Search results for "video"

showing 10 items of 1348 documents

Inovatīva pieeja lasīšanas veicināšanai

2017

Bakalaura darbā “Inovatīva pieeja lasīšanas veicināšanai” tiek apskatīta situācija Latvijas Universitātes Sociālo zinātņu fakultātē saistībā ar grāmatu lasīšanu. Pētījuma problēma ir, ka studenti daudz laika pavada sociālās vietnēs un neatstāj laiku grāmatu lasīšanai. Mērķis ir izpētīt, vai ar videoklipa palīdzību var veicināt to, ka cilvēki vairāk lasa grāmatas. Uzdevumi ir izpētīt esošos pakalpojumus, kas veicina lasīšanu, izveidot videoklipu un veikt fokuss grupas interviju, kurā tiktu izvērtēts videoklips, veikt anketēšanu, datu analīzi, kā arī izdarīt secinājumus par iegūto informāciju. Teorētiskā pieeja: lietošanas un gandarījuma teorija. Metodoloģijā tika izmantota anketēšana un foku…

lasīšanas veicināšanavideo animācijalasīšanaBibliotēkzinātneinovatīva pieeja .
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A GAMING APPROACH FOR CULTURAL HERITAGE KNOWLEDGE AND DISSEMINATION

2019

Abstract. In these last years, video games have become one of the most popular entertainment for children/teenagers/adults thanks to their appealing and seductive features and, in this context, the Serious Games (SG) have become an important research field. The most popular SGs in Cultural Heritage (CH) used the historical building like scenario where the game is playing. In this paper we show the procedure to achieve a CH video game where the Cultural Heritage is the main actor and not the scenario of the game. Furthermore, the game is not a SG but an Action-Adventure Game (AAG) or Survival Game (SuG), in a largest heading it can be classified as Entertainment Games (EGs). The novelty of t…

lcsh:Applied optics. PhotonicsComputer scienceContext (language use)Cultural Heritage02 engineering and technologyVirtual realitycomputer.software_genrelcsh:TechnologyEntertainmentHBIM0202 electrical engineering electronic engineering information engineeringLevel of detailVideo gameAvatarMultimedialcsh:TComputingMilieux_PERSONALCOMPUTINGNoveltylcsh:TA1501-1820020207 software engineeringSemanticsCultural heritageNURBSlcsh:TA1-2040Settore ICAR/17 - Disegno020201 artificial intelligence & image processingAugmented realitylcsh:Engineering (General). Civil engineering (General)Parametric modellingcomputerThe International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences
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Tratamiento cognitivo-conductual de la adicción a videojuegos de rol online: fundamentos de propuesta de tratamiento y estudio de caso

2014

Resumen: El proposito de este trabajo es presentar una propuesta de tratamiento cognitivo-conductual para la intervencion en la adiccion a videojuegos. Se presenta el caso de un varon de 21 anos con problemas con el uso de los videojuegos. Se expone el procedimiento en cada una de las fases de las que consta el tratamiento, asi como los resultados de su eficacia en un estudio de caso. Despues de trece semanas de intervencion se aprecian importantes cambios en el nivel de dependencia. Los resultados muestran una disminucion significativa del tiempo de uso del ordenador y de juego, asi como una mejoria del funcionamiento personal y social del paciente. Palabras clave: Adiccion a videojuegos; …

lcsh:BF1-990Massively Multiplayer Online Role Playing Games (MMORPGs)terapia cognitivo-conductalTerapia cognitivo-conductual159.9 - Psicologíalcsh:Psychologyaducciones tecnológicasAdicción a videojuegosPsychologyHumanitiesMMORPGGeneral PsychologyAdicciones tecnológicas
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Output Impedance Improvement Using Coupled Inductors

2017

When using a single DC/DC converter with multiple outputs and having a buck topology, which has one filter inductor per output, the designer can choose to couple these outputs together. This paper demonstrates additional benefits of coupling output inductors together. Apart from saving mass and volume, and due to an improved small signal behaviour it also reduces the output impedance of the regulated output. The paper will analyse a seven output push-pull converter used as a space power converter module and verify the theoretical results with experimental measurements.

lcsh:GE1-350Forward converterEngineering0-10 V lighting controlbusiness.industryoutput impedancecoupled inductorspeak current controlĆuk convertersmall signal analysisTopology (electrical circuits)InductorFilter (video)Boost converterElectronic engineeringOutput impedancebusinesslcsh:Environmental sciencesE3S Web of Conferences
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Testing audiovisual comprehension tasks with questions embedded in videos as subtitles: a pilot multimethod study

2017

<p>Listening, watching, reading and writing simultaneously in a foreign language is very complex. This paper is part of wider research which explores the use of audiovisual comprehension questions imprinted in the video image in the form of subtitles and synchronized with the relevant fragments for the purpose of language learning and testing. Compared to viewings where the comprehension activity is available only on paper, this innovative methodology may provide some benefits. Among them, it could reduce the conflict in visual attention between watching the video and completing the task, by spatially and temporally approximating the questions and the relevant fragments. The technique…

lcsh:Language and Literaturevideo listening testComputer sciencemedia_common.quotation_subjectForeign languageSpanish as a foreign languagecomputer.software_genreSubtitleslistening comprehensionReading (process)Llenguatge i llengües EnsenyamentAudiovisual comprehensionMathematics educationActive listeningLanguage proficiencymultimethod designsubtitlesmedia_common060201 languages & linguisticsMultimediaMultimethodologyEducational technologyVideo listening test06 humanities and the artsLanguage acquisitionComprehension0602 languages and literatureMultimethod designlcsh:PListening comprehensioncomputeraudiovisual comprehensionThe EuroCALL Review
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Nuevas formas de llevar una ópera al teatro. Un caso de estudio. La flauta mágica de la compañía 1927 y de Kosky: animación 2d, nuevas tecnologías di…

2017

La ópera, un género que a menudo se asocia al pasado, está más viva que nunca. Gracias a la aportación de directores y experimentadores provenientes del teatro, la ópera se ha convertido en uno de los campos por excelencia para la experimentación contemporánea, sobre todo en relación con el uso de nuevas tecnologías. Una verdadera paradoja. Un ejemplo es la puesta en escena de La flauta mágica de Mozart de la Komische Oper de Berlín, concebida y realizada por la compañía británica 1927 y por el director australiano Barrie Kosky en 2012. Es una representación atípica y extraña que utiliza las nuevas tecnologías del “video project mapping” y, al mismo tiempo, las técnicas de animación 2D —dib…

lcsh:NC1-1940AnimaciónVisual Arts and Performing ArtsEscenografía digitalanimationlcsh:Visual artsEscenografía digital “video projection mapping” ópera lírica animación cultura visuallcsh:N1-9211Ópera líricaCultura visuallcsh:Drawing. Design. IllustrationDigital set designoperavideo projection mappingvisual cultureSettore L-ART/05 - Discipline Dello Spettacolo“Video projection mapping”
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¿Pueden los videojuegos de acción modificar habilidades cognitivas?

2019

Jugar a videojuegos de acción es, sin duda, una de las actividades de ocio más comunes entre los adolescentes y jóvenes. A lo largo de las últimas décadas ha habido un creciente interés por conocer la influencia que ejercen este tipo de videojuegos en las habilidades cognitivas tanto de jugadores habituales como de no jugadores. Resultados de dos meta-análisis recientes sugieren que los videojuegos de acción ejercen una influencia general positiva sobre diversas habilidades cognitivas, entre las que destacan las habilidades de percepción, cognición espacial, y procesos atencionales controlados por los sujetos.

lcsh:Psychologyacciónvideojuegoscogniciónpercepciónlcsh:BF1-990lcsh:Consciousness. Cognitionatenciónlcsh:BF309-499Ciencia Cognitiva
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Risk of Periodontal Disease: Is there a Correlation with the Type of Antihypertensive Medication?

2011

Introduction: The purpose of this study was to evaluate the effects of long-term oral antihypertensive treatment using centrally acting sympatho-inhibitory drugs (clonidine) and beta-blockers (metoprolol) on capillary microcirculation in the labial and periodontal mucosa.
 Methods: Sixty subjects were recruited for the study: 20 patients affected by hypertension in treatment with centrally-acting sympatho-inhibitory drugs (64.28 ± 11.78 years); 20 patients in treatment with beta-blockers (62.03 ± 9.84 years) and 20 healthy subjects (62.06 ± 6.72 years). We use the videocapillaroscopic technique to evaluate in vivo the microcirculation of the labial mucosa corresponding to the lower lip…

lcsh:R5-920medicine.medical_specialtymedicine.drug_classbusiness.industryGeneral MedicineGastroenterologyMicrocirculationSurgeryClonidinestomatognathic diseasesPharmacotherapyBlood pressureOral administrationSettore MED/28 - Malattie OdontostomatologicheInternal medicinemedicineHypertension antihypertensive drug oral videocapillaroscopyLabial Mucosalcsh:Medicine (General)Antihypertensive drugbusinessMetoprololmedicine.drug
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On the Prevalence of Addicted or Problematic Gaming in Finland

2019

Highlights • A dataset from Finland in 2015 (systematic random sampling N = 4511) suggests an (unweighted) prevalence rate of certain “addicted gaming” (videogame play) to be 0.6% among local gamers and 0.03% among the whole population. • The implied prevalence of certain “problematic gaming” (videogame play) climbs to 1.4% among local gamers and 0.6% among the whole population. • Of those “addicted” individuals to whom videogame play was a problem “almost always,” eight reported their hours of play during a week (72, 30, 10, 7, 4, 1, 1, 1), which indicate that “addicted gaming,” if understood as excessive play, might not be optimal for describing such problems.

lcsh:Social pathology. Social and public welfare. CriminologyGaming disordervideopelitmedia_common.quotation_subjectlcsh:BF1-990prevalenceInternet privacyinternet gaming disorder030508 substance abuselcsh:HV1-9960Internet gaming disordergaming disorder03 medical and health sciences0302 clinical medicineriippuvuusmental disordersPrevalenceFinlandmedia_commonDiscussionpelaaminenbusiness.industryAddictionComputingMilieux_PERSONALCOMPUTING030227 psychiatryPsychiatry and Mental healthlcsh:PsychologyThe InternetInformationSystems_MISCELLANEOUS0305 other medical sciencebusinessPsychologyverkkopelithuman activitiesAddictive Behaviors Reports
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A Blended Learning Solution and the Impacts on Attendance and Learning Outcomes

2011

Blended learning based on lecture videos and face-to-face teaching provides good opportunities for students for participation in education, regardless of time or place. The article describes a blended learning solution that is based on face-to-face teaching and the use of streaming lecture videos as it has developed in connection with master studies in mathematical information technology. The particular focus of this article is on the use of lecture videos and the impacts of blended learning on participation in education and on learning outcomes. According to the results, lecture videos have become very popular among students. Moreover the use of lecture videos increases participation activ…

learning outcomesvideoluennotvideo lectureComputingMilieux_COMPUTERSANDEDUCATIONsulautuva opetusblended learningoppimistuloksetlecture attendance
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