Search results for "Edge"

showing 10 items of 3866 documents

Predictors and mediators of differences in soft drinks consumption according to gender and plans of further education among Norwegian secondary-schoo…

2013

AbstractObjectiveTo explore mediators of gender and educational differences in sugar-sweetened soft drinks consumption (SDC) and whether gender and level of future education moderate the associations of accessibility, modelling, attitudes and preferences with SDC.DesignA cross-sectional school-based survey within the Fruits and Vegetables Makes the Marks (FVMM) project from 2005.SettingThe questionnaires were completed by the pupils in the classroom guided by a trained project worker during one class session. The questionnaire included questions on SDC (times/week), the potential mediators and moderators. Multilevel linear regression models were used to calculate the mediating and moderatin…

Further educationMalemedicine.medical_specialtyPediatricsHealth Knowledge Attitudes PracticeAdolescentEpidemiologyMedicine (miscellaneous)Carbonated BeveragesNorwegianWhite PeopleVDP::Medical disciplines: 700::Health sciences: 800::Nutrition: 811Food PreferencesSurveys and QuestionnairesVegetablesmedicineHumansConsumption (economics)Nutrition and DieteticsSchoolsbusiness.industryNorwayPublic healthPublic Health Environmental and Occupational HealthFeeding Behaviorlanguage.human_languagePeer reviewCross-Sectional StudiesSocioeconomic FactorsFamily medicineFruitlanguageLinear ModelsMultilevel AnalysisFemalebusinessPublic health nutrition
researchProduct

Protection Motivation Theory in Information Systems Security Research

2021

Protection motivation theory (PMT) is one of the most commonly used theories to examine information security behaviors. Our systematic review of the application of PMT in information systems (IS) security and the comparison with its application for decades in psychology identified five categories of important issues that have not yet been examined in IS security research. Discussing these issues in terms of why they are relevant and important for IS security, and to what extent IS research has not considered them, offers new research opportunities associated with the study of PMT and IS security threats. We suggest how future studies can approach each of the open issues to provide a new roa…

Future studiesKnowledge managementthreat messageliterature reviewkäyttäjätComputer Networks and CommunicationsuhatInformation systems securityasenteet02 engineering and technologyProtection Motivation TheoryManagement Information Systemssuojelumotivaaatioteoria020204 information systems0502 economics and business0202 electrical engineering electronic engineering information engineeringIs securityInformation systemRoad maptietoturvasuojelutietojärjestelmätbehavioral IS securitybusiness.industry05 social sciencesInformation securityIS security threatFear appealProtection motivation theoryfear appeal050211 marketingbusinessACM SIGMIS Database: the DATABASE for Advances in Information Systems
researchProduct

Encountering Finitude : On the Hermeneutic Radicalization of Experience

2018

G.W.F.RadicalizationkokeiluPsychoanalysisHeideggerHeidegger MartinAristotleGadamer Hans-Georgexperiences (knowledge)FancisConceptual historySociologyuniversalityHegel G.W.F.ta611Hans-GeorgparticularityBaconAristoteleshermeneuticsMartinhermeneutiikkakokemuksetBacon FancisGadamerHegeluniversaalisuus
researchProduct

From Global Games to Re-contextualized Games: The Design Process of TekMyst

2011

Designing, developing and testing a game for a specific learning context and then achieving positive results, encourages one to deploy it in other environments. We know however that it is not always possible to successfully transfer artifacts from one learning context to the next. In this chapter we explore the principles to be considered when re-contextualizing a game. We base our analysis on the transfer of a Hypercontextualized Game SciMyst (which was designed and developed for the Joensuu Science Festival) into its re-contextualized version TekMyst (for the Helsinki Museum of Technology). Employing a qualitative approach we review the requirements and design decisions at the hand of fou…

Game mechanicsKnowledge managementComputer sciencebusiness.industryCombinatorial game theoryContext (language use)Emergent gameplaybusinessVideo game designGlobal gameTurns rounds and time-keeping systems in gamesRecreational mathematics
researchProduct

Process control in the development of game-based learning environments

2009

This paper examines the development process of digital game-based learning environments (GBLE), focusing on the process control. The aim is to explore the alternatives to process control in GBLE development and provide guidelines for planning and carrying out process control in GBLE projects. This study is a part of the research project Human-Centered Design of Game-Based Learning Environments. The overall aim of the project is to construct a multidisciplinary and user-driven process for the development of digital GBLEs. The study was conducted according to the principles of development research and action research. The action research cycles consisted of four game development projects. The…

Game testingGame mechanicsGame designProcess managementKnowledge managementVideo game developmentComputer scienceGame design documentbusiness.industryEmpirical process (process control model)Action researchGame DeveloperbusinessProceedings of the International Conference on Advances in Computer Entertainment Technology
researchProduct

Game Mechanics in the Design of a Collaborative 3D Serious Game

2014

Background. This article investigates the potential of utilizing game mechanics in designing 3-D serious games for Computer-Supported Collaborative Learning (CSCL) and attempt to produce new information about designing collaborative serious games. Aim. This article has two aims: first, to clarify how theoretical knowledge of collaborative learning was related to game design in previous studies; and, second, to design a collaborative serious game based on theoretical knowledge of collaborative learning and game design. Results. The reviewed studies revealed the potential of using collaborative games in education. However, they showed that collaborative learning games were typically designed …

Game testingGame mechanicsKnowledge managementGame design documentComputer sciencebusiness.industryEducation theoryPerspective (graphical)Computer-Supported Collaborative Learning (CSCL)pelisuunnitteluComputingMilieux_PERSONALCOMPUTINGreviewGeneral Social Sciencescollaborative serious gamesCollaborative learningComputer Science Applicationsgame mechanicsinteractive learning environmentsGame designta5163D serious gamesserious gameyhteisöllinen oppiminenGame Developerbusiness
researchProduct

THE RELATIONSHIP BETWEEN CIVIC FACTORS AND THE MIDDLE PROFICIENCY LEVEL OF CIVIC KNOWLEDGE

2021

This study explores the relationship between civic and citizenship factors and the middle proficiency level of students’ civic knowledge in the Baltic countries: Estonia, Latvia and Lithuania. The study uses large scale data from the IEA’s International Civic and Citizenship Education Study (ICCS) 2016. According to ICCS 2016, 39% of students from the three Baltic countries and only 26% of students from the Nordic countries had a middle proficiency level of civic knowledge. This middle proficiency level is the largest group in comparison to other levels. Therefore, the study aims to recognise the differences between the highest and lowest achievements in the middle proficiency level of civi…

Gender equalityCritical thinking skillsMultivariable linear regressionmedia_common.quotation_subjectMathematics educationcitizenship education civic knowledge citizenship activities gender equality Baltic countries ICCS 2016 multivariable linear regressionLarge scale dataCitizenship educationPsychologyCitizenshipmedia_commonSOCIETY. INTEGRATION. EDUCATION. Proceedings of the International Scientific Conference
researchProduct

Climate change and genetic structure of leading edge and rear end populations in a northwards shifting marine fish species, the corkwing wrasse (Symp…

2013

Published version of an article in the journal:PLoS ONE. Also available from the Public Library of Science: http://dx.doi.org/10.1371/journal.pone.0067492 Open Access One mechanism by which marine organisms may respond to climate shifts is range shifts. The corkwing wrasse (Symphodus melops) is a temperate fish species, inhabiting the coasts of Europe, that show strong indications of current as well as historical (ice-age) range shifts towards the north. Nine neutral microsatellite DNA markers were screened to study genetic signatures and spatial population structure over the entire geographic and thermal gradient of the species from Portugal to Norway. A major genetic break (FST  = 0.159 a…

Gene FlowLeading edgeVDP::Mathematics and natural science: 400::Geosciences: 450::Meteorology: 453Climate Changelcsh:MedicineClimate changePopulation geneticsMarine and Aquatic SciencesMarine BiologyBioinformaticsOceanographyDNA MitochondrialOceansVDP::Agriculture and fishery disciplines: 900::Fisheries science: 920::Fish health: 923GeneticsAnimalslcsh:ScienceBiologyVDP::Agriculture and fishery disciplines: 900::Fisheries science: 920Evolutionary BiologyMultidisciplinarybiologyEcologyPopulation Biologylcsh:RMarine EcologyFishesMarine fishGenetic Variationbiology.organism_classificationSymphodusFisheryGenetics PopulationGenetic structureEarth Scienceslcsh:QNorth SeaMarine GeologyZoologyCorkwing wrasseIchthyologyCoastal EcologyResearch ArticleMicrosatellite Repeats
researchProduct

A Decision Support System for Reverse Engineering Gene Regulatory Networks

2009

In this paper we present a knowledge-based system that aims at helping scientists in the reverse engineering process of gene regulatory networks. The main motivation of the proposed approach is to support scientists in the choice of the wide variety of algorithms and methods currently applied in the literature to infer Gene Regulatory Networks starting from gene expression measured using microarray technology. The Decision Support System (DSS) architecture is based on an ontology to model the knowledge base, a logical reasoner that builds the workflow of tasks to be done starting from the user’s request and a set of rules, and, finally, an agenda that runs the algorithms and software schedu…

Gene Regulatory Networks Knowledge base Decision Support Systems
researchProduct

Strong chromatic index of products of graphs

2007

Graphs and Algorithms

General Computer ScienceCritical graphKronecker product[INFO.INFO-DM]Computer Science [cs]/Discrete Mathematics [cs.DM]strong productinduced matchingTheoretical Computer ScienceCombinatoricssymbols.namesakeComputer Science::Discrete MathematicsCartesian productDiscrete Mathematics and CombinatoricsChromatic scaleMathematicsDiscrete mathematicsKronecker productMathematics::Combinatoricslcsh:Mathematics[ INFO.INFO-DM ] Computer Science [cs]/Discrete Mathematics [cs.DM]Cartesian productlcsh:QA1-939Graph[INFO.INFO-DM] Computer Science [cs]/Discrete Mathematics [cs.DM]Edge coloringMSC 05C15strong product.symbolsHypercubeStrong edge colouringMathematicsofComputing_DISCRETEMATHEMATICS
researchProduct