898 resultados para HUMAN BEHAVIOR


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Las cooperativas son entidades con una gran presencia económica y social en España, y tienen una gran influencia en la economía rural de las zonas donde están ubicadas. El principal objetivo del presente trabajo es el análisis del uso de las nuevas tecnologías por parte de las cooperativas agroalimentarias, centrándose en las productoras de aceite de oliva para determinar los principales factores que condicionan su comportamiento en la Red. En el presente estudio se analizan sus sitios web y se determina qué tipo de información aporta, tanto datos generales como datos de comercialización. A partir de los resultados obtenidos, se busca la relación que pueda existir entre el tamaño de la cooperativa, su actividad exportadora o la actividad de comercio electrónico con la presencia online, mediante una regresión logística. De esta manera podremos conocer si realmente la implantación de nuevas tecnologías en las cooperativas permite desarrollar una óptima actividad económica.

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The students academic performance is a key aspect for all agents involved in a higher education quality program. However, there is no unanimity on how to measure it. Some professionals choose assessing only cognitive aspects while others lean towards assessing the acquisition of certain skills. The need to train increasingly adapted professionals in order to respond to the companies’ demands and being able to compete internationally in a global labour market requires a kind of training that goes beyond memorizing. Critical and logical thinking are amongst written language skills demanded in the field of Social Sciences. The objective of this study is to empirically demonstrate the impact of voluntary assignments on the academic performance of students. Our hypothesis is that students who complete high quality voluntary assignments are those more motivated and, therefore, those with higher grades. An experiment with students from the "Financial Accounting II" during the academic year of 2012/13 at the Business and Economics School of the UCM was carried out. A series of voluntary assessments involving the preparation of accounting essays were proposed in order to develop skills and competencies as a complement to the lessons included in the curriculum of the subject. At the end of the course, the carrying-out or not of the essay together with its critical, reflective quality and style, were compared. Our findings show a relationship between the voluntarily presented papers of quality and the final grade obtained throughout the course. These results show that the students intrinsic motivation is a key element in their academic performance. On the other hand, the teachers role focuses on being a motivating element through the learning process.

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The present study aims to identify the framework of personal, organizational and technical variables that contribute to the viability and successful of innovative educational practices with video games within the school context to enhance the multiple intelligences. For this purpose, advantage was taken on the information previously collected through a questionnaire about the views, thoughts and experiences of a group of teachers of childhood and primary education (N=25) who voluntarily participated in a blended training activity from Center of Teachers (CEFIRE) of Valencia, around a community of practice aimed at promoting and advising projects for implementing educational video games in the classroom. The mixed methodology adopted has allowed the following: a) describe the relationship between their degree of development and daily use made of ICT in the classroom, their level of familiarity with video games,  their previous experience to integrate them for educational purposes..., and their participation in projects that focus on game-based learning; b) conduct content analysis of the opinions and thoughts expressed in a forum for teachers on innovation on and methodological strategies adopted reflected in a virtual board; and c) develop a SWOT analysis: Strengths, Weaknesses, Opportunities and Threats inherent in the implementation of experience with video games in the classroom. Among the conclusions, it is highlighted that, even though most did not have specific training or enough technological resources and the planning and implementation of innovation required them a great investment of time, their personal interest, the support given by members of the online community of practice, helped to encourage their activity, along with receptivity, positive attitude and high motivation of students with the experience. These aspects have been crucial to promote successful innovative practices with video games.

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Los avances que están produciéndose en el ámbito académico con el surgimiento de herramientas de la Web 2.0 y el empleo masivo por parte de los estudiantes de la redes sociales para comunicarse entre ellos, está haciendo que el panorama educativo se encuentre ante unos desafíos a los que tiene que dar respuesta. La investigación que aquí se presenta tuvo como objetivo principal analizar el estado del empleo de la redes sociales por parte alumnado universitario, así como los posibles malos hábitos y usos problemáticos de las mismas. Se utilizó como instrumento de recogida de información un cuestionario “ad hoc” con un total de 23 ítems. Se concluye que el alumnado en general no posee malos hábitos en el empleo de las redes sociales, igualmente los resultados obtenidos ponen de manifiesto que su utilización no está plenamente integrada en las instituciones universitarias de educación superior, así como que los estudiantes no las emplean/usan como herramienta fundamental para las resolución de cuestiones académicas.

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The development of the Internet and in particular of social networks has supposedly given a new view to the different aspects that surround human behavior. It includes those associated with addictions, but specifically the ones that have to do with technologies. Following a correlational descriptive design we present the results of a study, which involved university students from Social and Legal Sciences as participants, about their addiction to the Internet and in particular to social networks. The sample was conformed of 373 participants from the cities of Granada, Sevilla, Málaga, and Córdoba. To gather the data a questionnaire that was design by Young was translated to Spanish. The main research objective was to determine if university students could be considered social network addicts. The most prominent result was that the participants don’t consider themselves to be addicted to the Internet or to social networks; in particular women reflected a major distance from the social networks. It’s important to know that the results differ from those found in the literature review, which opens the question, are the participants in a phase of denial towards the addiction?

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In this article, we address the importance and relevance that social networks exhibit in their use as an educational resource.  This relevance relies in the possibility of implementing new learning resources or increasing the level of the participant's connectivity, as well as developing learning communities.  Also, the risk entailed from their use is discussed, especially for the students that have a low technological education or those having excessive confidence on the media.  It is important to highlight that the educational use of social networks is not a simple extension or translation of the student's habitual, recreational use, but that it implies an important change in the roles given to teachers as well as learners; from accommodative learning environments that only encourage memorization to other environments that demand an active, reflective, collaborative and proactive attitude, that require the development/acquisition of technological as well as social abilities, aptitudes and values.  It is also important to highlight that a correct implementation and adequate use will not only foment formal learning, but also informal and non-formal learning.

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In this paper we present a complete interactive system en- abled to detect human laughs and respond appropriately, by integrating the information of the human behavior and the context. Furthermore, the impact of our autonomous laughter-aware agent on the humor experience of the user and interaction between user and agent is evaluated by sub- jective and objective means. Preliminary results show that the laughter-aware agent increases the humor experience (i.e., felt amusement of the user and the funniness rating of the film clip), and creates the notion of a shared social experience, indicating that the agent is useful to elicit posi- tive humor-related affect and emotional contagion.

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Objectives: Multitasking is a challenging aspect of human behavior, especially if the concurrently performed tasks are different in nature. Several studies demonstrated pronounced performance decrements (dual-task costs) in older adults for combinations of cognitive and motor tasks. However, patterns of costs among component tasks differed across studies and reasons for participants' resource allocation strategies remained elusive.
Method:We investigated young and older adults' multitasking of a working memory task and two sensorimotor tasks, one with low (finger force control) and one with high ecological relevance (postural control). The tasks were performed in single-, dual-, and triple-task contexts.
Results: Working memory accuracy was reduced in dual-task contexts with either sensorimotor task and deteriorated further under triple-task conditions. Postural and force performance deteriorated with age and task difficulty in dual-task contexts. However, in the triple-task context with its maximum resource demands, older adults prioritized postural control
over both force control and memory.
Discussion: Our results identify ecological relevance as the key factor in older adults’ multitasking.

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Balance maintenance relies on a complex interplay between many different sensory modalities. Although optimal multisensory processing is thought to decline with ageing, inefficient integration is particularly associated with falls in older adults. We investigated whether improved balance control, following a novel balance training intervention, was associated with more efficient multisensory integration in older adults, particularly those who have fallen in the past. Specifically, 76 healthy and fall-prone older adults were allocated to either a balance training programme conducted over 5 weeks or to a passive control condition. Balance training involved a VR display in which the on-screen position of a target object was controlled by shifts in postural balance on a Wii balance board. Susceptibility to the sound-induced flash illusion, before and after the intervention (or control condition), was used as a measure of multisensory function. Whilst balance and postural control improved for all participants assigned to the Intervention group, improved functional balance was correlated with more efficient multisensory processing in the fall-prone older adults only. Our findings add to growing evidence suggesting important links between balance control and multisensory interactions in the ageing brain and have implications for the development of interventions designed to reduce the risk of falls.

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Despite pattern recognition methods for human behavioral analysis has flourished in the last decade, animal behavioral analysis has been almost neglected. Those few approaches are mostly focused on preserving livestock economic value while attention on the welfare of companion animals, like dogs, is now emerging as a social need. In this work, following the analogy with human behavior recognition, we propose a system for recognizing body parts of dogs kept in pens. We decide to adopt both 2D and 3D features in order to obtain a rich description of the dog model. Images are acquired using the Microsoft Kinect to capture the depth map images of the dog. Upon depth maps a Structural Support Vector Machine (SSVM) is employed to identify the body parts using both 3D features and 2D images. The proposal relies on a kernelized discriminative structural classificator specifically tailored for dogs independently from the size and breed. The classification is performed in an online fashion using the LaRank optimization technique to obtaining real time performances. Promising results have emerged during the experimental evaluation carried out at a dog shelter, managed by IZSAM, in Teramo, Italy.

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O presente trabalho pretende caracterizar a associação existente entre a função cognitiva executiva e a capacidade para o trabalho em profissionais de saúde (médicos e enfermeiros) e profissionais de educação (professores). A função cognitiva executiva é definida como uma série de processos cognitivos de ordem superior (capacidade de planeamento, raciocínio abstrato, flexibilidade cognitiva e resolução de problemas) determinantes no controlo e coordenação de operações cognitivas e fundamentais na organização e monitorização do comportamento humano. A integridade destas funções, são determinantes para a realização adequada de tarefas da vida diária, incluindo o contexto organizacional. A capacidade para trabalho é um forte preditor do desempenho laboral, sendo definida como a autoavaliação que o trabalhador faz do seu bem-estar no presente e no futuro próximo e da capacidade para assegurar o seu trabalho tendo em conta as exigências do mesmo, a saúde e os recursos psicológicos e cognitivos disponíveis. Assim, com o objetivo de compreender a relação entre estas duas variáveis em médicos, enfermeiros e professores, no presente trabalho utilizamos uma amostra composta por 218 sujeitos, sendo que 93 são enfermeiros, 100 professores (ensino secundário) e 25 médicos. Para avaliar as funções cognitivas executivas, nomeadamente a flexibilidade cognitiva e raciocínio abstrato não-verbal utilizamos o Halstead Category Test (HCT). Para avaliar a capacidade de planeamento e resolução de problemas, utilizamos a Torre de Hanoi (TH). Para determinamos o valor da capacidade para o trabalho, utilizamos o índice de capacidade para o trabalho. No sentido de controlar variáveis que poderiam influenciar esta relação, utilizamos Questionário Geral de Saúde (GHQ-12), escala de ansiedade-traço, Questionário de Personalidade de Eysenck, escala de satisfação no trabalho e uma questão dicotómica (Sim/Não) sobre o trabalho por turnos. Pela análise dos resultados, verificamos que alterações nas funções cognitivas executivas poderão prejudicar a capacidade para o trabalho. No entanto, verificamos que variáveis como a idade, trabalho por turnos, personalidade e saúde mental poderão exercer um efeito moderador desta relação. Por fim, em comparação com médicos, enfermeiros e professores, verificamos que os médicos e enfermeiros apresentam um maior prejuízo nas funções cognitivas executivas que os professores, mas não na capacidade para o trabalho. Como conclusão, o nosso trabalho contribuiu para uma melhor compreensão da ação das funções executivas em contexto laboral (em particular na área da saúde e educação), contribuindo para o desenvolvimento e implementação de programas de promoção de saúde laboral em contexto organizacional.

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Thesis (Master's)--University of Washington, 2014