765 resultados para fun


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Healthy and sustainable food is gaining more attention from consumers, industry, and researchers. Yet many approaches to date are limited to information dissemination, advertisement or education. We have embarked on a three year collaborative research project (2011 – 2013) to explore urban food practices – eating, cooking, growing food – to support the well-being of people and the environment. Our overall goal is to employ a user-centred interaction design research approach to inform the development of entertaining, real-time, mobile and networked applications, engaging playful feedback to build motivation. Our aspiration for this study is to deliver usable and useful mobile and situated interaction prototypes that employ individual and group strategies to foster food cultures that provide new pathways to produce, share and enjoy food that is green, healthy, and fun.

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Alcohol misuse and violence is a major public safety concern. Although the extent and nature of alcohol-related violence has been examined there is a paucity of research surrounding the ongoing construction and re-construction of gender identity and its relationship to aggression and alcohol consumption. A social constructionist perspective was used to explore women’s perceptions and experiences of drinking alcohol and incidents of public violence and aggression. Two methods were used. Firstly, an exploratory study consisting of three in-depth interviews and three focus groups to examine the ideas women constructed in relation to their experiences; and further, an online survey to explore self-reported drinking patterns among men and women. The main themes emerging from the qualitative material were ‘planned drinking to excess’ (incorporating the rituals of a ‘pre-drink’ routine), and perceptions of appropriate feminine behaviour (particularly in relation to excessive drinking and alcohol related aggression in and around licensed venues). The survey data indicated that men continue to consume more alcohol and at higher levels than women, while women’s involvement in aggressive incidents on a night out being similar to that of men. Both genders considered that women’s involvement in aggressive incidents in and around licensed venues as ‘unfeminine’. Understanding drinking as a socially constructed activity adds to our understanding of the meaning of drinking for women, and in particular, young women. This perspective may allow more focussed initiatives to address the social and health related harms associated with drinking in and around licensed venues.

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This industry magazine article reports on the author's participation in a post-graduate level professional course in multi-camera drama directing conducted by the Australian Film Television & Radio School (AFTRS) in conjunction with 'Blue Heelers'/Network 7 in Melbourne.

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We introduce a function which measures the number of distinct ways in which a number can be expressed as the sum of Fibonacci numbers. Using a binary table and other devices, we explore the values that can take and reveal some interesting patterns. The article shows how standard spreadsheet functionalities make it possible to reveal quite striking patterns in data, and is intended to be used in the classroom.

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In 2013 the newly elected conservative Liberal National Party government instigated amendments to the Youth Justice Act 1992 (Qld). Boot camps replaced court ordered youth justice conferencing. In 2014 there were more drastic changes, including opening the Children’s Court proceedings to the public, permitting publication of identifying information of repeat offenders, removing the principle of ‘detention as a last resort’, facilitating prompt transferral of 17 year olds to adult prisons and instigating new bail offences and mandatory boot camp orders for recidivist motor vehicle offenders in Townsville. This article compares these amendments to the legislative frameworks in other jurisdictions and current social research. It argues that these amendments are out of step with national and international best practice benchmarks for youth justice. Early indications are that Indigenous children are now experiencing increased rates of unsentenced remand. The article argues that the government’s policy initiatives are resulting in negative outcomes and that early and extensive evaluations of these changes are essential.

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This article explores the relation between humour and control, drawing on participant observation in an organization in which humour was central to daily life. Keys is a leading advertising agency whose staff spent an unusually large amount of time sending humorous e-mails. Examining these e-mails in some depth, we unpack the role of humour in subverting various forms of control, including gender norms and managerial authority. We find the relation between humour, control and subversion to be ambiguous. Building upon current debates in organization studies, we develop the concept of humour based on our observations at Keys. Specifically, we argue that humour is always in excess of both control and subversion, a 'nicely impossible' object that cannot be captured. This article thus contributes to theoretical approaches on organizational humour, conceptualizing the concept of 'newness' through Judith Butler's re-reading of Derridean différance and the Lacanian Real. In addition, we contribute a novel empirical account of the study of e-mail list humour in a contemporary advertising firm. © 2012 Blackwell Publishing Ltd.

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BACKGROUND: Falls and fall-related injuries are symptomatic of an aging population. This study aimed to design, develop, and deliver a novel method of balance training, using an interactive game-based system to promote engagement, with the inclusion of older adults at both high and low risk of experiencing a fall.

STUDY DESIGN: Eighty-two older adults (65 years of age and older) were recruited from sheltered accommodation and local activity groups. Forty volunteers were randomly selected and received 5 weeks of balance game training (5 males, 35 females; mean, 77.18 ± 6.59 years), whereas the remaining control participants recorded levels of physical activity (20 males, 22 females; mean, 76.62 ± 7.28 years). The effect of balance game training was measured on levels of functional balance and balance confidence in individuals with and without quantifiable balance impairments.

RESULTS: Balance game training had a significant effect on levels of functional balance and balance confidence (P < 0.05). This was further demonstrated in participants who were deemed at high risk of falls. The overall pattern of results suggests the training program is effective and suitable for individuals at all levels of ability and may therefore play a role in reducing the risk of falls.

CONCLUSIONS: Commercial hardware can be modified to deliver engaging methods of effective balance assessment and training for the older population.

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Objectives: To explore children's accounts of their experiences of the UK‘s largest childhood obesity programme, MEND (Mind, Exercise, Nutrition…Do it!) (See www.mendprogramme.org). Design: Semi-structured interviews were conducted with children who had completed the MEND obesity programme. Interviews were transcribed verbatim and analysed using Interpretative Phenomenological Analysis (IPA). Method Fourteen children spanning diverse areas of London comprised this study (eight male, six female), aged between 11 and 14 years and in secondary school. Participants were interviewed a year after completing one of the London-based MEND obesity programmes. Results: This article focuses on the most common and striking theme to emerge from the original dataset (The complete analysis may be found in L. Watson, Unpublished doctoral thesis): Fun. Subthemes were: ‘going with the flow’; active participation in activities that led to new experiences (‘actually doing it’ – seeing the fun side); the importance of others in the experience of fun (‘you do games in unity’ – ‘it's not as fun on your own’). Conclusion: Children have fun when engaged in interactive and varied activities with opportunity for individual feedback and improvement. When designing childhood obesity programmes, conditions that optimise children's experience of fun should be emphasised over didactic and risk-heavy information pertaining to childhood obesity.

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Abstract Passwords are the most common form of authentication, and most of us will have to log in to several accounts every day which require passwords. Unfortunately, passwords often do not do a good job of proving who we are, and come with a host of usability problems. Probably the only reason that passwords still exist is that there often isn't a better alternative, so we are likely to be stuck with them for the foreseeable future. Password cracking has been a problem for years, and becomes more problematic as computer become more powerful and attackers get a better idea of the sort of passwords people use. This presentation will look at two free password cracking tools: Hashcat and John the Ripper, and how even a non-expert on a laptop (i.e. me) can use them effectively. An introduction to some of the research surrounding the economics and usability of passwords will also be discussed. Note that the speaker is not an expert in this area, so it will be a fairly informal since I'm sure you're all tired after a long term.

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Se presentan tres deportes alternativos para fomentar valores como el trabajo en equipo o la convivencia. Se expone el origen, las reglas y las técnicas básicas de cada uno de ellos.

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Experiencia pedagógica sobre técnicas de dramatización en el aula desarrollada en el IES San Juan Bautista con el fin de mejorar la motivación, participación y aprendizaje del inglés. El artículo presenta distintas actividades clasificadas según su finalidad y el área gramatical, que no necesitan mucha preparación previa y su duración no excede de los quince minutos. Estas son, las actividades de 'icebreakers', las de vocabulario y las actividades con estructuras gramaticales.

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Consiste en trabajar aspectos del curriculum de Inglés de forma lúdica haciendo hincapié en las tradiciones y festividades más relevantes de los países de habla inglesa. Se pretende que los alumnos conozcan los aspectos lingüísticos y culturales de la lengua extranjera y muestren una actitud de respeto hacia los mismos. Los contenidos están referidos a conocer el origen de la fiesta que se celebra y el vocabulario relativo al tema. Para desarrollar este proyecto se utiliza una metodología participativa y activa, que permite a los alumnos vivir las fiestas como algo cercano a ellos y en que se puede utilizar el inglés en un contexto divertido que les motiva a seguir aprendiendo la lengua inglesa. El principal instrumento de evaluación es la observación sistemática del alumno, su participación, la calidad y presentación de los trabajos y el respeto hacia las actividades de los compañeros y hacia el material.