935 resultados para Virtual routing environments


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Recently, modern cross-sectional imaging techniques such as multi-detector computed tomography (MDCT) have pioneered post mortem investigations, especially in forensic medicine. Such approaches can also be used to investigate bones non-invasively for anthropological purposes. Long bones are often examined in forensic cases because they are frequently discovered and transferred to medico-legal departments for investigation. To estimate their age, the trabecular structure must be examined. This study aimed to compare the performance of MDCT with conventional X-rays to investigate the trabecular structure of long bones. Fifty-two dry bones (24 humeri and 28 femora) from anthropological collections were first examined by conventional X-ray, and then by MDCT. Trabecular structure was evaluated by seven observers (two experienced and five inexperienced in anthropology) who analyzed images obtained by radiological methods. Analyses contained the measurement of one quantitative parameter (caput diameter of humerus and femur) and staging the trabecular structure of each bone. Preciseness of each technique was indicated by describing areas of trabecular destruction and particularities of the bones, such as pathological changes. Concerning quantitative parameters, the measurements demonstrate comparable results for the MDCT and conventional X-ray techniques. In contrast, the overall inter-observer reliability of the staging was low with MDCT and conventional X-ray. Reliability increased significantly when only the results of the staging performed by the two experienced observers were compared, particularly regarding the MDCT analysis. Our results also indicate that MDCT appears to be better suited to a detailed examination of the trabecular structure. In our opinion, MDCT is an adequate tool with which to examine the trabecular structure of long bones. However, adequate methods should be developed or existing methods should be adapted to MDCT.

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Games are powerful and engaging. On average, one billion people spend at least 1 hour a day playing computer and videogames. This is even more true with the younger generations. Our students have become the < digital natives >, the < gamers >, the < virtual generation >. Research shows that those who are most at risk for failure in the traditional classroom setting, also spend more time than their counterparts, using video games. They might strive, given a different learning environment. Educators have the responsibility to align their teaching style to these younger generation learning styles. However, many academics resist the use of computer-assisted learning that has been "created elsewhere". This can be extrapolated to game-based teaching: even if educational games were more widely authored, their adoption would still be limited to the educators who feel a match between the authored games and their own beliefs and practices. Consequently, game-based teaching would be much more widespread if teachers could develop their own games, or at least customize them. Yet, the development and customization of teaching games are complex and costly. This research uses a design science methodology, leveraging gamification techniques, active and cooperative learning theories, as well as immersive sandbox 3D virtual worlds, to develop a method which allows management instructors to transform any off-the-shelf case study into an engaging collaborative gamified experience. This method is applied to marketing case studies, and uses the sandbox virtual world of Second Life. -- Les jeux sont puissants et motivants, En moyenne, un milliard de personnes passent au moins 1 heure par jour jouer à des jeux vidéo sur ordinateur. Ceci se vérifie encore plus avec les jeunes générations, Nos étudiants sont nés à l'ère du numérique, certains les appellent des < gamers >, d'autres la < génération virtuelle >. Les études montrent que les élèves qui se trouvent en échec scolaire dans les salles de classes traditionnelles, passent aussi plus de temps que leurs homologues à jouer à des jeux vidéo. lls pourraient potentiellement briller, si on leur proposait un autre environnement d'apprentissage. Les enseignants ont la responsabilité d'adapter leur style d'enseignement aux styles d'apprentissage de ces jeunes générations. Toutefois, de nombreux professeurs résistent lorsqu'il s'agit d'utiliser des contenus d'apprentissage assisté par ordinateur, développés par d'autres. Ceci peut être extrapolé à l'enseignement par les jeux : même si un plus grand nombre de jeux éducatifs était créé, leur adoption se limiterait tout de même aux éducateurs qui perçoivent une bonne adéquation entre ces jeux et leurs propres convictions et pratiques. Par conséquent, I'enseignement par les jeux serait bien plus répandu si les enseignants pouvaient développer leurs propres jeux, ou au moins les customiser. Mais le développement de jeux pédagogiques est complexe et coûteux. Cette recherche utilise une méthodologie Design Science pour développer, en s'appuyant sur des techniques de ludification, sur les théories de pédagogie active et d'apprentissage coopératif, ainsi que sur les mondes virtuels immersifs < bac à sable > en 3D, une méthode qui permet aux enseignants et formateurs de management, de transformer n'importe quelle étude de cas, provenant par exemple d'une centrale de cas, en une expérience ludique, collaborative et motivante. Cette méthode est appliquée aux études de cas Marketing dans le monde virtuel de Second Life.

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The oleaginous yeast Yarrowia lipolytica possesses six acyl-CoA oxidase (Aox) isoenzymes encoded by genes POX1-POX6. The respective roles of these multiple Aox isoenzymes were studied in recombinant Y. lipolytica strains that express heterologous polyhydroxyalkanoate (PHA) synthase (phaC) of Pseudomonas aeruginosa in varying POX genetic backgrounds, thus allowing assessment of the impact of specific Aox enzymes on the routing of carbon flow to β-oxidation or to PHA biosynthesis. Analysis of PHA production yields during growth on fatty acids with different chain lengths has revealed that the POX genotype significantly affects the PHA levels, but not the monomer composition of PHA. Aox3p function was found to be responsible for 90% and 75% of the total PHA produced from either C9:0 or C13:0 fatty acid, respectively, whereas Aox5p encodes the main Aox involved in the biosynthesis of 70% of PHA from C9:0 fatty acid. Other Aoxs, such as Aox1p, Aox2p, Aox4p and Aox6p, were not found to play a significant role in PHA biosynthesis, independent of the chain length of the fatty acid used. Finally, three known models of β-oxidation are discussed and it is shown that a 'leaky-hose pipe model' of the cycle can be applied to Y. lipolytica.

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The stable co-existence of two haploid genotypes or two species is studied in a spatially heterogeneous environment submitted to a mixture of soft selection (within-patch regulation) and hard selection (outside-patch regulation) and where two kinds of resource are available. This is analysed both at an ecological time-scale (short term) and at an evolutionary time-scale (long term). At an ecological scale, we show that co-existence is very unlikely if the two competitors are symmetrical specialists exploiting different resources. In this case, the most favourable conditions are met when the two resources are equally available, a situation that should favour generalists at an evolutionary scale. Alternatively, low within-patch density dependence (soft selection) enhances the co-existence between two slightly different specialists of the most available resource. This results from the opposing forces that are acting in hard and soft regulation modes. In the case of unbalanced accessibility to the two resources, hard selection favours the most specialized genotype, whereas soft selection strongly favours the less specialized one. Our results suggest that competition for different resources may be difficult to demonstrate in the wild even when it is a key factor in the maintenance of adaptive diversity. At an evolutionary scale, a monomorphic invasive evolutionarily stable strategy (ESS) always exists. When a linear trade-off exists between survival in one habitat versus that in another, this ESS lies between an absolute adjustment of survival to niche size (for mainly soft-regulated populations) and absolute survival (specialization) in a single niche (for mainly hard-regulated populations). This suggests that environments in agreement with the assumptions of such models should lead to an absence of adaptive variation in the long term.

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[cat] Aquest projecte és una continuació del programa de recerca iniciat amb el projecte de R+D "School+ more than a platform to build the school of tomorrow" (IST-2000-25162) parcialment finançat per la Unió Europea a través de la convocatòria L'Escola del Demà, del Programa de Tecnologies de la Societat de la Informació del 5è Programa Marc. Aquesta iniciativa va ser seguida i aprofundida amb el projecte "Aprenentatge per a la comprensió en entorns virtuals als centres de secundària: la Xarxa School+", parcialment finançat pel DURSI a través de la convocatòria ARIE 2004. En aquest sentit, s'inscriu sota el mateix paraigües epistemològic (sociocultural) i metodològic (construccionista) dels projectes anteriors, i es basa en la utilització de diferents tipus d'evidències,en aquest cas però prestant especial atenció a la qüestió de l'avaluació de l'aprenentatge per a la comprensió i la dotació de sentit. En aquest context adquireix especial rellevància la idea del portafoli -o e-portafoli, webfoli, portafoli electrònic o digital- com a estratègia avaluadora de la comprensió i afavoridora de formes més complexes d'aprenentatge. En aquest informe, i d¿acord amb allò manifestat al projecte de recerca, es donen respostes a les següents qüestions: (a) quines són les possibilitats i les limitacions del portafoli electrònic com a sistema per avaluar processos d'aprenentatge de caràcter complex, orientats a la comprensió i la dotació de sentit; (b) com tenen lloc els processos d'innovació i millora a l'ensenyament secundari quan es fan servir entorns virtuals d'informació i comunicació, i es persegueix el desenvolupament d'un model pedagògic i curricular de caràcter interdisciplinari;(c) quins processos pedagògics, organitzatius, cognitius i emocionals estan implicats en les situacions d'aprenentatge orientades a la comprensió i la dotació de sentit, i no en la memorització i repetició de continguts; (d) com es desenvolupen experiències de col·laboració entre professors, estudiants i centres de secundària.

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Excessive daytime sleepiness underpins a large number of the reported motor vehicle crashes. Fair and accurate field measures are needed to identify at-risk drivers who have been identified as potentially driving in a sleep deprived state on the basis of erratic driving behavior. The purpose of this research study was to evaluate a set of cognitive tests that can assist Motor Vehicle Enforcement Officers on duty in identifying drivers who may be engaged in sleep impaired driving. Currently no gold standard test exists to judge sleepiness in the field. Previous research has shown that Psychomotor Vigilance Task (PVT) is sensitive to sleep deprivation. The first goal of the current study was to evaluate whether computerized tests of attention and memory, more brief than PVT, would be as sensitive to sleepiness effects. The second goal of the study was to evaluate whether objective and subjective indices of acute and cumulative sleepiness predicted cognitive performance. Findings showed that sleepiness effects were detected in three out of six tasks. Furthermore, PVT was the only task that showed a consistent slowing of both ‘best’, i.e. minimum, and ‘typical’ responses, median RT due to sleepiness. However, PVT failed to show significant associations with objective measures of sleep deprivation (number of hours awake). The findings indicate that sleepiness tests in the field have significant limitations. The findings clearly show that it will not be possible to set absolute performance thresholds to identify sleep-impaired drivers based on cognitive performance on any test. Cooperation with industry to adjust work and rest cycles, and incentives to comply with those regulations will be critical components of a broad policy to prevent sleepy truck drivers from getting on the road.

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Trata-se de uma pesquisa que envolveu a exploração dos 36 periódicos que compõem o repositório Educ@ com vistas ao levantamento das publicações que enfocam os temas educação a distância - EAD - e tecnologias da informação e da comunicação - TIC. Excluídos três periódicos que se voltam exclusivamente para a divulgação de estudos relacionados aos temas desse levantamento, foram evidenciados 824 artigos. Os dados tabulados permitiram identificar uma mudança no foco dos estudos encontrados, que discutiam a informática educativa e passaram a investigar o uso/apropriação das TIC e a formação de professores para e por meio da EAD. A partir de 2008, a quantidade de artigos publicados por ano em cada periódico triplicou, sinalizando um aumento do interesse dos pesquisadores por investigações sobre os temas explorados.

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As modificações tecnológicas e as recentes concepções de gerenciamento de recursos de informação têm causado uma quebra no paradigma dos modelos tradicionais de bibliotecas. O conceito de biblioteca virtual se apresenta como uma alternativa para ampliar as condições de busca, disponibilidade e recuperação de informações de maneira globalizada, qualitativa, pertinente e racional, aliando o acesso local ao acesso remoto, com base nas redes de telecomunicação disponíveis. Embora o conceito de biblioteca virtual esteja ainda em construção, um cuidadoso planejamento deve ser elaborado, tendo em vista a transição do modelo tradicional de bibliotecas para o modelo de biblioteca virtual. Alguns passos desta avaliação são apresentados, em especial para bibliotecas especializadas, bem como algumas experiências já em funcionamento em países do Primeiro Mundo. Novos papéis são também exigidos para os profissionais bibliotecários e para o pessoal da biblioteca, visando a um reposicionamento de atitudes e atividades.

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Descreve a filosofia, o histórico de implantação e as funções da biblioteca virtual da Natura Cosméticos S.A., considerado o primeiro sistema virtual de informações em empresa do Brasil. Devido ao vertiginoso crescimento da empresa desde o início de sua atuação no mercado internacional, buscou-se a definição de uma estrutura de sustentação informativa que auxiliasse o aprimoramento dos produtos e processos e trouxesse informação sobre o que de mais moderno e inovador estivesse acontecendo na cosmética mundial. Além disso, buscava-se uma metodologia que também organizasse, sistematizasse e disponibilizasse a informação com rapidez e critérios seletivos de pertinência e relevância. Acreditava-se ser ineficaz a repetição do velho paradigma da biblioteca interna em um cenário de globalização de mercados no qual o acesso à informação não deveria estar limitado à informação que pudesse ser armazenada em uma sala de biblioteca. Mais importante do que ter a informação seria saber onde encontrá-la de maneira rápida e eficaz, porque guardar não significa dispor quando se necessita e guardar tem um custo geralmente subestimado quando da criação de sistemas que pretendam ser efetivos quanto à prospecção e difusão de informações. O foco de atuação do Centro de Informações Bibliográficas da Natura é o acesso externo à informação em detrimento do acervo interno de informação. Descreve as características, produtos e atividades desse sistema virtual de informações.

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Analisa a abordagem do Sense-Making na busca e uso da informação.

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El desenvolupament de les telecomunicacions mitjanyant xarxes d"ordinadors com Internet, i la facilitat de l"ús d'aquest tipus de xarxes, incrementen la possibilitat tant de transmetre material educatiu i intercanviar experiéncies com d"obrir nous canals de comunicació i crear entorns d"aprenentatge que permetin ultrapassar les coordenades d"espai i temps en qué s"han mogut tradicionalment les institucions. La Unió Europea, en el seu intent d"apropar les diferents cultures que conformen el mapa de la nostra comunitat, s"interessa per aquest tipus de sistemes, que permeten la comunicació i l"accés a la informació independentment de l"espai i del temps.

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Apresenta modelo de biblioteca jurídica que sugere a potencialização do sistema de informações, sem a necessidade de aumento físico considerável do acervo interno. Sua estrutura, apoiada na conexão com bancos e bases de dados, redes eletrônicas de comunicação e bibliotecas informatizadas situadas interna e externamente, permitirá acesso a um conjunto de fontes e acervos muito mais amplo e diversificado do que aquele que existe internamente na forma tradicional vindo completar esta estrutura.