901 resultados para informational games


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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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This study explored the effects on speech intelligibility of across-formant differences in fundamental frequency (ΔF0) and F0 contour. Sentence-length speech analogues were presented dichotically (left=F1+F3; right=F2), either alone or—because competition usually reveals grouping cues most clearly—accompanied in the left ear by a competitor for F2 (F2C) that listeners must reject to optimize recognition. F2C was created by inverting the F2 frequency contour. In experiment 1, all left-ear formants shared the same constant F0 and ΔF0F2 was 0 or ±4 semitones. In experiment 2, all left-ear formants shared the natural F0 contour and that for F2 was natural, constant, exaggerated, or inverted. Adding F2C lowered keyword scores, presumably because of informational masking. The results for experiment 1 were complicated by effects associated with the direction of ΔF0F2; this problem was avoided in experiment 2 because all four F0 contours had the same geometric mean frequency. When the target formants were presented alone, scores were relatively high and did not depend on the F0F2 contour. F2C impact was greater when F2 had a different F0 contour from the other formants. This effect was a direct consequence of the associated ΔF0; the F0F2 contour per se did not influence competitor impact.

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Clusters of temporal optical solitons—stable self-localized light pulses preserving their form during propagation—exhibit properties characteristic of that encountered in crystals. Here, we introduce the concept of temporal solitonic information crystals formed by the lattices of optical pulses with variable phases. The proposed general idea offers new approaches to optical coherent transmission technology and can be generalized to dispersion-managed and dissipative solitons as well as scaled to a variety of physical platforms from fiber optics to silicon chips. We discuss the key properties of such dynamic temporal crystals that mathematically correspond to non-Hermitian lattices and examine the types of collective mode instabilities determining the lifetime of the soliton train. This transfer of techniques and concepts from solid state physics to information theory promises a new outlook on information storage and transmission.

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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

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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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This paper presents a small scale research project that focused on pre-service physical education (PE)teachers’ and sports coaches’ considerations of using Teaching Games for Understanding (TGfU) to teachgames. A research design akin to action research was adopted whereby pre-service PE teachers and sportscoaches (n = 72) completed a one-off 90 minute introduction to wheelchair rugby league utilising a TGfUapproach. Data were generated through end of session whole-class reflections, semi-structured individualinterviews undertaken (n = 3), and post session first-author/primary practitioner reflections. Data analysiswas conducted via inductive coding procedures and revealed three themes: 1) TGfU as a positive pedagogy;2) TGfU as a versatile approach, and 3) significance of content within a PE Teacher Education programme.

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As with any new relationship when teachers implement a different or unfamiliar pedagogical approach into the classroom it is often accompanied by a period of unaccustomed behaviour; such as a reluctance for teachers to commit or a wariness from learners to invest or reveal. The challenges that teachers and learners face in the initial stages of this new relationship, if overcome, can be the mainstays of a mutually beneficial learning experience. Yet, as many teachers have experienced, the reverse of this is also true. Failure to adequately invest, plan and commit to the introduction of a new pedagogical approach can bring with it long term consequences that include an unwillingness to ever start a new relationship again.

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Digital culture and the online world have profound implications for contemporary notions of literacy, learning and curriculum. The increasing integration of digital culture and technologies into young people’s lives reflects the energy and excitement offered by online worlds. Online forms of text and communication are shaping students’ experience of the world, including expectations and experiences about learning and literacy. While print literacies remain important, for schools to prepare students to participate in critical and agential ways in the contemporary and future world, they need also to teach them to be fully literate in digital and multimodal literacies, and at ease and in control in the online world. Computer games, and other forms of digital games, teach and exemplify multimodal forms of literacy. Schools can capitalize on their potential and work with them productively. Doing so however, entails recognizing the messy complexity of schooling, and the practicalities of classroom lives. This chapter reports on a three year project in five schools concerned with literacy and computer games, and discusses the important role of teachers as on-the- ground leaders in pioneering new conceptions of literacy, and of curriculum change, and the importance of school structures and support to enable such change to happen.