Search results for "play"

showing 10 items of 706 documents

Recognition of familiarity on the basis of howls: a playback experiment in a captive group of wolves

2015

Playback experiments were conducted with a pack of captive Iberian wolves. We used a habituation–discrimination paradigm to test wolves’ ability to discriminate howls based on: (1) artificial manipulation of acoustic parameters of howls and (2) the identity of howling individuals. Manipulations in fundamental frequency and frequency modulation within the natural range of intra-individual howl variation did not elicit dishabituation, while manipulation of modulation pattern did produce dishabituation. With respect to identity, across trials wolves habituated to unfamiliar howls by a familiar wolf (i.e., no direct contact, but previous exposure to howls by this wolf), but not to unfamiliar ho…

Communicationbusiness.industryPlaybackAcoustic structureCanis lupusBehavioral NeuroscienceNatural rangeHowlsDishabituationAnimal Science and ZoologyModulation patternbusinessPsychologyIndividual discrimination
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Postattack deimatic display in the mountain katydid, Acripeza reticulata

2015

Prey use many strategies to avoid being detected by their predators. However, once detected and identified as potentially palatable, prey must employ a second line of defence such as performing a deimatic (startle) display. During the predation sequence, composed of the stages encounter, detection, identification, approach, subjugation and consumption, such defences should be deployed as the predator approaches, but before prey are brought under the predator's control (i.e. before subjugation). We tested this assumption in the mountain katydid (or bush cricket), which is cryptic at rest, but when disturbed flashes spectacular abdominal colours by lifting its wings, and is chemically defende…

Communicationdefencesbiologybusiness.industryTettigoniidaeaposematicmultimodalAposematismwarning colorationbiology.organism_classificationAcripezaPredationantipredatorSecond lineCricketTettigoniidaeta1181Animal Science and ZoologySeneciobusinessstartle displaytoxinPredatorSensory cueEcology Evolution Behavior and SystematicsAnimal Behaviour
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Agent +014 health program: gamification applied to the education of adolescents with diabetes according to the Precede-Proceed model and from a salut…

2021

Resumen Objetivos: la diabetes mellitus tipo 1 es una enfermedad crónica que suele debutar en la infancia y necesitar formación a lo largo para dar respuesta a los cambios producidos en todas las etapas vitales. El objetivo de esta investigación es desarrollar un programa de educación para la salud, siguiendo el modelo Precede-Procede y desde una perspectiva salutogénica atendiendo a las necesidades de la población adolescente y que incluya la gamificación como estrategia educativa. Materiales y métodos: la primera fase es investigación mixta, cuantitativa y cualitativa y combina diferentes instrumentos para la recogida de información. Los participantes son adolescentes con dicho diagnóstic…

Community and Home CareHealth (social science)juegoHealth Policydiabetes mellitus tipo 1EspañaPublic Health Environmental and Occupational HealthEspanhaHealth Professions (miscellaneous)Health educationdisease managementEducação em saúdeSpainmanejo da doençajogoEducación en saludmanejo de la enfermedadplaytype 1 diabetes mellitus
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Analysis of shots in relation to the outcome in elite women's water polo matches. [Análisis de los lanzamientos en función del resultado en partidos …

2018

Abstract The aim of the current study was to investigate the shot performance of elite female water polo players according to their match outcome during three international tournaments, the 2012 Olympic Games, 2013 and 2014 FINA World Leagues. Twenty-four official matches footage [2012 Summer Olympic Games, n=8; 2013 FINA World League, n=8 and 2014 FINA World League, n=8] were obtained and analysed. The results showed that a similar playing style was used in both the 2012 and 2013 tournaments, independently of the outcome while in the 2014 FINA World League, winning teams performed more shots after displacement, more shots ending to zone 4 and scored more goals than losing ones (and fewer s…

Competition levelmedia_common.quotation_subjectSports sciencesportstactical indicatorslcsh:Recreation. LeisurePhysical Therapy Sports Therapy and Rehabilitationlcsh:GV1-1860LeagueWater poloDiscriminatory power03 medical and health scienceslcsh:GV557-1198.9950302 clinical medicinesports.sports_positionmedia_commoninternational female playerslcsh:Sportslcsh:Geography. Anthropology. RecreationObservational analysis030229 sport sciencesArttechnical indicatorslcsh:GMatch playEliteNotational analysisHumanities030217 neurology & neurosurgeryRevista Internacional de Ciencias del Deporte
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Childhood football play and practice in relation to self-regulation and national team selection; a study of Norwegian elite youth players.

2018

Childhood sport participation is argued to be important to understand differences in self-regulation and performance level in adolescence. This study sought to investigate if football-specific activities in childhood (6–12 years of age) is related to self-regulatory skills and national under 14- and 15-team selection in Norwegian elite youth football. Data of practice histories and self-regulatory skills of 515 youth football players selected at Norwegian regional level were collected and further analysed using multilevel analyses. The results revealed that high self-regulated players were more likely to be selected for national initiatives, and increased their involvement in peer-led footb…

Competitive BehaviorAdolescentAptitudePhysical Therapy Sports Therapy and RehabilitationNorwegianFootball050105 experimental psychologyDevelopmental psychologySelf-Control03 medical and health sciences0302 clinical medicineSoccerSelection (linguistics)Humans0501 psychology and cognitive sciencesOrthopedics and Sports MedicineNational levelChildFootball playersbiologyAthletesNorway05 social sciences030229 sport sciencesbiology.organism_classificationC600language.human_languageTalent developmentElitelanguagePsychologyhuman activitiesPhysical Conditioning HumanJournal of sports sciences
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An advanced variant of an interpolatory graphical display algorithm

2004

In this paper an advanced interpolatory graphical display algorithm based on cardinal B-spline functions is provided. It is well-known that B-spline functions are a flexible tool to design various scale rapresentations of a signal. The proposed method allows to display without recursion a function at any desiderable resolution so that only initial data and opportune vectors weight are involved. In this way the structure of the algorithm is independent across the scale and a computational efficiency is reached. In this paper mono and bi-dimensional vectors weight generated by means of centered cubic cardinal B-spline functions have been supplied. (© 2004 WILEY-VCH Verlag GmbH & Co. KGaA, Wei…

Computational complexity theoryScale (ratio)Computer scienceSIGNAL (programming language)Structure (category theory)Recursion (computer science)Ocean EngineeringGraphical displayFunction (mathematics)Resolution (logic)Algorithm
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Playfully Coding

2017

This paper describes a framework for successful interaction between universities and schools. It is common for computing academics interested in outreach (computer science evangelism) to work with local schools, particularly in countries where the computing curriculum in K-12 is new or underdeveloped. However it is rare for these collaborations to be ongoing, and for resources created through these school-university links to be shared beyond the immediate neighborhood. We have achieved this, through shared resources, careful evaluation, and cross-country collaboration. The activities themselves are inspired by ideas from the Lifelong Kindergarten group at MIT, emphasizing playful exploratio…

Computational thinking; Playful coding; School-University links; Management of Technology and Innovation; 33043304Computer science4. EducationComputational thinkingmedia_common.quotation_subjectSchool-University links05 social sciences050301 educationEvangelismOutreachPlayful codingManagement of Technology and Innovation0502 economics and businessPedagogyComputingMilieux_COMPUTERSANDEDUCATION050211 marketingEngineering ethicsComputational thinking0503 educationCurriculumCoding (social sciences)media_commonProceedings of the 2017 ACM Conference on Innovation and Technology in Computer Science Education
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Remote interspecies interactions: Improving humans and animals wellbeing through mobile playful spaces

2019

[EN] Play is an essential activity for both humans and animals as it provides stimulation and favors cognitive, physical and social development. This paper proposes a novel pervasive playful environment that allows hospitalized children to participate in remote interspecies play with dogs in a dog daycare facility, while it also allows the dogs to play by themselves with the pervasive system. The aim of this playful interactive space is to help improving both children¿s and animal¿s wellbeing and their relationships by means of technologically mediated play, while creating a solid knowledge base to define the future of pervasive interactive environments for animals.

Computer Networks and CommunicationsComputer scienceMobile application02 engineering and technologySpace (commercial competition)Child computer interactionAnimal computer interactionHuman–computer interactionInteractive environment0202 electrical engineering electronic engineering information engineeringChild computer interactionRemote playbusiness.industrySocial changeComputingMilieux_PERSONALCOMPUTING020206 networking & telecommunicationsCognitionComputer Science ApplicationsAnimal computer interactionKnowledge baseHardware and Architecture020201 artificial intelligence & image processingbusinessLENGUAJES Y SISTEMAS INFORMATICOSSoftwareInformation Systems
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Stereopsis assessment at multiple distances with an iPad application

2017

[EN] We present a new application for iPad for screening stereopsis at multiple distances that allows testing up to ten levels of stereoacuity at each distance. Our approach is based on a random dot stereogram viewable with anaglyph spectacles. Sixty-five subjects with no ocular diseases, wearing their habitual correction were measured at 3 m and 0.5 m. Results were compared with a standard stereoscopic test (TNO). We found not statistically significant differences between both tests, but our method achieved higher reproducibility. Applications in visual screening programs and to design and use of 3D displays, are suggested. (C) 2017 Elsevier B.V. All rights reserved.

Computer science3D displaysStereoacuityIPad02 engineering and technologyStereo displayHuman-Computer InteractionStereoscopic acuity03 medical and health sciences0302 clinical medicineStereopsisDepth perceptionHardware and ArchitectureComputer graphics (images)FISICA APLICADA030221 ophthalmology & optometry0202 electrical engineering electronic engineering information engineering020201 artificial intelligence & image processingElectrical and Electronic EngineeringScreening stereopsisBinocular visionDepth perceptionBinocular vision
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Touch or touchless?:Evaluating usability of interactive displays for persons with autistic spectrum disorders

2019

Interactive public displays have been exploited and studied for engaging interaction in several previous studies. In this context, applications have been focused on supporting learning or entertainment activities, specifically designed for people with special needs. This includes, for example, those with Autism Spectrum Disorders (ASD). In this paper, we present a comparison study aimed at understanding the difference in terms of usability, effectiveness, and enjoyment perceived by users with ASD between two interaction modalities usually supported by interactive displays: touch-based and touchless gestural interaction. We present the outcomes of a within-subject setup involving 8 ASD users…

Computer scienceAutismInteractive displaysSpecial needsContext (language use)02 engineering and technologyInteractive displaystouchless interfaces mid-air gestures touch autism usability evaluation interactive displaysHuman–computer interaction0202 electrical engineering electronic engineering information engineeringmedicine0501 psychology and cognitive sciencesUsability evaluation050107 human factorsSettore ING-INF/05 - Sistemi Di Elaborazione Delle Informazioni020203 distributed computingModalitiesModality (human–computer interaction)Settore INF/01 - Informaticabusiness.industry05 social sciencesUsabilitymedicine.diseaseMid-air gesturesTouchTouchless interfacesAutismUser interfacebusiness
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