908 resultados para Mohn (The word)


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This thesis has its origin in a previous work: “The Catalan theatrical life in the magazine ‘El Teatre Català’ (1912-1917)” (DEA, UCM, 2004-2005), focused on the history, description and the indexes of that magazine. Among the historical and literary references ordered there, we chose a figure that would make a monographic work resulting in the present Doctoral Thesis. The choice fell on Avel·lí Artís i Balaguer (1881-1954), whose personality and literary corpus, allow additional possibilities for research. The cultural and literary reach of his life and his work covers a whole historical cycle in Catalan culture and literature, which moves from its contemporary consolidation towards the drama of its temporal dislocation, between the Spanish Civil War and the exile experience. This e historical itinerary is represented by Avel·lí Artís i Balaguer, being a playwright and a publisher. He’s been considered a comedy playwright since his editions bear titles such as “comedy”, “pas comedy”, “sainet” “quadro”, “farce” or “dialogue”, at most we find the word “Drama” once and “tragicomedy” twice, and we can find all this, in a series of texts for the representation ranging from 1909 to 1938. Secondly, as a professional fully involved in printing and publishing, thereby covering since its first steps as a compositor in the late nineties of the 19th century until his activity as a crucial character for magazines and other publishing projects, from the first decade of the 20th century until the last year of his Mexican exile...

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In this thesis we aimed to explore the potential of gamification - defined as “the use of game elements in non-game contexts” [30] - in increasing children's (aged 5 to 6) engagement with the task. This is mainly due to the fact that our world is living a technological era, and videogames are an example of this engagement by being able to maintain children’s (and adults) engagement for hours straight. For the purpose of limiting complexity, we only addressed the feedback element by introducing it with an anthropomorphic virtual agent (human-like aspect), because research shows that virtual agents (VA’s) can influence behavioural change [17], or even induce emotions on humans both through the use of feedback provided and their facial expressions, which can interpreted in the same way as of humans’ [2]. By pairing the VA with the gamification concept, we wanted to 1) create a VA that is likely to be well-received by children (appearance and behaviour), and 2) have the immediate feedback that games have, so we can give children an assessment of their actions in real-time, as opposed to waiting for feedback from someone (traditional teaching), and with this give students more chances to succeed [32, 43]. Our final system consisted on a virtual environment, where children formed words that corresponded to a given image. In order to measure the impact that the VA had on engagement, the system was developed in two versions: one version of the system was limited to provide a simple feedback environment, where the VA provided feedback, by responding with simple phrases (i.e. “correct” or “incorrect”); for the second version, the VA had a more complex approach where it tried to encourage children to complete the word – a motivational feedback - even when they weren’t succeeding. Lastly we conducted a field study with two groups of children, where one group tested the version with the simple feedback, and the other group tested the ‘motivational’ version of the system. We used a quantitative approach to analyze the collected data that measured the engagement, based on the number of tasks (words) completed and time spent with system. The results of the evaluation showed that the use of motivational feedback may carry a positive effect on engaging children.

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This article presents part of the results obtained under a project that sought out to know and understand the determining factors in the ways of attendance at movie theaters, with the main goal to analyze each of the cinematic means of disclosure and their respective communicative role. The study was carried out through a theoretical and conceptual analysis using a quantitative approach. The main tool for data collection was a questionnaire that included the participation of 380 subjects. The findings show that the main determinant means of disclosure in choosing films as key influencers of visits to Portuguese cinemas were the Internet and the word-of-mouth phenomenon.

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In this thesis we aimed to explore the potential of gamification - defined as “the use of game elements in non-game contexts” [30] - in increasing children's (aged 5 to 6) engagement with the task. This is mainly due to the fact that our world is living a technological era, and videogames are an example of this engagement by being able to maintain children’s (and adults) engagement for hours straight. For the purpose of limiting complexity, we only addressed the feedback element by introducing it with an anthropomorphic virtual agent (human-like aspect), because research shows that virtual agents (VA’s) can influence behavioural change [17], or even induce emotions on humans both through the use of feedback provided and their facial expressions, which can interpreted in the same way as of humans’ [2]. By pairing the VA with the gamification concept, we wanted to 1) create a VA that is likely to be well-received by children (appearance and behaviour), and 2) have the immediate feedback that games have, so we can give children an assessment of their actions in real-time, as opposed to waiting for feedback from someone (traditional teaching), and with this give students more chances to succeed [32, 43]. Our final system consisted on a virtual environment, where children formed words that corresponded to a given image. In order to measure the impact that the VA had on engagement, the system was developed in two versions: one version of the system was limited to provide a simple feedback environment, where the VA provided feedback, by responding with simple phrases (i.e. “correct” or “incorrect”); for the second version, the VA had a more complex approach where it tried to encourage children to complete the word – a motivational feedback - even when they weren’t succeeding. Lastly we conducted a field study with two groups of children, where one group tested the version with the simple feedback, and the other group tested the ‘motivational’ version of the system. We used a quantitative approach to analyze the collected data that measured the engagement, based on the number of tasks (words) completed and time spent with system. The results of the evaluation showed that the use of motivational feedback may carry a positive effect on engaging children.

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“…el documento que se presenta a continuación recoge tanto una revisión analítica de algunas teorías del desarrollo desde la complejidad, como una aplicación de las mismas a un caso concreto de construcción de entidades regionales de carácter complejo, tales como las ciudades región. En la primera y la segunda parte, se hace una introducción y un acercamiento teórico a los enfoques del desarrollo y a la teoría de la complejidad, con el fin de establecer una definición más completa y estructurada de la categoría desarrollo. En la tercera parte, se establece el grado de avance de la región Bogotá – Cundinamarca a la luz de los postulados del desarrollo, constatando su estado desde los principales indicadores del bienestar. En la cuarta y quinta parte, se establecen los limitantes que las visiones sectoriales han impuesto al ejercicio de la planeación del desarrollo en la región de estudio; para luego, en la última parte, proponer una serie de aspectos que permitirían a la nueva entidad territorial incorporar aspectos de la complejidad al territorio y sus diversos componentes, para ponerla a tono con las condiciones impuestas por las nuevas lógicas de operación territorial en el contexto mundial actual”--introducción

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Introducción: La IVU es muy frecuenten en la (FCI - IC), Alrededor el 60% de los pacientes con diagnóstico de IVU nosocomial corresponden a gérmenes resistente, Desde el año 2010 el CLSI disminuyó los puntos de corte de sensibilidad en las enterobacteriaceae y removió la necesidad de tamizaje y confirmación de (BLEE), en el presente trabajo se pretende determinar el perfil epidemiológico de la formulación antibiótica en pacientes con IVU nosocomial. Diseño: Se realizó un estudio observacional analítico de corte transversal. Métodos: Se realizó un análisis univariado, bivariado y multivariado. El análisis bivariado y multivariado se realizó para determinar la medida de asociación teniendo en cuenta la formulación de Carbapenemico la variable dependiente, evaluándose mediante chi cuadrado. Resultados: Se revisaron 131 urocultivos, se incluyeron 116. Los aislamientos microbiológicos más frecuentemente encontrados fueron E. Coli y K. Pneumoniae, el 43.4% de los aislamientos, presentaron expresión de BLEE, 90% de los aislamientos fueron sensibles a Cefepime. La mayoría de los modelos obtenidos mostraron una fuerte asociación entre el reporte de BLEE en antibiograma con la formulación de carbapenémicos como terapia final OR 33,12 IC 95% (2,90 – 337,4). Conclusión: La epidemiologia de la IVU nosocomial en la FCI-IC no difiere de las referencias internacionales, no hay adherencia a las guías de manejo intrahospitalario y el reporte de la palabra BLEE en el antibiograma predice la formulación de antibiótico carbapenémico por el médico que lee el urocultivo

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Con el fin de la Segunda Guerra Mundial y el escenario que planteaba la Guerra Fría, la manera de entender y explicar la seguridad en la comunidad internacional se amplió, y pasó de ser concebida únicamente en términos políticos y militares, a incluir aspectos como el medio ambiente, la economía y la sociedad. Por esta razón el concepto de seguridad se complejizó dando paso a la construcción de distintas definiciones y debates alrededor de la ampliación de la agenda de seguridad y los temas que en ella se debían tratar. Así pues el fin principal del presente trabajo es el análisis de un fenómeno socialmente relevante en el marco de las relaciones internacionales como lo es la configuración de seguridad, a partir de intervenciones de terceros actores que involucran poblaciones afectadas como en el caso somalí, la cual enfrentó una situación de crisis como producto de la emergencia de seguridad que se produce en el año 1991 con la expulsión de Siad Barre del poder. Su importancia radica en la reivindicación de la trascendencia tanto de los derechos humanos, como de la relevancia del papel de las organizaciones internacionales y de los Estados más poderosos del Sistema Internacional, en la protección de esos derechos y de las comunidades vulnerables que conforman dicho sistema.

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ResumenEl autor trata de aplicar el modelo teórico denominado “el sistema mundial”, al caso de la conquista de Mesoamérica, con el propósito de mostrar como ilumina varios aspectos de ese proceso que todavía permanecen ocultos.AbstractThe author seeks to apply the theoretical model of theWord system” to the conquest of Mesoamerica, so as to clarify various obscure aspects of this process.