Search results for "Video"
showing 10 items of 1348 documents
Conservare e restaurare l’effimero
2013
L’arte contemporanea, poiché spesso realizzata con materiale effimero, pone non pochi problemi dal punto di vista della conservazione e del restauro. Le tendenze artistiche del ’900 sono caratterizzate dalla sperimentazione di nuove tecniche, dall’utilizzo di materiali extra-artistici ed effimeri e dalla realizzazione di opere il cui deperimento è previsto dall’artista stesso. L'articolo approfondisce le questioni legate all'innovazione tecnologica, all'uso diffuso di media elettronici e all'avvento del digitale senza tralasciare le teorie del restauro dell’arte contemporanea.
Augmented Reality of the Middle Ear Combining Otoendoscopy and Temporal Bone Computed Tomography
2018
International audience; HYPOTHESIS:Augmented reality (AR) may enhance otologic procedures by providing sub-millimetric accuracy and allowing the unification of information in a single screen.BACKGROUND:Several issues related to otologic procedures can be addressed through an AR system by providing sub-millimetric precision, supplying a global view of the middle ear cleft, and advantageously unifying the information in a single screen. The AR system is obtained by combining otoendoscopy with temporal bone computer tomography (CT).METHODS:Four human temporal bone specimens were explored by high-resolution CT-scan and dynamic otoendoscopy with video recordings. The initialization of the system…
Fuori Luogo
2007
L’esperienza del video come lettura del progetto d’architettura inserito all’interno del complesso sistema urbano è pratica diffusa in ambiti professionali ed accademici di paesi come l’Olanda, la Germania, la Francia e l’Inghilterra. Da qualche tempo questa pratica si sta diffondendo anche in Italia e così viene delegata al video la possibilità di segnalarsi come valido strumento di indagine territoriale, nonché di definizione di futuri scenari urbani. Non dimentichiamo che durante l’ultima Biennale d’Architettura di Venezia del 2006, all’interno della mostra ‘Città. Architettura e società’ presentata nei trecento metri delle Corderie dell’Arsenale, è stata affidata al video ampia opportun…
Sociālais medijs YouTube: sponsorēšana kā reklāmas veids skaistuma, modes un dzīvesstila video emuāros
2016
Bakalaura darba “Sociālais medijs YouTube: sponsorēšana kā reklāmas veids skaistuma, modes un dzīvesstila video emuāros” galvenie pētnieciskie jautājumi ir - vai YouTube video emuāru sponsorēšanas tendences Latvijas un ārzemju gadījumos ir atšķirīgas, un vai auditorijas attieksmi pret video sniegto informāciju ietekmē tā sponsorētais saturs? Darba teorētiskajā daļā aplūkoti sociālo mediju sponsorēšanas, līdzdalības kultūras koncepti un dramaturģiskā pieeja, sniegts digitālās reklāmas raksturojums. Metodoloģiskajā daļā pamatota tādu metožu kā kvantitatīvās kontentanalīzes, daļēji strukturētās intervijas un interneta aptaujas izvēle. Empīriskajā daļā analizēti 233 YouTube video, 2130 tiem pie…
A Crisis Management Serious Game for Responding Extreme Weather Event
2017
Managing crisis with limited resources through a serious game is deemed as one of the ways of training and can be regarded as an alternative to the table-top exercise. This paper presents the so-called “Operasjon Tyrsdal” serious game, inspired by a real case of extreme weather that hit the west coast of Norway. This reference case is used to add realism to the game. The game is designed for a single player, while the mechanics are framed in such way that the player should deal with limited resources, and elevated event pressure over time to manage. Beside applying an iterative Scrum method with seven Sprint cycles, we combined the development work with desk research and involvement of test…
Problematic gaming is associated with some health-related behaviors among Finnish vocational school students
2020
The objective of this work was to examine the connections between problematic digital gaming and various health-related behavior characteristics in a population of vocational school students. Data collection was performed (N = 1335) via an online survey in vocational school units in northern Finland. The survey incorporated the Internet Gaming Disorder Test (IGD10) as well as self-reported measures including questions on socio-demographics, information on the living arrangements of participants, gaming habits, and health-related behaviors. Eightyfour percent (n = 773) of the respondents (an average age of 17.5 years [SD = 4.4]) played digital games regularly. Male gender, daily game use, ha…
Alternative options for prescribing physical activity among obese children and adolescents: brisk walking supported by an exergaming platform
2015
[EN] Background: Physical inactivity has been identified as an important public health concern for children. An increasing sedentary way of life is directly related to obesity; hence, prevention and management of childhood obesity are commonly based on lifestyle interventions wherein increasing physical activity is one of the main targets. The use of exergames can be useful in promoting physical activity, but it is necessary more research. This study analyzes the effects of an exergaming platform that involves brisk walking, on perceived exertion, self-efficacy, positive expectations and satisfaction in a sample of clinically obese children, as compared with normal weight children. Physiolo…
2019
Video gaming is an extremely popular leisure-time activity with more than two billion users worldwide (newzoo, 2017). However, the media as well as professionals have underscored the potential dangers of excessive video gaming. With the present research, we aimed to shed light on the relation between video gaming and gamers’ psychological functioning. Questionnaires on personality and psychological health as well as video gaming habits were administered to 2,734 individuals (2,377 male, 357 female, Mage = 23.06, SDage = 5.91). Results revealed a medium-sized relation between intense video gaming and poor psychological functioning with regard to psychological symptoms, affectivity, coping, a…
Comparison of three activity monitors for estimating sedentary time among children
2016
Background: Time spent sedentary appears to be associated with several health outcomes in adults, but findings are inconsistent in children. Further, the assessment of sedentary time represents a major challenge. The objectives of the present study were to determine whether 1) ActiGraph GT3X+, ActivPAL and SenseWear Armband Pro3 (SWA) provide comparable estimates of sedentary time in 9–12-year-old children, 2) these devices are valid compared with direct observation, and 3) ActivPAL discriminates between sitting and standing behavior. Methods: The sample was 67 children. Data were collected during three consecutive days in November 2012. To test the activity monitors in contexts related to …