Search results for "video"
showing 10 items of 1348 documents
Magnetic Monopole Search with the Full MoEDAL Trapping Detector in 13 TeV pp Collisions Interpreted in Photon-Fusion and Drell-Yan Production
2019
MoEDAL is designed to identify new physics in the form of stable or pseudostable highly ionizing particles produced in high-energy Large Hadron Collider (LHC) collisions. Here we update our previous search for magnetic monopoles in Run 2 using the full trapping detector with almost four times more material and almost twice more integrated luminosity. For the first time at the LHC, the data were interpreted in terms of photon-fusion monopole direct production in addition to the Drell-Yan-like mechanism. The MoEDAL trapping detector, consisting of 794 kg of aluminum samples installed in the forward and lateral regions, was exposed to 4.0 fb$^{-1}$ of 13 TeV proton-proton collisions at the LHC…
Statistical physics: Some basic principles of fluctuation and noise theory
1983
Abstract Models have traditionally played a significant role in statistical mechanics. In view of the complexity of the system which statistical mechanics attempt to describe, this is not at all surprising. The study of simplified models has frequently revealed the underlying mathematical structure of many physical questions and in so doing the study of models has contributed directly to a clarification of several paradoxes which beset statistical mechanics. In this paper some of the models which appear to be useful for the discussion of non-equilibrium phenomena are examined in some detail. As usual these models are extremely simplified versions of the actual situations. It is, finally, as…
Paesaggi e virtualità: il caso dei videogiochi open world
2021
Il capitolo prende in considerazione il caso di tre recenti videogiochi che, (ri)producendo peculiari forme di spazialità, costruiscono complessi paesaggi virtuali e sistemi di interazioni multistratificate al fine di sviluppare una riflessione dalla prospettiva della geografia culturale. Tutti e tre rientrano (anche se con sfumature diverse) nello stesso genere, denominato "open world" oppure "free roaming", termini che fanno riferimento alla modalità di gioco, incentrata soprattutto sull’esplorazione di un “mondo” virtuale
Gamification and Behavior Change Techniques in Diabetes Self-Management Apps
2019
Background: Diabetes management apps may have positive effects on diabetes self-management. It remains unclear, however, which app features are particularly effective and encourage sustained app usage. Behavior change techniques (BCTs) and gamification are promising approaches to improve user engagement. However, little is known about the frequency BCTs and gamification techniques (GTs) are actually used. This app review aims to provide an overview of BCTs and GTs in current diabetes management apps. Methods: Google’s Play Store was searched for applications using a broad search strategy (keyword: “diabetes”). We limited our research to freely available apps. A total of 56 apps matched the …
The role of family-related factors in the effects of the UP4FUN school-based family-focused intervention targeting screen time in 10- to 12-year-old …
2014
Background Screen-related behaviours are highly prevalent in schoolchildren. Considering the adverse health effects and the relation of obesity and screen time in childhood, efforts to affect screen use in children are warranted. Parents have been identified as an important influence on children’s screen time and therefore should be involved in prevention programmes. The aim was to examine the mediating role of family-related factors on the effects of the school-based family-focused UP4FUN intervention aimed at screen time in 10- to 12-year-old European children (n child–parent dyads = 1940). Methods A randomised controlled trial was conducted to test the six-week UP4FUN intervention in 10-…
L’infanzia in gioco.Video education, Neuroeducation e sviluppo cognitivo-relazionale nei primi anni di vita
2020
La prospettiva del sistema integrato 0-6 previsto dal D.L. 65/2017 e la crescente eterogeneità morfologica delle classi della scuola italiana inducono giocoforza al rinnovamento complessivo del panorama scolastico italiano chiamando in causa un ripensamento epistemologico e prassico-metodologico della Pedagogia dell’Infanzia. A partire da tali considerazioni, in linea con una pista di studio e di ricerca avviata già nel 2015 presso l’Università di Palermo, il presente lavoro indaga la dimensione educativa del gioco a partire da due distinte angolazioni: quella della Neuroeducation e quella della Video education rispetto a due distinti ambiti: il mondo dei giochi e quello dei videogame, con …
The Inverse Seesaw Family: Dirac And Majorana
2021
After developing a general criterion for deciding which neutrino mass models belong to the category of inverse seesaw models, we apply it to obtain the Dirac analogue of the canonical Majorana inverse seesaw model. We then generalize the inverse seesaw model and obtain a class of inverse seesaw mechanisms both for Majorana and Dirac neutrinos. We further show that many of the models have double or multiple suppressions coming from tiny symmetry breaking "$\mu$-terms". These models can be tested both in colliders and with the observation of lepton flavour violating processes.
Digital Storytelling Project as a Way to Engage Students in Twenty-First Century Skills Learning
2020
[EN] This paper is focused on the implications of a collaborative digital storytelling project on student engagement in the higher education context. The empirical study is conducted with an interdisciplinary group of bachelor students in a Nordic University (N = 22) and a university in Southern Europe (N = 21), and the data are collected through an online student survey. The results demonstrate that the digital storytelling project supported students’ behavioral, emotional, and cognitive engagement. In general, the students had positive emotional experiences with the project. This assignment format was found less stressful than a frontal presentation in the classroom, allowing the students…
Subject, discourse and urban life: a contrastive study of discourses on social exclusion in Brazil and in Spain
2009
Neste artigo, apresenta-se um estudo contrastivo de discursos sobre a exclusão social através da análise de videoclipes produzidos por mulheres rappers no Brasil e na Espanha, segundo princípios da Análise Crítica do Discurso e com foco na construção da identidade. A análise das práticas de identificação das rappers sugere que a alteridade se expressa de forma distinta nos dois discursos: enquanto o "outro" articula-se, no discurso da rapper brasileira, através de estratégias léxico-gramaticais de indeterminação ("essa gente") ou abstração ("a sociedade"), no da rapper espanhola há estratégias de funcionalização ("os políticos") e objetivização ("o dinheiro"). Ou seja, há mais indeterminaçã…
The use of videogames as digital leisure among people with autism spectrum disorder
2021
espanolEl ocio digital, y en concreto los videojuegos, estan cada vez mas afianzados en todos los segmentos de la sociedad. Hacer un uso adecuado de ellos implica un desafio para los usuarios, familias y profesionales. En el presente estudio se aborda de manera especifica el uso que las personas con Trastornos del Espectro Autista hacen de este tipo de entretenimiento y se presentan una serie de recomendaciones que toman en cuenta las caracteristicas de esta poblacion. Para ello, se elaboro un cuestionario ad hoc y se administro a 67 personas con TEA de diferentes edades. Los resultados reflejan que los videojuegos son un tipo de juego muy popular entre las personas con TEA, se perciben com…