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This article addresses the issue of ‘European popular cinema’ by discussing a very specific phenomenon, i.e. the crime series produced in the years immediately preceding World War I (e.g. Victorin Jasset’s Nick Carter, Viggo Larsen’s Arsène Lupin contra Sherlock, Ubaldo Maria del Colle’s Raffles, il ladro misterioso, Louis Feuillade’s Fantômas, George Pearson’s Ultus). On the one hand, the transnational circulation of these films is seen as the result of the development of the European cultural industries since the late nineteenth century; on the other hand, the rapid decline of this genre testifies of the historical peculiarity of this production. In particular, the popular heroic figure of the ‘gentleman thief’ seems to express at the same time the liberating, anti-hierarchial ethos of modernization and the dream of a quiet conciliation of the new and the traditional values: as a consequence, it might be regarded as a telling example of the economical, social and ideological transformations of that crucial phase in European history, when the development of the second industrial revolution and the first phase of ‘globalization’ pointed at the birth of a supranational sphere before the outbreak of World War I, which would temporarily stop this process.

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Educational gaming in the health sciences: systematic review. Aim. This paper is a report of a review to investigate the use of games to support classroom learning in the health sciences. Background. One aim of education in the health sciences is to enable learners to develop professional competence. Students have a range of learning styles and innovative teaching strategies assist in creating a dynamic learning environment. New attitudes towards experiential learning methods have contributed to the expansion of gaming as a strategy. Data sources. A search for studies published between January 1980 and June 2008 was undertaken, using appropriate search terms. The databases searched were: British Education Index, British Nursing Index, The Cochrane Library, CINAHLPlus, Medline, PubMed, ERIC, PsychInfo and Australian Education Index. Methods. All publications and theses identified through the search were assessed for relevance. Sixteen papers reporting empirical studies or reviews that involved comparison of gaming with didactic methods were included. Results. The limited research available indicates that, while both traditional didactic methods and gaming have been successful in increasing student knowledge, neither method is clearly more helpful to students. The use of games generally enhances student enjoyment and may improve long-term retention of information. Conclusion. While the use of games can be viewed as a viable teaching strategy, care should be exercised in the use of specific games that have not been assessed objectively. Further research on the use of gaming is needed to enable educators to gaming techniques appropriately for the benefit of students and, ultimately, patients.

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This paper argues that biometric verification evaluations can obscure vulnerabilities that increase the chances that an attacker could be falsely accepted. This can occur because existing evaluations implicitly assume that an imposter claiming a false identity would claim a random identity rather than consciously selecting a target to impersonate. This paper shows how an attacker can select a target with a similar biometric signature in order to increase their chances of false acceptance. It demonstrates this effect using a publicly available iris recognition algorithm. The evaluation shows that the system can be vulnerable to attackers targeting subjects who are enrolled with a smaller section of iris due to occlusion. The evaluation shows how the traditional DET curve analysis conceals this vulnerability. As a result, traditional analysis underestimates the importance of an existing score normalisation method for addressing occlusion. The paper concludes by evaluating how the targeted false acceptance rate increases with the number of available targets. Consistent with a previous investigation of targeted face verification performance, the experiment shows that the false acceptance rate can be modelled using the traditional FAR measure with an additional term that is proportional to the logarithm of the number of available targets.

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When applying biometric algorithms to forensic verification, false acceptance and false rejection can mean a failure to identify a criminal, or worse, lead to the prosecution of individuals for crimes they did not commit. It is therefore critical that biometric evaluations be performed as accurately as possible to determine their legitimacy as a forensic tool. This paper argues that, for forensic verification scenarios, traditional performance measures are insufficiently accurate. This inaccuracy occurs because existing verification evaluations implicitly assume that an imposter claiming a false identity would claim a random identity rather than consciously selecting a target to impersonate. In addition to describing this new vulnerability, the paper describes a novel Targeted.. FAR metric that combines the traditional False Acceptance Rate (FAR) measure with a term that indicates how performance degrades with the number of potential targets. The paper includes an evaluation of the effects of targeted impersonation on an existing academic face verification system. This evaluation reveals that even with a relatively small number of targets false acceptance rates can increase significantly, making the analysed biometric systems unreliable.

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Friday 26th September 2014 saw the launch of a report which examines service provision for men aged 50+ in the greater-Belfast area. This research was undertaken by a team from Queen’s University Belfast on behalf of the Older Men’s Steering Group within Age Partnership Belfast. The research sought to: (i) review the extent and impact of current community, voluntary, statutory or private sector services which are aimed at combating social isolation among men in the Belfast area, and (ii) identify how these services are meeting current need, and ways in which they may be developed to meet future requirements. The report is now available online at: www.volunteernow.co.uk/fs/doc/publications/men-aged-50-final-report.pdf