928 resultados para Pervasive Games


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This research arose from the notorious need to promote oral production in the adult learners of the English Extension courses at Universidad del Valle in 2014. This qualitative research was carried out in a 60 hour course divided along 15 sessions on Saturdays, and with an adult population between the ages of 22 and 65 years old. Its main objective was to describe the impact of games aimed at promoting oral production in English with a group of adult learners. Data were collected from one demographic survey, video-recordings of classroom events during the implementation of games, students? surveys after each game and a teacher?s journal. The analysis of data showed that games did have an impact in students? performance which was related to a positive atmosphere in the classroom. Students showed progress in terms of fluency, interaction and even pronunciation; however they still showed difficulties with accuracy in their spontaneous utterances. These learners? achievements seemed to have a relation with the class atmosphere during games where students showed high level of involvement, confidence, mutual support and enjoyment.

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Tesis (Licenciado en Lenguas Castellana, Inglés y Francés).--Universidad de La Salle. Facultad de Ciencias de La Educación. Licenciatura en Lengua Castellana, Inglés y Francés, 2013

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Tesis (Licenciado en Lenguas Castellana, Inglés y Francés).--Universidad de La Salle. Facultad de Ciencias de La Educación. Licenciatura en Lengua Castellana, Inglés y Francés, 2014

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Branching bisimilarity and branching bisimilarity with explicit divergences are typically used in process algebras with silent steps when relating implementations to specifications. When an implementation fails to conform to its specification, i.e., when both are not related by branching bisimilarity [with explicit divergence], pinpointing the root causes can be challenging. In this paper, we provide characterisations of branching bisimilarity [with explicit divergence] as games between Spoiler and Duplicator, offering an operational understanding of both relations. Moreover, we show how such games can be used to assist in diagnosing non-conformance between implementation and specification.

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El objetivo principal del proyecto es desarrollar una plataforma compuesta por aplicaciones educativas gamificadas para el entrenamiento de personal médico en países de recursos limitados en citopatología mediante dispositivos Android de bajo presupuesto. Antes de desplegar la plataforma en países con recursos limitados, va a ser probada en un curso de Introducción a Citopatología de la Escuela Médica de Harvard. El proyecto final debe funcionar tanto en PCs como en dispositivos Android de bajo coste (p.e. 50 dólares americanos, Amazon Kindle Fire 7 pulgadas) y no puede depender de una conexión a internet continua. Se han analizado algunas aplicaciones con propósito de juego y simulaciones gamificadas para tener una base de conocimiento común entre expertos médicos y desarrolladores. También se han estudiado juegos y aplicaciones cuyo objetivo es hacer uso de imágenes médicas para entrenamiento de personal médico o están enfocadas al diagnóstico mediante colaboración por parte de personal no-médico. Esto nos ha permitido identificar las mejores mecánicas de juego para nuestro caso de uso. A continuación, se han comparado diferentes herramientas de edición y motores de juegos desde el punto de vista del rendimiento ofrecido, las plataformas soportadas, su documentación y licencia. Todo ello nos ha permitido elegir la tecnología de desarrollo (libGDX). Finalmente, diseñamos e implementamos un sistema integrado de aplicaciones (editor de contenido y generador de juegos). El sistema está enfocado a reducir la dependencia entre el personal experto y los desarrolladores para crear y mantener contenido educativo. Se trata de una arquitectura formada por un servicio RESTful, y un editor asociado, orientado a la gestión de contenido educativo orientado para citopatología y dos clientes para diferentes plataformas (PC y Android) que consumen dicho servicio. Finalmente, se presentan las conclusiones y el trabajo futuro del proyecto.

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This thesis explores the Modern Olympic Games to strategically design an Olympic Village for Washington D.C. that plans not just to house athletes, but to provide a vision for the post-Games city. Through discovery of the spirit and meaning behind one of the world’s biggest events and analysis of various post-Games Villages, the proposed Olympic Village will innovate the future of Washington D.C.’s Southeast region. Study of existing mixed-use architecture, urban planning, and adaptation will help formulate an Olympic Village design. It is the intention that the Olympic Village, much like its athletes, will emulate the Olympic motto “Citius, Altius, Fortius,” meaning “Faster, Higher, Stronger.” The objective is to establish a village that allows for a faster turnaround in post-Olympic design, utilizes higher standards, and uses stronger applications to building a more sustainable city.

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A picture tells a thousand words. We all know that. Then why are our development tools showing mainly text with so much obstinacy? Even when visualizations do make it into our tools, they typically do not make it past the periphery. Something is deeply wrong. We argue that visualizations must become pervasive in software development, and to accommodate this goal, the integrated development environments must change significantly.

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Attaran and colleagues in an open letter to WHO expressed their concern about the upcoming Olympic and Paralympic Games in Rio de Janeiro and the threat posed by the Zika epidemic (Attaran 2016). We agree that Zika virus is of great public health concern and much remains to be known about this disease. Care should be taken to reduce the risk of infection, especially to pregnant women. However, we argue that this is not sufficient reason for changing the original plans for the Games, in particular because of the time of the year when they will take place. The present article outlines several scientific results related to Zika and mosquito-borne infectious diseases dynamics that we believe ratify the current position of WHO in not endorsing the postponing or relocation of the 2016 Olympic and Paralympic Games (WHO 2016).

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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).