953 resultados para digital text


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OBJECTIVES: To develop a method for objective assessment of fine motor timing variability in Parkinson’s disease (PD) patients, using digital spiral data gathered by a touch screen device. BACKGROUND: A retrospective analysis was conducted on data from 105 subjects including65 patients with advanced PD (group A), 15 intermediate patients experiencing motor fluctuations (group I), 15 early stage patients (group S), and 10 healthy elderly subjects (HE) were examined. The subjects were asked to perform repeated upper limb motor tasks by tracing a pre-drawn Archimedes spiral as shown on the screen of the device. The spiral tracing test was performed using an ergonomic pen stylus, using dominant hand. The test was repeated three times per test occasion and the subjects were instructed to complete it within 10 seconds. Digital spiral data including stylus position (x-ycoordinates) and timestamps (milliseconds) were collected and used in subsequent analysis. The total number of observations with the test battery were as follows: Swedish group (n=10079), Italian I group (n=822), Italian S group (n = 811), and HE (n=299). METHODS: The raw spiral data were processed with three data processing methods. To quantify motor timing variability during spiral drawing tasks Approximate Entropy (APEN) method was applied on digitized spiral data. APEN is designed to capture the amount of irregularity or complexity in time series. APEN requires determination of two parameters, namely, the window size and similarity measure. In our work and after experimentation, window size was set to 4 and similarity measure to 0.2 (20% of the standard deviation of the time series). The final score obtained by APEN was normalized by total drawing completion time and used in subsequent analysis. The score generated by this method is hence on denoted APEN. In addition, two more methods were applied on digital spiral data and their scores were used in subsequent analysis. The first method was based on Digital Wavelet Transform and Principal Component Analysis and generated a score representing spiral drawing impairment. The score generated by this method is hence on denoted WAV. The second method was based on standard deviation of frequency filtered drawing velocity. The score generated by this method is hence on denoted SDDV. Linear mixed-effects (LME) models were used to evaluate mean differences of the spiral scores of the three methods across the four subject groups. Test-retest reliability of the three scores was assessed after taking mean of the three possible correlations (Spearman’s rank coefficients) between the three test trials. Internal consistency of the methods was assessed by calculating correlations between their scores. RESULTS: When comparing mean spiral scores between the four subject groups, the APEN scores were different between HE subjects and three patient groups (P=0.626 for S group with 9.9% mean value difference, P=0.089 for I group with 30.2%, and P=0.0019 for A group with 44.1%). However, there were no significant differences in mean scores of the other two methods, except for the WAV between the HE and A groups (P<0.001). WAV and SDDV were highly and significantly correlated to each other with a coefficient of 0.69. However, APEN was not correlated to neither WAV nor SDDV with coefficients of 0.11 and 0.12, respectively. Test-retest reliability coefficients of the three scores were as follows: APEN (0.9), WAV(0.83) and SD-DV (0.55). CONCLUSIONS: The results show that the digital spiral analysis-based objective APEN measure is able to significantly differentiate the healthy subjects from patients at advanced level. In contrast to the other two methods (WAV and SDDV) that are designed to quantify dyskinesias (over-medications), this method can be useful for characterizing Off symptoms in PD. The APEN was not correlated to none of the other two methods indicating that it measures a different construct of upper limb motor function in PD patients than WAV and SDDV. The APEN also had a better test-retest reliability indicating that it is more stable and consistent over time than WAV and SDDV.

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Syftet med denna studie var att undersöka hur digitala nomader utövar sitt yrke som grafiska designers, varför de valde att bli digitala nomader samt vilka fördelar och nackdelar som finns. Totalt intervjuades 10 före detta och nuvarande digitala nomader via email och svaren sammanställdes och analyserades för att finna teman och sammanhang. Resultatet visar att deltagarna valde en digital nomadisk livsstil främst på grund av den frihet det innebär. De är även helt beroende av internet, då det är den grundläggande teknologin som möjliggör distansarbete. Att vara digital nomad verkar inte ha en negativ inverkan på den grafiska designprocessen och alla verktyg som behövs anser de finns tillgängliga digitalt. Den del av det traditionella designyrket på en byrå som deltagarna i studien saknade mest var kreativa diskussioner med kollegor.

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This article deals with the phenomenon of “digital anti-clericalism” in the Russian-speaking sphere of the Internet (Runet). In the context of post-secularism the claims of Russian clerical and bureaucratic elites to the ideological monopoly in the political and social life face a strong resistance from the champions of religious pluralism and preservation of a secular state. Presented here is a detailed analysis of the topics and the stylistic features of different types of anti-clerical Internet communication – a variety of political folklore (memes, demotivators, photoshopped pictures). Also traced is the connection between the modern anti-clericalism on Runet and the late Soviet counter-culture. Suggested for the first time is a classification of anticlerical and atheist websites that constitute a vital part of the Russian blogosphere.

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Syftet med studien är att åskådliggöra hur nio sfi-deltagare på en vuxenutbildning i Mellansverige upplever sin skriftspråksutveckling i samband med nya digitala hjälpmedel, i detta fall med iPad och appar eller distansutbildning med lärplattformen Fronter. De huvudsakliga frågorna gäller hur informanterna upplever de digitala hjälpmedlen i samband med skriftspråksinlärning samt hur de upplever att de utvecklar sin litteracitet genom dessa. Undersökningen görs med kvalitativa intervjuer där frågorna har hög standardisering men låg strukturering. Intervjuerna genomfördes via fysiska träffar eller via telefon för de informanter som inte kan närvara och som studerar på distans. Resultatet från studien diskuteras och jämförs med tidigare studier och forskning. Det som framkommer i studien är att fyra av sex av de informanter som använt iPad tycker att de utvecklate sin litteracitet och sin skriftspråksutveckling på ett bra sätt och de har upptäckt strategier som påskyndar utvecklingen, t.ex. det repetitionsmoment som använts. Två informanter är dock inte lika imponerade utan ser helst att de får arbeta med datorer som de är mer vana att använda. De material de arbetar med i iPad är appar som iBook, Alfavux, Moji Clock, U-talk, Talking Cards, Safari samt iTranslate. Inom distansutbildningen arbetas det via lärplattformen Fronter med blandade uppgifter som täcker de områden som krävs för skriftspråksutveckling inom sfi, såsom att lyssna, tala, läsa och skriva. Tre informanter deltar från början men det blir två kvar som utvärderar sitt arbete, med bra resultat. Båda är mycket nöjda med tillgängligheten, de vet vad som ska göras och de kan bestämma själva när och hur mycket tid de ville lägga på arbetet. De kan också bestämma vilken del av utbildningen de kan och vill fokusera mest på. Samlitliga informanter tycker att de fått bra hjälp och stöd av de lärare och den projektutvecklare som är delaktiga i utbildningen.

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Since it inception, Deakin University has been committed to the delivery of innovative, high quality course materials to its off campus students. Until recently these packages were predominantly print based, although augmented with audio-visual materials delivered in cassette format. Ironically, with the advent of information and communications technologies (ICT), and some select computer assisted learning and multimedia packages, there was an overall decline in the use of audio and video as important means of enhancing learning. Like many other universities, Deakin has moved to a strong, centralised approach to the provision of its digital and online corporate technology environment. With investment in these technologies has come a renewed interest in the ways in which text and audio-visual materials in digital form can enhance students' learning experiences. Moreover, the ways in which a variety of digital media supported by online developments can create new models and approaches to teaching/learning has figured prominently. This paper presents a case study of how this challenge has been taken up in a unit, Political Leadership, in the Faculty of Arts. The academic teacher's intentions in moving to a completely digital approach are examined along with students' experiences of learning in the subject. Issues are considered from the experience.

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http://digitalcommons.colby.edu/atlasofmaine2005/1013/thumbnail.jpg

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This text introduces the concepts of information warfare from a non-military, organizational perspective. It is designed to stimulate managers to develop policies, strategies, and tactics for the aggressive use and defence of their data and knowledge base. The book covers the full gambit of information warfare subjects from the direct attack on computer systems to the more subtle psychological technique of perception management. It provides the framework needed to build management strategies in this area. The topics covered include the basics of information warfare, corporate intelligence systems, the use of deception, security of systems, modes of attack, a methodology to develop defensive measures, plus specific issues associated with information warfare.

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Since the late 1980s, when authors began to deliver typescripts to their publishers on disk, the process of editing and publishing books has been in an almost constant state of change. Not only has digital technology enabled a conflation of book production processes, but books themselves are increasingly available in a wider choice of delivery modes. From traditional hard cover and paperback books, to digital files formatted for printing on desktop printers, to files specifically prepared for delivery via hand-held electronic book-reading devices, to text designed to be read on screen (incorporating hyperlinks that facilitate the reader's ability to navigate around the text and between texts), the consumer now has potential myriad choices for delivery of their chosen content. And the publisher, it seems, has myriad ways to deliver content and to seek and satisfy new markets. As well as opportunities, these changes have caused disruption to the traditional supply chain.

This paper focuses on changes to the role of the editor caused by the digitisation of the publishing industry.

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Emerging technologies offer new possibilities of text production. Consequently there are important implications for submitting a digitalised thesis. This paper reflects upon some of the issues associated with the digitalisation of the thesis entitled "The literacy practices of Kunib¡dji children: Text, technology and transformation". This PhD thesis was submitted in a multimedia format on a DVD and reported on the literacy practices of a group of Indigenous Australian children who spoke a minority Indigenous Australian language. Factors to consider when digitalising a thesis include the social possibilities of emerging technologies. These are explored with reference to the purpose of research in changing times. The opportunities to integrate a number of texts in the submitted thesis are demonstrated. The use of multimodal texts to improve the validity of the research is discussed using examples of digital video and interactive texts in a minority Indigenous Australian language context. This paper concludes that the digitisation of a thesis should be guided by the possibilities for conceptualising and reporting new knowledge while upholding an ethic of respect for the participants.

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Digital Games: Literacy in action is the result of a wide-ranging investigation into the educational possibilities involved in young people's games. From their creation in the classroom to analysing games and the world of games as text, academics and teachers are now taking seriously the serious play of young people.

The contributors use the interaction between the theoretical frameworks of games as text and games as action to explore a wide of range of issues relevant to the teaching of English and literacy. These include understanding games as media texts, the place of digital culture in young people's lives, the narrative and visual design components of games, exploring concepts of role play and identity in games, the potential for games to engage disengaged students, and issues of gender and social interaction in game playing.

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  Children’s engagement with online technologies may seem second nature, yet the impact that the internet has on their lives is shaped by a powerful public policy agenda that largely overlooks children’s interests. Australia’s digital policy framework is dominated by discourses of safety and risk on the one hand and, on the other, neoliberal arguments about the possibilities for economic growth offered by e-commerce. In the midst of such powerful discourses it is difficult for children’s voices to be heard. This paper offers a close textual analysis of the Australian public policy context for regulating cyberspace. Finding a discursive duopoly that overlooks children’s interests, the author identifies two key features of a rights-based approach to challenge the dominant narratives currently serving the interests of the private sector and the State. 

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The need for English and literacy curriculum to connect with young people's lifeworlds to build bridges and frames of reference that connect traditional English curriculum with digital texts and literacies, are increasing priorities in curriculum frameworks in Australia and elsewhere. This paper reports on a project in which the authors worked with teachers and students in five secondary schools to research the ways in which digital games might be incorporated into the English curriculum. Central to this endeavour was 'turning around' to the affordances of digital games and their paratexts to understand how they can be understood as text and action. Drawing on classroom observations and literature in Games Studies and English curriculum we present a timely model and innovative heuristic that we argue facilitates teachers incorporating digital games into their English classrooms. We illustrate how each assists teachers in 'turning around' to digital games to make their English classrooms more relevant to students' lifeworlds.