Search results for "GAME"
showing 10 items of 1663 documents
The global ranking game : narrowing academic excellence through numerical objectification
2018
The objective of this article is to study some of the intended and unintended effects on academe of the evolving global ranking game. I will start with some broader points on the global ranking game, the formal terms and economic interests it promotes, then continue with a presentation of the Shanghai ranking and its main rival the Times Higher Education. Through reversed engineering, I will bring out the main problems of the Shanghai ranking. I will finish with some of the key features of the demand side, the uses and effects of the tool: the psychosocial mechanisms that reproduce ranking and the lock-ins it creates. peerReviewed
Balancing food, activity and the dangers of sunlit nights
2019
Living in northern latitudes poses challenges to the animals that live in those habitats. The harsh environment provides a short breeding season where the sunlit summer nights provide little reprieve from visibility to predators and increased risk. In this paper, we tested the activity and food choice patterns of bank voles Myodes glareolus in early spring season, categorized by 18 h of daylight and 6 h of dusk in every day cycle. We found that territorial females showed a less predictable pattern of activity than males that were most active during the hours of dusk. The voles also showed preference to forage on high carbohydrate foods at sunset, while switching over to a more protein and f…
Human, Technologies and Quality of Education: Proceedings of Scientific Papers, 2020
2020
Game Definitions: A Wittgensteinian Approach
2014
Games have been defined and redefined many times over, and there seems to be no end to this continual process or any agreement about the definitions. This article argues that such an agreement is not necessary, and presents a Wittgensteinian approach to discussing game definitions. Instead of the common core approach used in most definitions, this article argues for an approach based on language-games. The common core approach is based on a limited number of shared core attributes, while the language-game approach is based on the idea of family resemblances. The language-game approach sees the cycle of redefinition as a hermeneutic circle that advances our understanding of games. This artic…
From Games to Gamers: Poachers of Digital Realms
2021
Symposium held in Dijon on 19-20 November 2021, following on from the online symposium "Langauge and culture in videogames", bringing together interdisciplinary perspectives on how videogames are consumed, adapted and appropriated by gamers. The session on 19/11, held in English, focused on traditional academic presentations; the session on 20/11 offered two lectures in French aimed at a broader audience as well as the launch of a LocJam (game localisation competition) open to students working from English into the language of their choice.For the complete program, see https://sites.google.com/view/from-games-to-gamers
Clinical assessment and comparison of ACL reconstruction using synthetic graft (Neoligaments versus FiberTape).
2021
Background Due to the low potential for primary biological healing of the anterior cruciate ligament (ACL), the most popular approach is currently reconstruction using a graft. Recent research indicates that the technique of strengthening a damaged ligament with synthetic tapes (internal bracing) may be an alternative to reconstructive treatment, especially in cases of partial ACL damage. Objectives To compare and evaluate the possibility of using a synthetic graft (Neoligaments or FiberTape) to treat partial lesions of the ACL. Material and methods This was a retrospective cohort study. Selected from a pool of 128 patients undergoing primary unilateral intra-articular ACL reconstruction du…
Utożsamienie procesu leczenia z religią w światach gier - perspektywa narratologiczna
2020
Video games are among most influential cultural texts - their narratives are key in understanding the chain of reconfiguration of our media and culture. In many games, especially based on fantasy theme we can observe the identification of the healing process with religion, in form of priests, healing spells and holy places. SasułaIn our paper we try to study those identifications with narratology tools, based on work of Mieke Bal.
Nullità della clausola e tecniche di correzione del contratto. Profili della nuova disciplina dei ritardi di pagamento
2004
Il lavoro si incentra sulla disciplina in materia di ritardi di pagamento nelle trasnsazioni commerciali (d.lgs. 9 ottobre 2002, n. 231) introdotta nell'ordinamento italiano per effetto della direttiva 2000/35/CE e, in particolare, sulle sue refluenze sul diritto delle obbligazioni e dei contratti e sul versante dei rimedi, dedicando specifica attenzione alla previsione che ammette un potere correttivo del giudice sulle determinazioni pattizie relative alla data del pagamento o alle conseguenze del ritardato pagamento dichiarate nulle perché gravemente inique in danno del creditore (art. 7, d.lgs. n. 231/2002). L'angolo visuale prescelto è quello del rapporto tra autonomia privata e legge n…
Transazioni commerciali e redistribuzione tra le parti del costo del ritardato pagamento: per una lettura del d.lgs. 231/2002 al riparo dall'ambiguo …
2009
Il saggio prospetta , sulla base di argomenti di ordine testuale e sistematico, una rilettura della disciplina interna in tema di ritardi nei pagamenti, e soprattutto del regime della nullità di cui all'art.9, che - in sintonia con il dettato della Direttiva 2000/35CE e con le scelte prevalse in altri ordinamenti - riconduce l'indagine sulla "iniquità" della clausola entro il meno eversivo scrutinio di vessatorietà e delimita l'intervento correttivo/sostitutivo del giudice entro la più modesta alternativa tra applicazione dei termini legali o applicazione del criterio legale desumibile dall'art.4 del d.lgs. n.231/2002. Ne risulta fortemente ridimensionato il convincimento prospettato da una…
FROM A COLLABORATIVE DESIGNING OF STORYTELLING TO A ROBOTIC AND VIRTUAL WORLD REPRESENTATION
2012
This paper presents an experiential learning lab focused on building a digital storytelling using both robots with LEGO Mindstorms and virtual worlds with Kodu Game Lab. The experiential laboratory (32 hours) has involved 33 children of secondary schools in a collaborative learning setting in formal (school labs) and informal learning context (external cultural association). In a first phase of the activity children used Lego Mindstorm robotic kits, assembling them and creating a physical environment (pasterboard arenas) where robots were programmed for moving and taking actions. In a second phase children were invited to transfer the physical world built for robots in a new digital storyte…