897 resultados para Dominic Interactive
Resumo:
Les relacions interpersonals en l’Educació Física a l’Educació Secundària Obligatòria constitueixen l’objecte d’estudi d’aquesta recerca qualitativa i transversal. Un procés d’investigació que pretén descriure, analitzar i interpretar els principals trets característics d’aquest marc relacional en l’àmbit de l’Educació Física; una matèria que presenta diferències estructurals i organitzatives significatives respecte la resta d’àrees curriculars. Professor, alumne i grup-classe esdevenen els tres actors protagonistes d’aquesta xarxa interactiva; on l’atenció es focalitza en l’anàlisi de dues tipologies de relacions: professor-alumne i alumne-alumne. A través de l’estudi de dos casos reals s’analitzen tres factors fonamentals i determinants en el procés relacional: estil d’ensenyament, rol adoptat i disponibilitat cap a les tasques; així com el factor resultant: l’ambient o clima d’aprenentatge.
Resumo:
Background: Interventions designed to increase workplace physical activity may not automatically reduce high volumes of sitting, a behaviour independently linked to chronic diseases such as obesity and type II diabetes. This study compared the impact two different walking strategies had on step counts and reported sitting times. Methods: Participants were white-collar university employees (n = 179; age 41.3 ± 10.1 years; 141 women), who volunteered and undertook a standardised ten-week intervention at three sites. Preintervention step counts (Yamax SW-200) and self-reported sitting times were measured over five consecutive workdays. Using pre-intervention step counts, employees at each site were randomly allocated to a control group (n = 60; maintain normal behaviour), a route-based walking group (n = 60; at least 10 minutes sustained walking each workday) or an incidental walking group (n = 59; walking in workday tasks). Workday step counts and reported sitting times were re-assessed at the beginning, mid- and endpoint of intervention and group mean± SD steps/day and reported sitting times for pre-intervention and intervention measurement points compared using a mixed factorial ANOVA; paired sample-t-tests were used for follow-up, simple effect analyses. Results: A significant interactive effect (F = 3.5; p < 0.003) was found between group and step counts. Daily steps for controls decreased over the intervention period (-391 steps/day) and increased for route (968 steps/day; t = 3.9, p < 0.000) and incidental (699 steps/day; t = 2.5, p < 0.014) groups. There were no significant changes for reported sitting times, but average values did decrease relative to the control (routes group = 7 minutes/day; incidental group = 15 minutes/day). Reductions were most evident for the incidental group in the first week of intervention, where reported sitting decreased by an average of 21 minutes/day (t = 1.9; p < 0.057). Conclusion: Compared to controls, both route and incidental walking increased physical activity in white-collar employees. Our data suggests that workplace walking, particularly through incidental movement, also has the potential to decrease employee sitting times, but there is a need for on-going research using concurrent and objective measures of sitting, standing and walking.
Resumo:
Utilizing enhanced visualization in transportation planning and design gained popularity in the last decade. This work aimed at demonstrating the concept of utilizing a highly immersive, virtual reality simulation engine for creating dynamic, interactive, full-scale, three-dimensional (3D) models of highway infrastructure. For this project, the highway infrastructure element chosen was a two-way, stop-controlled intersection (TWSCI). VirtuTrace, a virtual reality simulation engine developed by the principal investigator, was used to construct the dynamic 3D model of the TWSCI. The model was implemented in C6, which is Iowa State University’s Cave Automatic Virtual Environment (CAVE). Representatives from the Institute of Transportation at Iowa State University, as well as representatives from the Iowa Department of Transportation, experienced the simulated TWSCI. The two teams identified verbally the significant potential that the approach introduces for the application of next-generation simulated environments to road design and safety evaluation.
Resumo:
BACKGROUND: Patient behavior accounts for half or more of the variance in health, disease, mortality and treatment outcome and costs. Counseling using motivational interviewing (MI) effectively improves the substance use and medical compliance behavior of patients. Medical training should include substantial focus on this key issue of health promotion. The objective of the study is to test the efficacy of teaching MI to medical students. METHODS: Thirteen fourth-year medical students volunteered to participate. Seven days before and after an 8-hour interactive MI training workshop, each student performed a video-recorded interview with two standardized patients: a 60 year-old alcohol dependent female consulting a primary care physician for the first time about fatigue and depression symptoms; and a 50 year-old male cigarette smoker hospitalized for myocardial infarction. All 52 videos (13 students×2 interviews before and after training) were independently coded by two blinded clinicians using the Motivational Interviewing Training Integrity (MITI, 3.0). MITI scores consist of global spirit (Evocation, Collaboration, Autonomy/Support), global Empathy and Direction, and behavior count summary scores (% Open questions, Reflection to question ratio, % Complex reflections, % MI-adherent behaviors). A "beginning proficiency" threshold (BPT) is defined for each of these 9 scores. The proportion of students reaching BPT before and after training was compared using McNemar exact tests. Inter-rater reliability was evaluated by comparing double coding, and test-retest analyses were conducted on a sub-sample of 10 consecutive interviews by each coder. Weighted Kappas were used for global rating scales and intra-class correlations (ICC) were computed for behavior count summary scores. RESULTS: The percent of counselors reaching BPT before and after MI training increased significantly for Evocation (15% to 65%, p<.001), Collaboration (27% to 77%, p=.001), Autonomy/Support (15% to 54%, p=.006), and % Open questions (4% to 38%, p=.004). Proportions increased, but were not statistically significant for Empathy (38% to 58%, p=.18), Reflection to question ratio (0% to 15%, p=.12), % Complex reflection (35% to 54%, p=.23), and % MI-adherent behaviors (8% to 15%, p=.69). There was virtually no change for the Direction scale (92% to 88%, p=1.00). The reliability analyses produced mixed results. Weighted kappas for inter-rater reliability ranged from .14 for Direction to .51 for Collaboration, and from .27 for Direction to .80 for Empathy for test-retest. ICCs ranged from .20 for Complex reflections to .89 for Open questions (inter-rater), and from .67 for Complex reflections to .99 for Reflection to question ratio (test-retest). CONCLUSION: This pilot study indicates that a single 8-hour training in motivational interviewing for voluntary fourth-year medical students results in significant improvement of some MI skills. A larger sample of randomly selected medical students observed over longer periods should be studied to test if MI training generalizes to medical students. Inter-rater reliability and test-retest findings indicate a need for caution when interpreting the present results, as well as for more intensive training to help appropriately capture more dimensions of the process in future studies.
Resumo:
El artículo presenta una parte de los resultados de una investigación realizada en 2008 donde se describen y analizan actores, contenidos y tendencias del marketing móvil en Cataluña. El marketing móvil está transformando las formas de comunicación publicitaria, ya que, al tratarse de un medio de comunicación unipersonal, directo e interactivo y gozar de una alta implantación en el mercado, hace que sea un instrumento especialmente atractivo para realizar muchos tipos de acciones de marketing. La investigación traza un primer mapa de la situación, propone una serie de categorías de análisis y futuras tendencias y sienta las bases para futuros estudios más específicos sobre marketing móvil.
Resumo:
This paper presents a customizable system used to develop a collaborative multi-user problem solving game. It addresses the increasing demand for appealing informal learning experiences in museum-like settings. The system facilitates remote collaboration by allowing groups of learners tocommunicate through a videoconferencing system and by allowing them to simultaneously interact through a shared multi-touch interactive surface. A user study with 20 user groups indicates that the game facilitates collaboration between local and remote groups of learners. The videoconference and multitouch surface acted as communication channels, attracted students’ interest, facilitated engagement, and promoted inter- and intra-group collaboration—favoring intra-group collaboration. Our findings suggest that augmentingvideoconferencing systems with a shared multitouch space offers newpossibilities and scenarios for remote collaborative environments and collaborative learning.
Resumo:
To determine the separate and interactive effects of fetal inflammation and neonatal hyperoxia on the developing lung, we hypothesized that: 1) antenatal endotoxin (ETX) causes sustained abnormalities of infant lung structure; and 2) postnatal hyperoxia augments the adverse effects of antenatal ETX on infant lung growth. Escherichia coli ETX or saline (SA) was injected into amniotic sacs in pregnant Sprague-Dawley rats at 20 days of gestation. Pups were delivered 2 days later and raised in room air (RA) or moderate hyperoxia (O₂, 80% O₂ at Denver's altitude, ∼65% O₂ at sea level) from birth through 14 days of age. Heart and lung tissues were harvested for measurements. Intra-amniotic ETX caused right ventricular hypertrophy (RVH) and decreased lung vascular endothelial growth factor (VEGF) and VEGF receptor-2 (VEGFR-2) protein contents at birth. In ETX-exposed rats (ETX-RA), alveolarization and vessel density were decreased, pulmonary vascular wall thickness percentage was increased, and RVH was persistent throughout the study period compared with controls (SA-RA). After antenatal ETX, moderate hyperoxia increased lung VEGF and VEGFR-2 protein contents in ETX-O₂ rats and improved their alveolar and vascular structure and RVH compared with ETX-RA rats. In contrast, severe hyperoxia (≥95% O₂ at Denver's altitude) further reduced lung vessel density after intra-amniotic ETX exposure. We conclude that intra-amniotic ETX induces fetal pulmonary hypertension and causes persistent abnormalities of lung structure with sustained pulmonary hypertension in infant rats. Moreover, moderate postnatal hyperoxia after antenatal ETX restores lung growth and prevents pulmonary hypertension during infancy.
Resumo:
Behavioral and nutritional effect of rutin (quercetin 3-O-rutinosídeo) on Anticarsia gemmatalis Hübner (Lep.: Noctuidae), a major soybean defoliator in Brazil, was evaluated from the third instar to pupation. Rutin is one of the flavonol glycosides identified in the leaves of the wild soybean PI 227687. Larval weight and amount of ingested food decreased as rutin concentration in the diet increase. An interactive effect between feeding time and diet (treatment) was observed on insect growth; when larvae fed on pure-diet, feeding time elongation resulted in heavier pupae. Differently, the weight of larvae fed on rutin-diet remained almost stable, in spite of eating for longer. A. gemmatalis growth was negatively influenced by rutin-diet not only by feeding deterrence but also by post-ingestive effect on insect growth, since after adjustment of pupal weight by the amount of ingested food (covariate), the effect of diet remained significant. Rutin negatively influenced A. gemmatalis growth as result of pre-ingestive effect, indicated by reduction in food consumption, and post-ingestive effect, indicated by lower conversion of ingested food into body mass and food assimilation.
Resumo:
Este artículo analiza las obras de algunos artistas digitales que utilizan los recursos propios del medio digital como mensaje central. Nuestra intención será exponer las múltiples formas de utilizar, desarrollar y manipular el metalenguaje. Primeramente, con la intención de comprender estas obras, se elabora un contexto en que se plantearán unos precedentes, para ver, en una segunda parte, cómo el metalenguaje en nuestra actualidad artística y digital vuelve a ser muy utilizado, de manera que llega a convertirse en una metodología característica del arte contemporáneo y de los medios digitales. Palabras clave aleatoriedad, simulación, glitch, net art, interfaz, reactividad, interactividad
Resumo:
Estudiar la comunicación publicitaria del siglo XXI nos permite entender la importancia del desarrollo actual de este tipo de comunicación. Sin duda un desarrollo que afecta enormemente en el modo en que las marcas llevan a cabo sus estrategias de publicidad con su público. Pero sin duda el formato audiovisual sigue siendo el formato más utilizado por anunciantes y agencias para contactar con su público. El siglo XX estuvo definido por el desarrollo del medio televisión, el siglo XXI por el desarrollo del medio internet, pero la pregunta que realmente nos plantea este cambio mediático es conocer si estamos hablando de un cambio de medio o de un cambio en las estrategias y formatos publicitarios audiovisuales utilizados para llegar al receptor. Los mensajes publicitarios actuales resaltan por una mayor interactividad con el espectador, un contacto voluntario de éste, en muchos casos, con nuestra campaña e incluso una participación activa de nuestro consumidor en la distribución de la campaña. Los formatos evolucionan, también la relación del consumidor con el mensaje publicitario audiovisual y el producto
Resumo:
Este artículo analiza las obras de algunos artistas digitales que utilizan los recursos propios del medio digital como mensaje central. Nuestra intención será exponer las múltiples formas de utilizar, desarrollar y manipular el metalenguaje. Primeramente, con la intención de comprender estas obras, se elabora un contexto en que se plantearán unos precedentes, para ver, en una segunda parte, cómo el metalenguaje en nuestra actualidad artística y digital vuelve a ser muy utilizado, de manera que llega a convertirse en una metodología característica del arte contemporáneo y de los medios digitales. Palabras clave aleatoriedad, simulación, glitch, net art, interfaz, reactividad, interactividad
Resumo:
L'objectiu principal és oferir uns recursos educatius multimèdia (en format HTML i JAVA) utilitzables en línea (Internet) o en suport autònom (CD-ROM) per a l'autoformació i l'autoevaluació ...