937 resultados para The Magic Toyshop
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Autism is a neuro-developmental disorder defined by atypical social behaviour, of which atypical social attention behaviours are among the earliest clinical markers (Volkmar et al., 1997). Eye tracking studies using still images and movie clips have provided a method for the precise quantification of atypical social attention in ASD. This is generally characterised by diminished viewing of the most socially pertinent regions (eyes), and increased viewing of less socially informative regions (body, background, objects) (Klin et al., 2002; Riby & Hancock, 2008, 2009). Ecological validity within eye tracking studies has become an increasingly important issue. As of yet, however, little is known about the precise nature of the atypicalities of social attention in ASD in real-life. Objectives: To capture and quantify gaze patterns for children with an ASD within a real life setting, compared to two Typically Developing (TD) comparison groups. Methods: Nine children with an ASD were compared to two age matched TD groups – a verbal (N=9) and a non-verbal (N=9) comparison group. A real-life scenario was created involving an experimenter posing as a magician, and consisted of 3 segments: a conversation segment; a magic trick segment; and a puppet segment. The first segment explored children’s attentional preferences during a real-life conversation; the magic trick segment explored children’s use of the eyes as a communicative cue, and the puppet segment explored attention capture. Finally, part of the puppet section explored children’s use of facial information in response to an unexpected event. Results: The most striking difference between the groups was the diminished viewing of the eyes by the ASD group in comparison to both control groups. This was found particularly during the conversation segment, but also during the magic trick segment, and during the puppet segment. When in conversation, participants with ASD were found to spend a greater proportion time looking off-screen, in comparison to TD participants. There was also a tendency for the ASD group to spend a greater proportion of time looking to the mouth of the experimenter. During the magic trick segment, despite the fact that the eyes were not predictive of a correct location, both TD comparison groups continued to use the eyes as a communicative cue, whereas the ASD group did not. In the puppet segment, all three groups spent a similar amount of time looking between the puppet and regions of the experimenter’s face. However, in response to an unexpected event, the ASD group were significantly slower to fixate back on the experimenter’s face. Conclusions: The results demonstrate the reduced salience of socially pertinent information for children with ASD in real life, and they provide support for the findings from previous eye tracking studies involving scene viewing. However, the results also highlight a pattern looking off-screen for both the TD and ASD groups. This eye movement behaviour is likely to be associated specifically with real-life interaction, as it has functional relevance (Doherty-Sneddon et al., 2002). However, the fact that it is significantly increased in the ASD group has implications for their understanding of real life social interactions.
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Salvia divinorum Epling & Jativa is an hallucinogenic mint traditionally used for curing and divination by the Mazatec Indians of Oaxaca, Mexico. Young people from Mexican cities were reported to smoke dried leaves of S. divinorum as a marijuana substitute. Recently, two S. divinorum specimens were seized in a large-scale illicit in-door and out-door hemp plantation. Salvinorin A also called divinorin A, a trans-neoclerodane diterpene, was identified in several organic solvent extracts by gas chromatography-mass spectrometry. The botanical identity of the plant was confirmed by comparing it to an authentic herbarium specimen. More plants were then discovered in Swiss horticulturists greenhouses. All these data taken together suggest that many attempts exist in Switzerland to use S. divinorum as a recreational drug. This phenomenon may be enhanced because neither the magic mint, nor its active compound are banned substances listed in the Swiss narcotic law.
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Traditional psychometric theory and practice classify people according to broad ability dimensions but do not examine how these mental processes occur. Hunt and Lansman (1975) proposed a 'distributed memory' model of cognitive processes with emphasis on how to describe individual differences based on the assumption that each individual possesses the same components. It is in the quality of these components ~hat individual differences arise. Carroll (1974) expands Hunt's model to include a production system (after Newell and Simon, 1973) and a response system. He developed a framework of factor analytic (FA) factors for : the purpose of describing how individual differences may arise from them. This scheme is to be used in the analysis of psychometric tes ts . Recent advances in the field of information processing are examined and include. 1) Hunt's development of differences between subjects designated as high or low verbal , 2) Miller's pursuit of the magic number seven, plus or minus two, 3) Ferguson's examination of transfer and abilities and, 4) Brown's discoveries concerning strategy teaching and retardates . In order to examine possible sources of individual differences arising from cognitive tasks, traditional psychometric tests were searched for a suitable perceptual task which could be varied slightly and administered to gauge learning effects produced by controlling independent variables. It also had to be suitable for analysis using Carroll's f ramework . The Coding Task (a symbol substitution test) found i n the Performance Scale of the WISe was chosen. Two experiments were devised to test the following hypotheses. 1) High verbals should be able to complete significantly more items on the Symbol Substitution Task than low verbals (Hunt, Lansman, 1975). 2) Having previous practice on a task, where strategies involved in the task may be identified, increases the amount of output on a similar task (Carroll, 1974). J) There should be a sUbstantial decrease in the amount of output as the load on STM is increased (Miller, 1956) . 4) Repeated measures should produce an increase in output over trials and where individual differences in previously acquired abilities are involved, these should differentiate individuals over trials (Ferguson, 1956). S) Teaching slow learners a rehearsal strategy would improve their learning such that their learning would resemble that of normals on the ,:same task. (Brown, 1974). In the first experiment 60 subjects were d.ivided·into high and low verbal, further divided randomly into a practice group and nonpractice group. Five subjects in each group were assigned randomly to work on a five, seven and nine digit code throughout the experiment. The practice group was given three trials of two minutes each on the practice code (designed to eliminate transfer effects due to symbol similarity) and then three trials of two minutes each on the actual SST task . The nonpractice group was given three trials of two minutes each on the same actual SST task . Results were analyzed using a four-way analysis of variance . In the second experiment 18 slow learners were divided randomly into two groups. one group receiving a planned strategy practioe, the other receiving random practice. Both groups worked on the actual code to be used later in the actual task. Within each group subjects were randomly assigned to work on a five, seven or nine digit code throughout. Both practice and actual tests consisted on three trials of two minutes each. Results were analyzed using a three-way analysis of variance . It was found in t he first experiment that 1) high or low verbal ability by itself did not produce significantly different results. However, when in interaction with the other independent variables, a difference in performance was noted . 2) The previous practice variable was significant over all segments of the experiment. Those who received previo.us practice were able to score significantly higher than those without it. J) Increasing the size of the load on STM severely restricts performance. 4) The effect of repeated trials proved to be beneficial. Generally, gains were made on each successive trial within each group. S) In the second experiment, slow learners who were allowed to practice randomly performed better on the actual task than subjeots who were taught the code by means of a planned strategy. Upon analysis using the Carroll scheme, individual differences were noted in the ability to develop strategies of storing, searching and retrieving items from STM, and in adopting necessary rehearsals for retention in STM. While these strategies may benef it some it was found that for others they may be harmful . Temporal aspects and perceptual speed were also found to be sources of variance within individuals . Generally it was found that the largest single factor i nfluencing learning on this task was the repeated measures . What e~ables gains to be made, varies with individuals . There are environmental factors, specific abilities, strategy development, previous learning, amount of load on STM , perceptual and temporal parameters which influence learning and these have serious implications for educational programs .
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La version intégrale de ce mémoire est disponible uniquement pour consultation individuelle à la Bibliothèque de musique de l’Université de Montréal www.bib.umontreal.ca/MU).
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Ce mémoire propose une réflexion sur des modèles permettant de mieux comprendre et concevoir l’expérience esthétique d’un jeu vidéo. Ces modèles traduisent différents idéaux de la place du joueur. Comme on peut le constater à travers une réflexion sur le modèle du cercle magique, jouer est souvent compris comme un acte unilatéral d’entrée en imagination dans un monde étranger au monde actuel – toute sortie marquant la pénalité ou la fin du jeu. De ce point de vue, le designer aurait donc pour rôle de placer et de maintenir le joueur dans le monde virtuel représenté pour qu’il s’y sente immergé et présent. Cela dit, comme en témoignent les critiques qui s’élèvent contre le modèle du cercle magique, d’autres stratégies de mise en place du joueur sont à distinguer et à définir pour faciliter l’analyse et la conception des jeux vidéo. Devant ce modèle, jugé limitatif, ce que nous proposons ici est de recourir à quelques outils méthodologiques et typologiques de l’esthétique de la réception en histoire de l’art pour bâtir un modèle plus englobant, celui de la place du joueur, dont nous testons la validité par l’analyse du jeu vidéo God of War III (2010).
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Ce mémoire étudie la dynamique communicationnelle et interactionnelle entre un joueur et un système de jeu par l’entremise des théories de l’énonciation et de la cognition. Par une analyse des jeux vidéo d’horreur en perspective à la première personne, il s’agit de conceptualiser une spirale heuristique de l’énonciation à partir des principes théoriques du Cycle Magique (Arsenault et Perron, 2009). Le propos se focalise sur la manière dont le joueur expérimente et traite les propositions ludiques et les propositions ludodiégétiques. L’intérêt est d’observer comment la valeur réflexive des marques de jeu et des marques de jouabilité sert à départager des relations d’attribution entre des formulations énonciatives (textuelles, verbales, visuelles, sonores ou procédurales) et des agents énonciatifs. Cette recherche rend compte, d’une part, de la gestion cognitive des faits énonciatifs et, d’autre part, de la modulation de leurs valeurs d’immédiateté-hypermédiateté et de leurs rapports de liaison/déliaison avec les agents énonciatifs. Il est expliqué que cette activité cognitive du joueur dirige la schématisation d’attitudes interactionnelles servant à structurer la signification – ludique ou narrative – des propositions ludiques générées au cours de l’activité de jeu. L’analyse cible des processus de mise en phase performative et de mise en phase méta-systémique ludique permettant la détermination de vecteurs d’immersion. En fonction du caractère d’opacité ou de transparence des vecteurs, il est question d’indiquer comment la posture d’expérience du joueur oscille entre un continuum immersif qui polarise une expérience systémique et une expérience diégétisée.
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Resumen tomado de la publicación. Editado bajo licencia de Creative Commons
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La pizarra mágica es un juego típico para niños, en el que se puede dibujar y borrar todo. Sin embargo, cada trazo deja una marca, por invisible que parezca. Quién podría imaginar que un juguete como este tiene mucho en común con la historia de tres mujeres desplazadas por la violencia en Colombia: Minellys, María y Yanid. Este documental muestra los diferentes tipos de traumas producidos por el desplazamiento y la forma en que el Estado trabaja para mitigar esas marcas con las que conviven más de 5 millones de colombiano. Esas son las marcas olvidadas del conflicto que si no se atienden, seguirán produciendo consecuencias nefastas en las personas, la sociedad, la cultura y la historia colombiana.
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Este libro explora un fenómeno que se repite en algunos textos del escritor argentino Jorge Luis Borges (1899-1986). Está compuesto por nueve capítulos, que corresponden al análisis de la reescritura de nueve distintas propuestas filosóficas. Las propuestas están cobijadas bajo la misma doctrina: el idealismo. Es un libro que se escribe para validar la propuesta de un método de lectura que cuenta a la vez con una dosis de ingenio y con planteamientos rigurosos, permitiendo así un tipo de análisis que, siendo sistemático, es también lúdico, conservando de este modo las funciones fundamentales de la literatura. No pocas conjeturas ha habido acerca de las intenciones de Borges o de sus creencias.El texto propone análisis novedosos de los cuentos de Borges y reevalúa y critica algunos análisis existentes elaborados por diferentes comentaristas. El tipo de análisis propuesto se haría extensivo a otros cuentos de Borges y a otros autores. Es un texto que se esfuerza por tomar distancia de las interpretaciones existentes que hay sobre la obra de Borges y de proponer nuevas lecturas siguiendo un cierto rigor interpretativo. Las conclusiones finales sitúan la propuesta del libro en el centro de debates contemporáneos de la literatura como la muerte del autor, los límites de la interpretación y la intertextualidad. La misma propuesta se encarga de establecer su relación y su distancia con los comentaristas reconocidos y se aparta de propuestas interpretativas pasadas de moda. La aproximación al tema, además, vincula el análisis literario con la historia de la filosofía, haciéndolo interesante para un público más amplio.El texto propone análisis novedosos de los cuentos de Borges y reevalúa y critica algunos análisis existentes elaborados por diferentes comentaristas. El tipo de análisis propuesto se haría extensivo a otros cuentos de Borges y a otros autores. Es un texto que se esfuerza por tomar distancia de las interpretaciones existentes que hay sobre la obra de Borges y de proponer nuevas lecturas siguiendo un cierto rigor interpretativo. Las conclusiones finales sitúan la propuesta del libro en el centro de debates contemporáneos de la literatura como la muerte del autor, los límites de la interpretación y la intertextualidad. La misma propuesta se encarga de establecer su relación y su distancia con los comentaristas reconocidos y se aparta de propuestas interpretativas pasadas de moda. La aproximación al tema, además, vincula el análisis literario con la historia de la filosofía, haciéndolo interesante para un público más amplio.
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El presente trabajo pretende mostrar algunos avances en el término “engagement”, y como puede ser implementado en las organizaciones, teniendo en cuenta los diferentes factores que intervienen, para que los trabajadores se sientan “engaged” dentro de la organización. Además busca relacionar las diferentes habilidades y tipos de liderazgo que los altos mandos utilizan con sus empleados y como éste afecta la productividad de los trabajadores en las organizaciones. Para esto, se realizó una investigación de las clases de liderazgo y los comportamientos de los altos mandos, que pueden afectar positiva y negativamente el vínculo y sentido de pertenencia que tienen los trabajadores con la empresa en la que trabajan. Considerando importante las habilidades del liderazgo transformacional, para lograr desarrollar algún grado de engagement en los trabajadores, lo cual genera a su vez, un alza en la productividad de sus resultados dentro de la organización.
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La reconstrucción de una entrevista realizada en 1988 permite al autor hacer un lúcido recorrido sobre el valor de la obra crítica, narrativa e histórico-biográfica de Alfredo Pareja Diezcanseco, y establecer un balance del aporte de la misma en varios momentos de la narrativa ecuatoriana del siglo XX: los años de las vanguardias, la década de 1950 y el período posterior al boom latinoamericano. El texto pone en relieve la talla humana de Pareja, y ofrece una muestra de esa extraña sintonía que los grandes narradores únicamente son capaces de establecer con el lector, provocando en éste la sensación de sentirse «tocado y transformado por el encanto de su palabra».
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Esta dissertação de mestrado parte da constatação de que o sistema econômico social brasileiro. Apresenta uma anomalia ao propor, em leis e planos de desenvolvimento, a não inclusão do negro; com sua cultura e valores diferenciados, no projeto global de nação. Pretende, a partir daí, refletir sobre alguns pontos da Escola Tia Ciata, uma escola da rede do município do Rio de Janeiro, que objetiva basicamente alfabetizar adolescentes e jovens adultos, entre 12 e 20 anos, rejeitados pela escola regular, dando-lhe condições de se profissionalizar numa sociedade letrada, ao aprender a ler, escrever e contar. Por outro lado, ao discorrer sobre a experiência, tomou vulto uma dimensão inimaginável a priori e que se refere à origem histórica daqueles que são Invencíveis para o sistema escolar instituído e que por isso não conseguem ser “educados" e "civilizados". Procurar entender os Invencíveis, o significado e a magia que a "rua" tem para eles, significa pesquisar as propostas e projetos das classes dirigentes, para essa clientela, visando "ordenar a desordem". Por fim, diante da caracterização possível desses Invencíveis, tomando como base os alunos da Escola Tia Ciata, tenta-se descrever a Escola Imaginária e a que se tornou real, hoje. Quais as suas inovações básicas, sua forma de abordar o aluno que se pretende educar e a possibilidade de intervenção na rede pública escolar, de modo a abrir a perspectiva de transformação do quadro educacional atual.
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This participative research interested in the social praxis attempts to understand the moral principles that set the magic rituals and the places of worship of three jurema centers of the potiguar region of Canguaretama. Among other inner particularly aspects of each focused catimbó-jurema center, it is being discussed the collective standards involved in the reliance and fellowship values assumed in the private magical gatherings by the juremeiras leaders and their partners, in contrast to the prestige seeking and the individualism that influence both the symbolic competitions and the witchcraft works that link these agents to the broader catimbozeiro universe of this region. Finally, the moral practices which make part of the juremeiro left-right dualism are investigated based on the understanding that the referred native pantheonic-ritual dichotomy does not necessarily express two moralities substantially adversed in terms of benefits or harms, but a series of moral actions subject to the specular logic of the tit-for tat. Thus, this research seeks to prove that this moral structure of symbolic reciprocity, as well as the witchcraft centrality in the catimbozeiro world, finds a certain causal link in a world view which guiding principle is the ontological evil of the catholic cosmology
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This research looks at the collective imagination in which it keeps alive the issue of heroin wise. Two wise women appear in the narratives of popular history and the History of Donzela Theodora and History Imperatriz Porcina, collated by Luís da Câmara Cascudo in his Five Books of the People. The universality, mobility and circularity of these narratives are discussed by authors such as Bakhtin and Guinzburg. The research is developed from three key categories: Knowledge Magic as the knowledge of tradition (Almeida), sensitive knowledge (Levi-Strauss), thought mythical / magical / symbolic (Morin); Wise Women as carriers of this knowledge, which merge and overlap with the imagery of witches and healers; and Mythical Elements which corresponds to the archetypal images (Jung and Silveira), symbols and other images that relate to the magic universe, the magical beliefs and practices considered, ie belonging to the imaginary magic (Bethencourt). Porcina and Theodora are understood as bearers of knowledge of Métis (Detienne and Vernant), or the cunning intelligence, the manipulation of phármakon (Derrida), the healing potion, which may be the word or ointment of the herb. The route takes us to meet the great archetype of the Wise Woman as psychic power of the feminine, the anima. Narratives are medicinal balms (Estes) and is the clash between the anima and its embodiments by wise women, and animus, his opponents, which gives the transmutation of the psyche, a work comparable to that of alchemyThe Knowledge Magic, operating through the female, myth and nature can recover from its essential value to the emerging paradigm that suggests a more complete human science and a more plural
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O presente artigo busca compreender o processo da Construção Social da Saúde levando-se em consideração que a saúde, no decorrer da historia dos homens, foi sempre considerada um bem e, por isso, mereceu constante preocupação, no sentido de tornar-se geradora de modas, de modos de fazer e de existir, de conflitos, dualidades e controle social. No decorrer desse tempo, modelos de saúde foram sendo criados, interpretados e recriados, quando necessário, provocando igual processo de transformação nas maneiras de sentir, pensar e agir da população usuária dos mais variados recursos de saúde disponíveis, segundo as relações entre o mágico e o necessário , estabelecendo, entre os que serviam e os que eram servidos, uma relação também tão mágica quanto necessária, intermediada pelo corpo, destes sujeitos, depositário do estado de saúde ou de doença. Além do processo de transformação das mentalidades, são ainda levados em consideração os processos de construção, desconstrução e de evolução do imaginário e das representações sociais vivenciados pelos sujeitos e seus corpos. A evolução dos conhecimentos e o avanço científico-tecnológico são enfocados também como fontes modelares e comunicativas no sentido de ditar regras ao corpo que a humanidade porta socialmente neste século.