Search results for "play"
showing 10 items of 706 documents
The mummy of Rosalia Lombardo at the end of 2022: an update on the status quaestionis and a reflection on the level of evidence
2022
In this communication we present key new evidence on the story of the famous Salafia embalming manuscript that further clarifies the genesis of a series of studies on this topic and corroborates our assumptions published in previous articles on this matter. In the second part of the paper, we provide a concise ethical analysis of Rosalia Lombardo’s case and try to establish a level of evidence in the assessment of her preservation by comparing facts and interpretations. Finally, we call for an independent assessment of the mummy’s state of preservation and the disclosure of the full content of the Salafia manuscript. Rosalia
The habits of playing and the reasons for not playing exergames: Age differences in Finland
2013
This study examines the habits of playing and the reasons for not playing digital exercise games (i.e., exergames), concentrating especially on the differences between four different age groups of players and non-players. Exergames can be considered an important and interesting research topic as they can be used to motivate people to do more exercise and, consequently, to improve their health and well-being. There are also potentially significant age differences in how these games are perceived. The study is based on analysing an online survey sample of 3,036 Finnish consumers by using contingency tables, the Pearson’s χ2 tests of independence, and the Cramér’s V coefficients. The results o…
The Habits of Playing and the Reasons for Not Playing Exergames: Gender Differences in Finland
2012
This study examines the habits of playing and the reasons for not playing digital exercise games (i.e., exergames), concentrating particularly on the gender differences between the male and female players and non-players. Exergames can be considered an important and interesting research topic as they can be used to motivate people to do more exercise and, consequently, to improve their health and well-being. The study is based on analysing an online survey sample of 3,036 Finnish consumers through contingency tables, the Pearson’s χ 2 tests of independence, and the Cramér’s V coefficients. The results of the analysis reveal 11 main reasons for not playing exergames as well as several gender…
Technological Competence Is a Pre-condition for Effective Implementation of Virtual Reality Head Mounted Displays in Human Neuroscience: A Technologi…
2019
Immersive virtual reality (VR) emerges as a promising research and clinical tool. However, several studies suggest that VR induced adverse symptoms and effects (VRISE) may undermine the health and safety standards, and the reliability of the scientific results. In the current literature review, the technical reasons for the adverse symptomatology are investigated to provide suggestions and technological knowledge for the implementation of VR head-mounted display (HMD) systems in cognitive neuroscience. The technological systematic literature indicated features pertinent to display, sound, motion tracking, navigation, ergonomic interactions, user experience, and computer hardware that should…
Facet braiding: a fundamental problem in integral imaging.
2007
A rigorous explanation of a phenomenon that produces significant distortions in the three-dimensional images produced by integral imaging systems is provided. The phenomenon, which we refer to as the facet-braiding effect, has been recognized in some previous publications, but to our knowledge its nature has never been analyzed. We propose a technique for attenuating the facet-braiding effect. We have conducted experiments to illustrate the consequences of the facet-braiding effect on three-dimensional integral images, and we show the usefulness of the proposed technique in eliminating this effect.
GAME AS FACILITATOR IN DEVELOPMENT OF PHONOLOGICAL PERCEPTION FOR PRESCHOOL CHILDREN
2016
Language is the highest form of communication, it’s given only to people and it is very important for children’s psychological development. In 5 – 6 years most of the children all native language’s sounds pronounce correctly, phonological perception is formed, however, not all children have reached an appropriate level of development, therefore compulsory preparatory school program of language acquisition in children creates an aversion to learning. Disorders of fonological perception are very complicated and require a lot of serious and patient work in the intervention. In 5 – 6 years of age, children are active, open, spontaneous, curious and very persistent. At this age closest activitie…
Revenues from related Parties Transactions and UEFA Financial Fair Play. The Search for an Alternative Solution to Fair Value Measurement for the Bre…
2014
Transactions with related parties (RPTs) are numerous and frequent in the economy of companies; they are often made with different values from the ones in arm’s length transactions, and sometimes for opportunistic reasons. Many cases of RPTs occur in the football sector too, and they are mostly related to sponsorship contracts revenues. Through the financial fair play regulations, UEFA encourages the clubs which want to get the license for competing in European tournaments, to count on their capability to operate on the basis of their own revenues. The reorientation of the professional football clubs economic governance requested by UEFA also provides specific RPTs disclosure as well as the…
Walk the Talk: Financial Fairness in European Club Football
2017
AbstractUEFA’s Financial Fair Play (FFP) regulations represent the most restrictive regulatory intervention European club football has ever seen. Put simply, it demands from clubs to operate on the basis of their own football-related incomes. While the policy has attracted considerable attention from the economic and social sciences, very few contributions systematically investigate it from a philosophical-ethical perspective. The present paper fills this research gap by posing questions on FFP in relation to fair play as a normative concept. We draw on sport economic assessments concerning potential outcomes of FFP and argue that the policy should go beyond the mere pragmatic goal of promo…
From Global Games to Re-contextualized Games: The Design Process of TekMyst
2011
Designing, developing and testing a game for a specific learning context and then achieving positive results, encourages one to deploy it in other environments. We know however that it is not always possible to successfully transfer artifacts from one learning context to the next. In this chapter we explore the principles to be considered when re-contextualizing a game. We base our analysis on the transfer of a Hypercontextualized Game SciMyst (which was designed and developed for the Joensuu Science Festival) into its re-contextualized version TekMyst (for the Helsinki Museum of Technology). Employing a qualitative approach we review the requirements and design decisions at the hand of fou…
Mathematics and Non-School Gameplay
2015
This chapter investigates the mathematics in the gameplay of three popular games (Angry Birds, Plants vs. Zombies and The Sims) that are unlikely to be played in mathematics lessons. The three games are different but each has been observed to provide opportunity for mathematical activity in gameplay. After describing each game, and the mathematics that can arise in gameplay, the chapter explores two questions: What kind of mathematics is afforded in these games? Can these games be used in/for school mathematics? Issues considered under the first question include: the nature of mathematics and the difficulty of isolating the mathematics in non-school gameplay; players’ strategic actions as m…