for posterior printing with addition printers or polymer injection printers.

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Combined media monoprints on photographic paper. 8" x 10", DNA/Recombination Series. The Museum of Contemporary Photography, Chicago