Search results for "git"

showing 10 items of 7116 documents

Resolving Bio-Nano Interactions of E.coli Bacteria-Dragonfly Wing Interface with Helium Ion and 3D-Structured Illumination Microscopy to Understand B…

2020

Obtaining a comprehensive understanding of the bactericidal mechanisms of natural nanotextured surfaces is crucial for the development of fabricated nanotextured surfaces with efficient bactericidal activity. However, the scale, nature, and speed of bacteria-nanotextured surface interactions make the characterization of the interaction a challenging task. There are currently several different opinions regarding the possible mechanisms by which bacterial membrane damage occurs upon interacting with nanotextured surfaces. Advanced imaging methods could clarify this by enabling visualization of the interaction. Charged particle microscopes can achieve the required nanoscale resolution but are …

bakteriologiabactericidal topographybio-nano interactionsnanomateriaalitbakteriofagitbakteeritheliumionimikroskopia0903 Biomedical Engineeringdragonflytopografiahelium ion microscopy3D SIMwingion beam milling
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Antecedents of Market Orientation in The Banking Sector During Its Digital Transformation

2019

Firms are under increasing pressure to remain relevant for their customers and need to rethink how to remain market-oriented in the digital age. This is evident in the banking sector where the traditional banks are gradually being challenged by digital native competitors and growing customer demands. Consequently, this study examines what it takes to be market oriented in the banking sector at the age of increasing digitalization. Specifically, we focus on developing the theory on the antecedents of MO and examine how banks can regain market orientation under changing market conditions. Although Market Orientation (MO) has been a widely studied concept that has been applied in numerous diff…

banking sectorbusiness.industrytouchpointsDigital transformationretail bankingFinancial systempankkialaBanking sectormarket orientationMarket orientationRetail bankingdigital transformationBusinessdigitalisaatiopankkipalvelutHumanizing Technology for a Sustainable Society
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Cluny: de la gestion de données à la réalité augmentée

2007

Cluny III was the greatest abbey of the Christendom until the construction of Saint-Peters of Roma in the 17th century. Unfortunately, the Order of Cluny was broke up with the French revolution, and the church became a stone pit carry. Until 2010, for the commemoration of the Cluny foundation, a great restoration yard has begun. It is composed of two parts: Hézelon which is the restoration and development program for the patrimony of Cluny; and Gunzo, which is a research assembly on new image technologies, for knowledge and valorisation of the site. To facilitate the comprehension of this patrimony, and to allow the public to access its past, augmented reality features had been developed.

base de données[ SHS.HIST ] Humanities and Social Sciences/Historyrestitution numérique[INFO.INFO-GR] Computer Science [cs]/Graphics [cs.GR]maquette virtuelle[ INFO.INFO-GR ] Computer Science [cs]/Graphics [cs.GR]digital restorationdigitalization[INFO.INFO-GR]Computer Science [cs]/Graphics [cs.GR]augmented realityréalité virtuelle[SHS.HIST] Humanities and Social Sciences/Historyvirtual mock-upvirtual realityréalité augmentée[SHS.HIST]Humanities and Social Sciences/HistorydatabaseClunynumérisation
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Protection intellectuelle de la base de données «Microsol database ©»

2011

Ce document n'est pas un brevet. Certificat délivré par l' Agence pour la Protection des Programmes. Support CD-ROM. N°adhérent: 87.75.4 Logibox conservé par l'adhérent: 67757. Protection intellectuelle de la plateforme GenoSol qui permettra d’avoir un référentiel de la biodiversité microbienne des sols

base de données[SDV] Life Sciences [q-bio]solréférentiel[SDV]Life Sciences [q-bio]Inter Deposit Digital Number (IDDN)protection intellectuellemicrosol databaseplateforme GenoSolbiodiversité microbienne
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Catálogo hipertextual de traducciones anónimas al castellano (CHTAC). Un nuevo proyecto de Humanidades Digitales

2013

Son muchos los proyectos de Humanidades Digitales que en los últimos años se han llevado a cabo en el ámbito de la literatura y lengua españolas: sin embargo no se encuentra aún disponible en red un recurso en el ámbito de la traducción que quiera o pueda ofrecer una catalogación exhaustiva y unificada de todas las traducciones medievales al castellano. A partir de estas premisas y con el fin de paliar su falta, nace la idea de la creación de CHTAC. Catálogo Hipertextual de Traducciones Anónimas al Castellano, una herramienta electrónica y gratuita que facilita el acercamiento a los numerosos testimonios de literatura traducida a lo largo de la baja Edad Media, cuyo traductor se desconoce o…

bases de datostraducciones medievalesliteratura románicaedición de textosliteraturaCatálogo hipertextual; traducción; traducciones medievales; Humanidades Digitales herramientas digitales electrónicasfilologíafilología; filología española; literatura; literatura medieval; literatura románica; análisis de textos; edición de textos; bibliografías; bases de datosHumanidades Digitales herramientas digitales electrónicasanálisis de textosliteratura medievalfilología españolabibliografíasCatálogo hipertextualtraducción
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Primary school text comprehension predicts mathematical word problem-solving skills in secondary school

2014

This longitudinal study aimed to investigate the extent to which primary school text comprehension predicts mathematical word problem-solving skills in secondary school among Finnish students. The participants were 224 fourth graders (9–10 years old at the baseline). The children’s text-reading fluency, text comprehension and basic calculation ability were tested in grade four. In grade seven and nine, their skills in solving mathematical word problems were assessed. Overall, the results showed that text comprehension in grade four of primary school predicts math word problem-solving skills in secondary school, after controlling for text-reading fluency and basic calculation ability. Among …

basic calculation abilityLongitudinal study05 social scienceslongitudinal study050301 educationExperimental and Cognitive PsychologyEducational attainmentEducationText comprehensionWord problem (mathematics education)FluencyWord problem solvingtext comprehensionReading comprehensionDevelopmental and Educational PsychologyMathematics educationmathematical word problems0501 psychology and cognitive sciencestext-reading fluencyPsychology0503 educationPractical implicationsta515050104 developmental & child psychologyEducational Psychology
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Podziały cyfrowe jako skutek działania technologii informacyjno-komunikacyjnych

2014

bańka informacyjnaspołeczeństwo informacyjneinformation bubblenew mediadigital divisionsnowe mediapodziały cyfroweinformation societyRola informatyki w naukach ekonomicznych i społecznych. Innowacje i implikacje interdyscyplinarne
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Exploring Features of the Pervasive Game Pokémon GO That Enable Behavior Change: Qualitative Study

2020

BackgroundDigital gaming is one of the most popular forms of entertainment in the world. While prior literature concluded that digital games can enable changes in players’ behaviors, there is limited knowledge about different types of behavior changes and the game features driving them. Understanding behavior changes and the game features behind them is important because digital games can motivate players to change their behavior for the better (or worse). ObjectiveThis study investigates the types of behavior changes and their underlying game features within the context of the popular pervasive game Pokémon GO. MethodsWe collected data from 262 respondents with a critical incident techniqu…

behavior changedigital gamingpelaaminenComputingMilieux_PERSONALCOMPUTINGaugmented reality gamesInformation technologyT58.5-58.64location-based gamespelitutkimusexergamespervasive gamesPokémon GObehavior change support systempelaajatPublic aspects of medicineRA1-1270käyttäytyminenlisätty todellisuusdigitaaliset pelitJMIR Serious Games
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Developing the "Choosing Health" Digital Weight Loss and Maintenance Intervention: Intervention Mapping Study

2022

Background Digital health promotion programs tailored to the individual are a potential cost-effective and scalable solution to enable self-management and provide support to people with excess body weight. However, solutions that are widely accessible, personalized, and theory- and evidence-based are still limited. Objective This study aimed to develop a digital behavior change program, Choosing Health, that could identify modifiable predictors of weight loss and maintenance for each individual and use these to provide tailored support. Methods We applied an Intervention Mapping protocol to design the program. This systematic approach to develop theory- and evidence-based health promotion …

behavior changeobesityObesity/therapybehavior maintenancedigital healthHealth InformaticsHealth PromotionWeight GainHealth Promotion/methodsterveyden edistäminenpainonhallintakäyttäytymismallitWeight LossoverweightHumanswithin-person designObesityteleterveydenhuoltoExerciseinterventiobehavioral theoryintervention MappinglaihdutusylipainointerventiotutkimusOverweightsatunnaistetut vertailukokeetterveyskäyttäytyminenrandomized controlled triallihavuusweight loss
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Multiverse Ethnography: A Qualitative Method for Gaming and Technology Use Research

2021

This article introduces multiverse ethnography as a systematic team-based qualitative method for studying the mechanical, structural and experiential properties of video games and other technological artefacts. Instead of applying the ethnographic method to produce a single in-depth account, multiverse ethnography includes multiple researchers carrying out coordinated synergetic ethnographic work on the same research object, thus producing a multiverse of interpretations and perspectives. To test the method, 41 scholars carried out a multiverse ethnography on two video games, Cyberpunk 2077 and Among Us. Explorative thematic findings regarding both titles are reported and methodological imp…

bepress|Arts and Humanities|Film and Media Studiesbepress|Arts and Humanities|Art and Design|Interdisciplinary Arts and Mediavideopelitbepress|Arts and Humanities|PhilosophyAmong Usbepress|Social and Behavioral Sciences|Communicationbepress|Social and Behavioral Sciences|Anthropology|Other Anthropologypelikulttuuribig-team sciencebepress|Arts and Humanities|Digital Humanitiesdigitaalinen kulttuuritutkimusmenetelmätCyberpunk 2077anthropologybepress|Social and Behavioral Sciences|Science and Technology Studiestutkimusryhmätvirtuaalimaailmabepress|Social and Behavioral Sciences|Anthropologybepress|Social and Behavioral Sciences|Other Social and Behavioral Sciencesetnografiabepress|Arts and Humanities|Art and Designbepress|Arts and Humanities|Other Languages Societies and Culturesmetodologiamethodologybepress|Social and Behavioral Sciences|Anthropology|Social and Cultural AnthropologyComputer Graphics and Computer-Aided DesignComputer Science ApplicationsHuman-Computer Interactionbepress|Arts and Humanities|Film and Media Studies|Other Film and Media Studiesbepress|Arts and Humanities|Art and Design|Game Designbepress|Social and Behavioral Sciencesbepress|Arts and Humanitiesdigital culturequalitative research
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