Search results for "videot"

showing 10 items of 80 documents

Sindrome del tunnel carpale: malattia professionale o patologia correlata al lavoro?

2011

La sindrome del tunnel carpale costituisce la più frequente neuropatia da compressione dell’arto superiore, originando dall’intrappolamento del nervo mediano nel canale carpale. Nel determinismo della sua comparsa risultano coinvolti numerosi fattori (precedenti fratture, traumatismi cronici, sport, hobbies, attività casalinghe). Vieppiù, è noto che tale malattia riconosce come primo momento etiopatogenetico non solo ripetuti movimenti di flesso-estensione del polso, ma anche malattie sistemiche o condizioni parafisiologiche (menopausa, gravidanza). La sindrome del tunnel carpale, se “secondaria” si manifesta generalmente con carattere di bilateralità soprattutto in donne tra i 30 ed i 60 a…

Sindrome Tunnel carpale Videoterminalisti Malattia Professionale.
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Decreased dopamine D2/D3-receptor binding in temporal lobe epilepsy: an [18F]fallypride PET study.

2006

Summary: Purpose: Although animal data are suggestive, evidence for an alteration of the extrastriatal dopaminergic system in human focal epilepsy is missing. Methods: To quantify D2/D3-receptor density, we studied seven patients with temporal lobe epilepsy (TLE) and nine agematched controls with positron emission tomography (PET) by using the high-affinity dopamine D2/D3-receptor ligand [ 18 F]Fallypride ([ 18 F]FP) suitable for imaging extrastriatal binding. TLE was defined by interictal and ictal video-EEG, magnetic resonance imaging (MRI), and [ 18 F]fluorodeoxyglucose ([ 18 F]FDG)-PET and was due to hippocampal sclerosis (HS), based on histology in all patients. Primary analysis was ba…

AdultMaleFluorine RadioisotopesPyrrolidinesHippocampusHippocampal formationHippocampusFunctional LateralityTemporal lobeAnimal dataFluorodeoxyglucose F18medicineHumansTissue DistributionFluorodeoxyglucoseHippocampal sclerosisBrain MappingSclerosisbusiness.industryReceptors Dopamine D2Receptors Dopamine D3Videotape RecordingElectroencephalographymedicine.diseaseMagnetic Resonance ImagingTemporal Lobenervous systemNeurologyFallyprideEpilepsy Temporal LobePositron-Emission TomographyCardiovascular agentBenzamidesNeurology (clinical)Nuclear medicinebusinessmedicine.drugEpilepsia
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"Mä koitan olla kutsumatta niit infectedeiks koska anglismi" : code-switching in Finnish online gaming videos

2014

Videopalvelu YouTubessa julkaistavista Let's Play-pelivideoista on tullut muutaman viime vuoden aikana todella suosittuja niin Suomessa kuin muuallakin maailmassa. Pelivideot yhdistävät YouTuben yhteisöllisyyden ja yksilön mahdollisuuden luoda sisältöä videopelien interaktiivisuuteen ja elokuvallisuuteen. Tutkielmani keskittyy suomalaisen nuoren miehen tekemiin pelivideoihin, joissa pelataan vuonna 2013 julkaistua toimintaroolipeliä the Last of Us ja samalla kommentoidaan videopelin tapahtumia. Videopelin toimintakieli on englanti: mm. pelin valikot, dialogi ja ohjeet ovat englanninkielisiä. Videoissa pelaaja kommentoi pelin tapahtumia suomeksi, mutta käyttää puheessaan myös runsaasti engla…

koodinvaihtopelaaminenvideopelitYouTubepelivideotenglannin kielidigitaaliset pelit
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Does Replacing Face-to-face Lectures with Pre-recorded Video Lectures Affect Learning Outcomes?

2019

Videoing lectures have been popular during the past decade. The literature on the effect of video lectures is controversial. Some studies indicate that video lectures have a positive effect on learning outcomes and student satisfaction, while some state that there is no effect at all. In this paper, we share the results of a university undergraduate course, where half of the lectures were replaced by pre-recorded lectures. The results indicate that using pre-recorded lectures had a statistically significant positive effect on grades. Also, the students’ satisfaction levels were higher. peerReviewed

Medical educationnettivideotopiskelijatstudent satisfactioneducationAffect (psychology)opetusoppimistuloksetvideo lecturesvideoluennotlearning outcomesFace-to-facetyytyväisyysComputingMilieux_COMPUTERSANDEDUCATIONPsychology
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Reflective questions in health counseling.

2000

This study explores questions that nurses ask patients in order to awaken reflection on their health behavior in health counseling. Thirty-eight counseling situations were videotaped in a hospital. The data were analyzed using conversation analysis which was adapted for the purpose of this study. Nonverbal communication supported speech and was interpreted alongside it. This study found that nurses used only a few reflective questions, most of which were future-oriented or introduced hypotheses. In a nonreflective discussion, nurses used only check-up and alternative questions to get information about patients' illnesses and health care measures. Findings indicated that reflective conversa…

AdultCounselingPsychotherapistmedia_common.quotation_subjectMEDLINE03 medical and health sciencesNonverbal communication0302 clinical medicineHealth careHumansConversation030212 general & internal medicineNursing Assessmentmedia_commonAgedMedical educationbusiness.industryCommunication05 social sciencesPublic Health Environmental and Occupational Health050301 educationVideotape RecordingMiddle AgedConversation analysisFeelingFemaleHealth behaviorbusinessPsychologyNurse-Patient Relations0503 educationQualitative health research
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“Cute Goddess is Actually an Aunty”: The Evasive Middle-Aged Woman Streamer and Normative Performances of Femininity in Video Game Streaming

2022

In this paper the focus is on the representations of “middle-aged” or “aging” women streamers in western media. I analyze discussions in Western online media around a case of Chinese DouYu live-streamer. “Qiaobiluo Dianxia,” as her streamer name goes, became a topic in Western media after a glitch in her live stream revealed her to be a middle-aged woman, rather than young woman she was assumed to be. The discussions are analyzed with critical discourse analysis. It is argued that the aging bodies of women, both their presence and absence, should be read and understood through toxic gaming culture and geek masculinity and the hegemonic discourse they constitute.

Cultural StudiesnettivideotVisual Arts and Performing Artsvideopelitnaisellisuusvideo gamescritical discourse analysispelikulttuuridiskurssianalyysisukupuoliTwitchagesukupuoliroolitgenderstreamingikäsuoratoistopalvelutTelevision & New Media
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Ten facts about content marketing

2018

Content marketing is facing what most trendy topics face: it is more publicly discussed than it is truly understood. Thus far content production has relied on case-specific, individual reports, and the final outcomes of content have provided surprises, both positive or negative. In hindsight it is easy to explain content success and failure, but academic studies on the logic of content creation and content life cycle have been missing. The ambitious goal of this research, Opening the Black Box of Content Marketing, funded by Business Finland, has been to systematically open up the logic of content marketing. In our project, we asked what constitutes content related expectations, how are con…

sisältötuotantokäytettävyysmetriikkakaupallisuusihmisyyskuluttajatvideotbranditpersonointi
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Pelaamisen harrastaminen ulottuu itse pelaamista syvemmälle

2022

Lektio 22.1.2022 Jyväskylän yliopistossa nonPeerReviewed

spektaakkelitpelaaminenelektroninen urheiluvideopelitmediakulttuuritelevisio-ohjelmatpelivideotharrastuksetmedioituminenLektiotpelikulttuuriPelitutkimuksen vuosikirja
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Temporal structure of the rat's behavior in elevated plus maze test

2012

Aim of the research was to evaluate, by means of quantitative and multivariate temporal pattern analyses, the behavior of Wistar rat in elevated plus maze (EPM) test. On the basis of an ethogram encompassing 24 behavioral elements, quantitative results showed that 130.14 ± 8.01 behavioral elements occurred in central platform and in closed arms (protected zones), whereas 88.62 ± 6.04 occurred in open arms (unprotected zones). Percent distribution was characterized by a prevalence of sniffing, walking and vertical exploration. Analysis of minute-by-minute duration evidenced a decrease for time spent in open arms and central platform and an increase for time spent in closed arms. As to multiv…

MaleMultivariate statisticsElevated plus mazeTime FactorsMaze learningPhysiology[ SCCO.PSYC ] Cognitive science/PsychologySettore BIO/09 - FisiologiaObservational periodDevelopmental psychology03 medical and health sciencesBehavioral Neuroscience0302 clinical medicineEthogramSniffingBehavioral dynamicsAnimals0501 psychology and cognitive sciencesAnxiety Elevated plus maze T-pattern analysis Multivariate analysis Wistar rat050102 behavioral science & comparative psychologyRats WistarMaze LearningComputingMilieux_MISCELLANEOUSAnalysis of Variance[SCCO.NEUR]Cognitive science/Neuroscience05 social sciencesVideotape RecordingRats[ SCCO.NEUR ] Cognitive science/Neuroscience[SCCO.PSYC]Cognitive science/PsychologyExploratory BehaviorAnalysis of variancePsychologyAlgorithmsLocomotion030217 neurology & neurosurgery
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SUN : kaksitoista tapaa tehdä musiikkivideo

2011

Kahdestatoista musiikkivideosta koostuva harrastajaprojekti SUN (suom. aurinko) valmistui helmikuussa 2011. Tutkielma tarkastelee projektin etenemistä toimintatutkimuksen menetelmillä. Toimin itse projektin päävastaavana, huolehtien musiikin ja videon tuottamisesta. Projektin valmistamiseen osallistui yli 20 muusikkoa tai musiikin harrastajaa ja yli 50 näyttelijää, taustahenkilöä ja avustajaa. Osallistujia oli myös yli kahdestakymmenestä maasta ja jokaiselta mantereelta. Projektin tavoitteena oli kehittää omia ammatillisia taitojani, joita voisin hyödyntää koulumaailmassa. Tärkeää oli myös kirjata selkeä kuvaus projektin tekoprosessista, pyrkimyksenä tuottaa vapaasti käytettävää opetusmater…

teknologiakasvatusmediakasvatusmusiikkivideottoimintatutkimusmusiikkivideo
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