Search results for "GAM"
showing 10 items of 5334 documents
Radio emissions from double RHESSI TGFs
2016
Abstract A detailed analysis of Reuven Ramaty High Energy Solar Spectroscopic Imager (RHESSI) terrestrial gamma ray flashes (TGFs) is performed in association with World Wide Lightning Location Network (WWLLN) sources and very low frequency (VLF) sferics recorded at Duke University. RHESSI clock offset is evaluated and found to experience changes on the 5 August 2005 and 21 October 2013, based on the analysis of TGF‐WWLLN matches. The clock offsets were found for all three periods of observations with standard deviations less than 100 μs. This result opens the possibility for the precise comparative analyses of RHESSI TGFs with the other types of data (WWLLN, radio measurements, etc.) In ca…
Spectral Observations of Optical Emissions Associated with Terrestrial Gamma-Ray Flashes
2021
This is an open access article under the terms of the Creative Commons Attribution-NonCommercial-NoDerivs License, which permits use and distribution in any medium, provided the original work is properly cited, the use is non-commercial and no modifications or adaptations are made.
Effects of dead time losses on terrestrial gamma ray flash measurements with the Burst and Transient Source Experiment
2010
[1] Measurements from the Burst and Transient Source Experiment (BATSE) instrument on the Compton Gamma Ray Observatory (CGRO) are the only ones where characteristics of single terrestrial gamma ray flashes (TGFs) have been obtained thus far. However, it has been reported that the measurements suffer from significant dead time losses which complicates the analysis and raises question about earlier BATSE studies. These losses are due to the high-intensity flux combined with limitations of the time resolution of the instrument. Since these losses will affect both the spectrum and the temporal distribution of the individual TGFs, results based on BATSE data need to be revisited, including our …
Misura dell’attività specifica di radionuclidi a lunga vita in alcuni componenti del target di un ciclotrone medicale
2019
La valutazione dell'attività elevata indotta in alcuni componenti del target di un ciclotrone usato per la produzione di radiofarmaci per studi di tomografia a emissione di positroni (PET) è importante per quanto riguarda la protezione dalle radiazioni degli operatori impegnati nella manutenzione, sostituzione e gestione di un target, o suoi componenti. Le attività specifiche sono significativamente elevate da comportare, per scopi radioprotezionistici, una loro classificazione e conservazione in cassaforti schermate in attesa di un loro smaltimento. Tuttavia, dopo alcuni anni, può essere necessario rimuovere le parti più datate per la conservazione di quelle nuove più attive. La fattibilit…
Linkages Between Gameplay Preferences and Fondness for Game Music
2021
In this paper we explore connections between players’ preferences in gameplay and their desire to listen to game music. Music always takes place in cultural contexts and the activity of music listening is likewise entangled with versatile cultural practices. This is arguably evident in the case of game music since the primary context of encountering it is the active and participatory experience of gameplay. By analyzing survey data (N = 403) collected from the UK, we investigate how contextual preferences in gameplay activities predict fondness for game music. It was found that player preference for Aggression and Exploration are two precedents for liking game music. These findings indicate…
Designing motion-based activities to engage students with autism in classroom settings
2015
We report on a nine-month-long observational study with teachers and students with autism in a classroom setting. We explore the impact of motion-based activities on students' behavior. In particular, we examine how the playful gaming activity impacted students' engagement, peer-directed social behaviors, and motor skills. We document the effectiveness of a collaborative game in supporting initiation of social activities between peers, and in eliciting novel body movements that students were not observed to produce outside of game play. We further identify the positive impact of game play on overall classroom engagement. This includes an "audience effect" whereby non-playing peers direct in…
Altered neural responses to social fairness in bipolar disorder
2020
Highlights • Bipolar disorder is characterized by impaired processing of social fairness. • BD patients exhibit increased rejection of moderate unfairness in Ultimatum Game. • BD patients display decreased response to moderate unfairness in anterior insula. • BD patients deactivate posterior and middle insula in response to unfairness. • Trait impulsivity positively correlated with deactivations in posterior insula.
Dal game-based learning ai serious games: alcune prospettive per l’apprendimento mediato dalla tecnologia digitale
2023
In the last years, serious games have become popular in media education as they are useful tools in engaging, motivating, and helping students learn. However, few studies investigate the long-term effects of game-based learning, and many scholars declare themself skeptical about the learning mediated by digital technology. This paper reflects on the importance of new media and serious games for young people belonging to the Net Generation as defined by Prensky. In particular, I support the idea that game-based learning reflects a broader change in our society, coinciding with the rise of the phenomenon of Gamification and the Homo Ludens paradigm. Apart from the limitations of technology-me…
Augmented Reality Gamification for Human Anatomy
2019
This paper focuses on the use of Augmented Reality technologies in relation to the introduction of game design elements to support university medical students in their learning activities during a human anatomy laboratory. In particular, the solution we propose will provide educational contents visually connected to the physical organ, giving also the opportunity to handle a 3D physical model that is a perfect reproduction of a real human organ.
Patrimonio culturale e tecnologia: un incontro ancora da valorizzare
2020
Today, many factors are driving cultural institutions to adopt digitization strategies. For some of them, as organizations in charge of monument care, historical or archaeological museums and heritage parks, this might be critical. Indeed, making available off-site experiences of heritage places, for instance by augmented reality and/or video games, fuels polyvalent and potentially contradictory dynamics. They lay at the intersection of three main dimensions: understanding how cultural heritage and technology interact; which attitudes people in charge of cultural heritage bear, and how tourist destinations are built and promoted. The paper combines information about the evolution of the lit…