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Sample records for play results suggest

  1. Interpreting Behavioral Genetic Results: Suggestions for Counselors and Clients.

    Science.gov (United States)

    Gatz, Margaret

    1990-01-01

    Contends treatment strategies often are premised on modifying either environmental factors or clients' interpretations of the interpersonal environment, but a more complete analysis would take into account the role played by genetic transmission in an individual's personality. Recommends when developing interventions both counselors and clients…

  2. Ancient DNA suggests the leading role played by men in the Neolithic dissemination.

    Science.gov (United States)

    Lacan, Marie; Keyser, Christine; Ricaut, François-Xavier; Brucato, Nicolas; Tarrús, Josep; Bosch, Angel; Guilaine, Jean; Crubézy, Eric; Ludes, Bertrand

    2011-11-08

    The impact of the Neolithic dispersal on the western European populations is subject to continuing debate. To trace and date genetic lineages potentially brought during this transition and so understand the origin of the gene pool of current populations, we studied DNA extracted from human remains excavated in a Spanish funeral cave dating from the beginning of the fifth millennium B.C. Thanks to a "multimarkers" approach based on the analysis of mitochondrial and nuclear DNA (autosomes and Y-chromosome), we obtained information on the early Neolithic funeral practices and on the biogeographical origin of the inhumed individuals. No close kinship was detected. Maternal haplogroups found are consistent with pre-Neolithic settlement, whereas the Y-chromosomal analyses permitted confirmation of the existence in Spain approximately 7,000 y ago of two haplogroups previously associated with the Neolithic transition: G2a and E1b1b1a1b. These results are highly consistent with those previously found in Neolithic individuals from French Late Neolithic individuals, indicating a surprising temporal genetic homogeneity in these groups. The high frequency of G2a in Neolithic samples in western Europe could suggest, furthermore, that the role of men during Neolithic dispersal could be greater than currently estimated.

  3. Mobbing Experiences of Instructors: Causes, Results, and Solution Suggestions

    Science.gov (United States)

    Celep, Cevat; Konakli, Tugba

    2013-01-01

    In this study, it was aimed to investigate possible mobbing problems in universities, their causes and results, and to attract attention to precautions that can be taken. Phenomenology as one of the qualitative research methods was used in the study. Sample group of the study was selected through the criteria sampling method and eight instructors…

  4. A Qualitative Study of the Status of Children's Play From the Viewpoints of Experts and Suggestions for Promotion Interventions.

    Science.gov (United States)

    Rahbari, Maryam; Hajnaghizadeh, Fatemeh; Damari, Behzad

    2015-08-01

    The latest national census reports the population of Iranian children (1 - 8 years old) about 11 millions. On the other hand, the latest population policies approved by supreme cultural revolution council (SCRC) will make this population increase faster. Childhood development is one of the social determinants of health, of which "child's play" is a part. This study is an effort to identify difficulties and challenges of the plays influential on Iranian children's health nationwide, in order to present enhancive strategies by utilizing the views of stakeholders and national studies. Analyzing children's play stakeholders, main organizations were identified and views of 13 informed people involved in the field were investigated through deep semi-structured interview. A denaturalized approach was employed in analyzing the data. In addition to descriptions of the state, interventions development, and designing the conceptual model, national reports and studies, and other countries' experiences were also reviewed. Society's little knowledge of "children's plays", absence of administrators for children's play, shortage of public facilities for children's play and improper geographical and demographic availability, absence of policies for Iranian "toy", and little attention of media to the issue are the five major problems as stated by interviewees. The proposed interventions are presented as "promoting the educational levels of parents and selected administrators for children's play", "approving the play and toy policy for Iran 2025", and "increasing public facilities for children's play with defined distribution and availability".

  5. Is working memory working against suggestion susceptibility? Results from extended version of DRM paradigm

    Directory of Open Access Journals (Sweden)

    Maciaszek Patrycja

    2016-04-01

    Full Text Available The paper investigates relationship between working memory efficiency, defined as the result of its’ processing & storage capacity (Oberauer et al., 2003 and the tendency to (1 create assosiative memory distortions (false memories, FM; (2 yield under the influence of external, suggesting factors. Both issues were examined using extended version of Deese-Roediger-McDermott procedure (1959, 1995, modified in order to meet the study demands. Suggestion was contained in an ostentatious feedback information the participants (N=88 received during the DRM procedure. Working memory (WM was measured by standardized tasks (n-back, Jaeggi et al., 2010; automatic-ospan, Unsworth et al., 2005. Study included 3 conditions, differing in the quality of suggestion (positive, negative or neutral. Participants were assigned into 3 groups, depending on results they achieved completing the WM tasks. Obtained results alongside the previously set hypothesis, revealed that (1 WM impacts individuals’ tendency to create false memories in DRM and (2 that the individuals showing higher rates in WM tasks are less willing to yield to suggestion compared to those with lesser ones. It also showed that the greater amount to shift (Gudjonsson, 2003, emerges under the negative suggestion condition (collating positive. Notwithstanding that the interaction effect did not achieve saliency, both analyzed factors (WM and suggesting content are considered as meaningful to explain memory suggestion susceptibility in presented study. Although, obtained results emphasize the crucial role of WM efficiency, that is believed to decide the magnitude of feedback that is influential in every subject. Therefore, issue demands further exploration.

  6. Nucleon resonance electroproduction at high momentum transers: Results from SLAC and suggestions for CEBAF

    Energy Technology Data Exchange (ETDEWEB)

    Keppel, C. [Virginia Union Univ., Richmond, VA (United States)

    1994-04-01

    Nucleon resonance electroproduction results from SLAC Experiment E14OX are presented. A CEBAF facility with doubled energy would enable similar high momentum transfer measurements to be made with greater accuracy. Of particular interest are the Delta P{sub 33}(1232) resonance form factor and R = {sigma}{sub L}/{sigma}{sub T}, the ratio of the longitudinal and transverse components of the cross section. A suggestion is made to study these quantities in conjunction with Bloom-Gilman duality.

  7. Investigations of aircrews exposure to cosmic radiation - results, conclusions and suggestions

    CERN Document Server

    Bilski, P; Horwacik, T; Marczewska, B; Ochab, E; Olko, P

    2002-01-01

    In frame of a research project undertaken in collaboration with Polish airlines LOT, analysis of aircrews exposure to cosmic radiation has been performed. The applied methods included measurements of radiation doses with thermoluminescent detectors (MTS-N, MCP-N) and track detectors (CR-39) and also calculations of route doses with the CARI computer code. The obtained results indicate that aircrews of nearly all airplanes, with exception of these flying only on ATR aircraft, exceed regularly or may exceed in some conditions, effective doses of 1 mSv. In case of Boeing-767 aircrews such exceeding occurs always, independently of solar activity. Investigations revealed, that during these periods of the solar cycle, when intensity of cosmic radiation is high, exceeding of 6 mSv level is also possible. These results indicate, that according to Polish and European regulations it is necessary for airlines to provide regular estimations of radiation exposure of aircrews. Basing on the obtained results a system for pe...

  8. Great apes can defer exchange: a replication with different results suggesting future oriented behavior.

    Science.gov (United States)

    Osvath, Mathias; Persson, Tomas

    2013-01-01

    The topic of cognitive foresight in non-human animals has received considerable attention in the last decade. The main questions concern whether the animals can prepare for upcoming situations which are, to various degrees, contextually or sensorially detached from the situation in which the preparations are made. Studies on great apes have focused on tool-related tasks, e.g., the ability to select a tool which is functional only in the future. Dufour and Sterck (2008), however, investigated whether chimpanzees were also able to prepare for a future exchange with a human: an object exchanged for a food item. The study included extensive training on the exchangeable item, which is traditionally not compatible with methods for studying planning abilities, as associative learning cannot be precluded. Nevertheless, despite this training, the chimpanzees could not solve the deferred exchange task. Given that great apes can plan for tool use, these results are puzzling. In addition, claims that great ape foresight is highly limited has been based on this study (Suddendorf and Corballis, 2010). Here we partly replicated Dufour and Sterck's study to discern whether temporally deferred and spatially displaced exchange tasks are beyond the capabilities of great apes. In addition to chimpanzees we tested orangutans. One condition followed the one used by Dufour and Sterck, in which the exchange items, functional only in the future, are placed at a location that freely allows for selections by the subjects. In order to test the possibility that the choice set-up could explain the negative results in Dufour and Sterck's study, our second condition followed a method used in the planning study by Osvath and Osvath (2008), where the subjects make a forced one-item-choice from a tray. We found that it is within the capabilities of chimpanzees and orangutans to perform deferred exchange in both conditions.

  9. Great apes can defer exchange: a replication with different results suggesting future oriented behaviour

    Directory of Open Access Journals (Sweden)

    Mathias eOsvath

    2013-10-01

    Full Text Available The topic of cognitive foresight in non-human animals has received considerable attention in the last decade. The main questions concern whether the animals can prepare for upcoming situations which are, to various degrees, contextually or sensorially detached from the situation in which the preparations are made. Studies on great apes have focused on tool-related tasks, e.g. the ability to select a tool which is functional only in the future. Dufour and Sterck (2008, however, investigated whether chimpanzees were also able to prepare for a future exchange with a human: an object exchanged for a food item. The study included extensive training on the exchangeable item, which is traditionally not compatible with methods for studying planning abilities, as associative learning cannot be precluded. Nevertheless, despite this training, the chimpanzees could not solve the deferred exchange task. Given that great apes can plan for tool use, these results are puzzling. In addition, claims that great ape foresight is highly limited has been based on this study (Suddendorf and Corballis, 2010. Here we partly replicated Dufour and Sterck’s study to discern whether temporally deferred and spatially displaced exchange tasks are beyond the capabilities of great apes. In addition to chimpanzees we tested orangutans. One condition followed the one used by Dufour and Sterck, in which the exchange items, functional only in the future, are placed at a location that freely allows for selections by the subjects. In order to test the possibility that the choice set-up could explain the negative results in Dufour and Sterck’s study, our second condition followed a method used in the planning study by Osvath and Osvath (2008, where the subjects make a forced one-item-choice from a tray. We found that it is within the capabilities of chimpanzees and orangutans to perform deferred exchange in both conditions.

  10. Tubulin dipole moment, dielectric constant and quantum behavior: computer simulations, experimental results and suggestions

    CERN Document Server

    Mershin, A; Schüssler, H A; Nanopoulos, Dimitri V; Mershin, Andreas; Kolomenski, Alexandre A.; Schuessler, Hans A.; Nanopoulos, Dimitri V.

    2004-01-01

    We used computer simulation to calculate the electric dipole moments of the alpha and beta tubulin monomers and dimer and found those to be |palpha|=552D, |pbeta|=1193D and |palpha-beta|=1740D respectively. Independent surface plasmon resonance (SPR) and refractometry measurements of the high-frequency dielectric constant and polarizability strongly corroborated our previous SPR-derived results giving delta-n/delta-c ~1.800x10^-3 ml/mg. The refractive index of tubulin was measured to be n_tub ~2.90 and the high frequency tubulin dielectric constant kappa_tub ~8.41 while the high-frequency polarizability was found to be alpha_tub ~ 2.1x10^-33 C m^2/V. Methods for the experimental determination of the low-frequency p are explored as well as ways to test the often conjectured quantum coherence and entanglement properties of tubulin. Biobits, bioqubits and other applications to bioelectronics are discussed.

  11. Testing for variation in taxonomic extinction probabilities: a suggested methodology and some results

    Science.gov (United States)

    Conroy, M.J.; Nichols, J.D.

    1984-01-01

    Several important questions in evolutionary biology and paleobiology involve sources of variation in extinction rates. In all cases of which we are aware, extinction rates have been estimated from data in which the probability that an observation (e.g., a fossil taxon) will occur is related both to extinction rates and to what we term encounter probabilities. Any statistical method for analyzing fossil data should at a minimum permit separate inferences on these two components. We develop a method for estimating taxonomic extinction rates from stratigraphic range data and for testing hypotheses about variability in these rates. We use this method to estimate extinction rates and to test the hypothesis of constant extinction rates for several sets of stratigraphic range data. The results of our tests support the hypothesis that extinction rates varied over the geologic time periods examined. We also present a test that can be used to identify periods of high or low extinction probabilities and provide an example using Phanerozoic invertebrate data. Extinction rates should be analyzed using stochastic models, in which it is recognized that stratigraphic samples are random varlates and that sampling is imperfect

  12. Analyses of GA20ox- and GID1-over-expressing aspen suggest that gibberellins play two distinct roles in wood formation.

    Science.gov (United States)

    Mauriat, Mélanie; Moritz, Thomas

    2009-06-01

    Gibberellins (GAs) are involved in many aspects of plant development, including shoot growth, flowering and wood formation. Increased levels of bioactive GAs are known to induce xylogenesis and xylem fiber elongation in aspen. However, there is currently little information on the response pathway(s) that mediate GA effects on wood formation. Here we characterize an important element of the GA pathway in hybrid aspen: the GA receptor, GID1. Four orthologs of GID1 were identified in Populus tremula x P. tremuloides (PttGID1.1-1.4). These were functional when expressed in Arabidopsis thaliana, and appear to present a degree of sub-functionalization in hybrid aspen. PttGID1.1 and PttGID1.3 were over-expressed in independent lines of hybrid aspen using either the 35S promoter or a xylem-specific promoter (LMX5). The 35S:PttGID1 over-expressors shared several phenotypic traits previously described in 35S:AtGA20ox1 over-expressors, including rapid growth, increased elongation, and increased xylogenesis. However, their xylem fibers were not elongated, unlike those of 35S:AtGA20ox1 plants. Similar differences in the xylem fiber phenotype were observed when PttGID1.1, PttGID1.3 or AtGA20ox1 were expressed under the control of the LMX5 promoter, suggesting either that PttGID1.1 and PttGID1.3 play no role in fiber elongation or that GA homeostasis is strongly controlled when GA signaling is altered. Our data suggest that GAs are required in two distinct wood-formation processes that have tissue-specific signaling pathways: xylogenesis, as mediated by GA signaling in the cambium, and fiber elongation in the developing xylem.

  13. Investigation of the Fusarium virguliforme Transcriptomes Induced during Infection of Soybean Roots Suggests that Enzymes with Hydrolytic Activities Could Play a Major Role in Root Necrosis

    Science.gov (United States)

    Sahu, Binod B.; Baumbach, Jordan L.; Singh, Prashant; Srivastava, Subodh K.; Yi, Xiaoping

    2017-01-01

    Sudden death syndrome (SDS) is caused by the fungal pathogen, Fusarium virguliforme, and is a major threat to soybean production in North America. There are two major components of this disease: (i) root necrosis and (ii) foliar SDS. Root symptoms consist of root necrosis with vascular discoloration. Foliar SDS is characterized by interveinal chlorosis and leaf necrosis, and in severe cases by flower and pod abscission. A major toxin involved in initiating foliar SDS has been identified. Nothing is known about how root necrosis develops. In order to unravel the mechanisms used by the pathogen to cause root necrosis, the transcriptome of the pathogen in infected soybean root tissues of a susceptible cultivar, ‘Essex’, was investigated. The transcriptomes of the germinating conidia and mycelia were also examined. Of the 14,845 predicted F. virguliforme genes, we observed that 12,017 (81%) were expressed in germinating conidia and 12,208 (82%) in mycelia and 10,626 (72%) in infected soybean roots. Of the 10,626 genes induced in infected roots, 224 were transcribed only following infection. Expression of several infection-induced genes encoding enzymes with oxidation-reduction properties suggests that degradation of antimicrobial compounds such as the phytoalexin, glyceollin, could be important in early stages of the root tissue infection. Enzymes with hydrolytic and catalytic activities could play an important role in establishing the necrotrophic phase. The expression of a large number of genes encoding enzymes with catalytic and hydrolytic activities during the late infection stages suggests that cell wall degradation could be involved in root necrosis and the establishment of the necrotrophic phase in this pathogen. PMID:28095498

  14. Scientific presentation of project results: Role playing in a course for nonscientists

    Science.gov (United States)

    Jewett, John W.

    1981-06-01

    One of the goals of a science course for nonscientists is to introduce the student to the thought processes and experiences of being a scientist. This article discusses a role-playing technique used in a physics of music course that addresses this goal. The students choose a research project to work on, and present their results as a journal article or an oral presentation at a scientific ''meeting.'' The journal articles are refereed and those accepted, along with a program of the meeting, are formed into a journal which is distributed to all the students. Student response has been positive, both in terms of enjoyment of the project and of improvement in writing skills.

  15. Expression patterns suggest that despite considerable functional redundancy, galectin-4 and -6 play distinct roles in normal and damaged mouse digestive tract.

    Science.gov (United States)

    Houzelstein, Denis; Reyes-Gomez, Edouard; Maurer, Marie; Netter, Pierre; Higuet, Dominique

    2013-05-01

    The galectin-4 protein is mostly expressed in the digestive tract and is associated with lipid raft stabilization, protein apical trafficking, wound healing, and inflammation. While most mammalian species, including humans, have a single Lgals4 gene, some mice have two paralogues: Lgals4 and Lgals6. So far, their significant similarities have hindered the analysis of their respective expression and function. We took advantage of two antibodies that discriminate between the galectin-4 and galectin-6 proteins to document their patterns of expression in the normal and the dextran sodium sulfate (DSS)-damaged digestive tract in the mouse. In the normal digestive tract, their pattern of expression from tongue to colon is quite similar, which suggests functional redundancy. However, the presence of galectin-4, but not galectin-6, in the lamina propria of the DSS-damaged colon, its association with luminal colonic bacteria, and differences in subcellular localization of these proteins suggest that they also have distinct roles in the normal and the damaged mouse digestive tract. Our results provide a rare example of ancestral and derived functions evolving after tandem gene duplication.

  16. Competitive elite golf: a review of the relationships between playing results, technique and physique.

    Science.gov (United States)

    Hellström, John

    2009-01-01

    Elite golfers commonly use fitness and technical training to become more competitive. The aim of this paper was to review the literature regarding the relationships between elite golfers' playing results, technique and physique. The competitive outcome is a direct function of the score. The three golf statistical measures that show the strongest correlations to scoring average are greens in regulation (GIR), scrambling, and putts per GIR. However, more detailed game statistics are needed where the distances to the targets are known before and after the strokes. Players affect ball displacement by controlling clubhead velocity and clubface angle during club and ball impact. X-factor studies have produced ambiguous results, possibly caused by different definitions of upper torso, rotation and top of backswing. Higher clubhead speed is generally associated with larger spinal rotation and shoulder girdle protraction at the top of the backswing. It is also associated with higher ground reaction forces and torques, a bottom-up and sequential increase of body segment angular velocities, a rapid increase of spinal rotation and a late adduction of the wrists during the downswing. Players can increase the clubhead speed generated by a swinging motion by actively adding a force couple. Wrist, elbow and shoulder force couple strategies should be differentiated when investigating the technique. Physical parameters such as anthropometrics, strength and flexibility are associated with skill level and clubhead speed. Current studies have investigated the linear correlation between arm and shaft lengths and clubhead speed, but a quadratic relationship may be stronger due to changes in moment of inertia. Fitness training can increase and perhaps decrease the clubhead speed and striking distance, depending on training methods and the player's fitness and level of skill. Future studies may focus on individual training needs and the relationship between physique, execution and its

  17. Ear Playing and Aural Development in the Instrumental Lesson: Results from a "Case-Control" Experiment

    Science.gov (United States)

    Baker, David; Green, Lucy

    2013-01-01

    This article reports on a case-control experiment that was conducted in 2012 as part of the Ear Playing Project (EPP) at the Institute of Education, University of London. The EPP developed from the "informal learning" strand of Musical Futures and engaged instrumental students in the UK in learning from specially-created audio recordings…

  18. Aggregation of thyroid autoantibodies in twins from opposite-sex pairs suggests that microchimerism may play a role in the early stages of thyroid autoimmunity

    DEFF Research Database (Denmark)

    Brix, Thomas Heiberg; Hansen, Pia Skov; Kyvik, Kirsten Ohm

    2009-01-01

    CONTEXT: Microchimerism is the presence of small populations of cells from one individual in another genetically distinct individual. This phenomenon can arise from pregnancy, blood transfusion, or bidirectional cell trafficking between twins in utero. Microchimerism has recently been proposed...... to play a role in the pathogenesis of thyroid autoimmunity. In that case, twins from opposite-sex pairs (OS) should have an increased risk of thyroid autoantibodies (TA). AIM: The aim of the study was to compare the frequency of TA in twin individuals from OS and monozygotic (MZ) twin pairs. Design...

  19. Are reviewers suggested by authors as good as those chosen by editors? Results of a rater-blinded, retrospective study

    Directory of Open Access Journals (Sweden)

    Parkin Emma C

    2006-05-01

    Full Text Available Abstract Background BioMed Central (BMC requires authors to suggest four reviewers when making a submission. Editors searching for reviewers use these suggestions as a source. The review process of the medical journals in the BMC series is open – authors and reviewers know each other's identity – although reviewers can make confidential comments to the editor. Reviews are published alongside accepted articles so readers may see the reviewers' names and recommendations. Our objective was to compare the performance of author-nominated reviewers (ANR with that of editor-chosen reviewers (ECR in terms of review quality and recommendations about submissions in an online-only medical journal. Methods Pairs of reviews from 100 consecutive submissions to medical journals in the BMC series (with one author-nominated and one editor-chosen reviewer and a final decision were assessed by two raters, blinded to reviewer type, using a validated review quality instrument (RQI which rates 7 items on 5-point Likert scales. The raters discussed their ratings after the first 20 pairs (keeping reviewer type masked and resolved major discrepancies in scoring and interpretation to improve inter-rater reliability. Reviewers' recommendations were also compared. Results Reviewer source had no impact on review quality (mean RQI score (± SD 2.24 ± 0.55 for ANR, 2.34 ± 0.54 for ECR or tone (mean scores on additional question 2.72 ANR vs 2.82 ECR (maximum score = 5 in both cases. However author-nominated reviewers were significantly more likely to recommend acceptance (47 vs 35 and less likely to recommend rejection (10 vs 23 than editor-chosen reviewers after initial review (p Conclusion Author-nominated reviewers produced reviews of similar quality to editor-chosen reviewers but were more likely to recommend acceptance during the initial stages of peer review.

  20. Concussion Incidence and Return-to-Play Time in National Basketball Association Players: Results From 2006 to 2014.

    Science.gov (United States)

    Padaki, Ajay S; Cole, Brian J; Ahmad, Christopher S

    2016-09-01

    Various research efforts have studied concussions in the National Football League, Major League Baseball, and the National Hockey League. However, no study has investigated the incidence and return-to-play trends in the National Basketball Association (NBA), which this study aims to do. Increased media scrutiny and public awareness, in addition to the institution of a league-wide concussion protocol, may have resulted in more conservative return-to-play practices. Descriptive epidemiology study. All concussions to NBA players that were publicly reported in the media from the beginning of the 2006 NBA season to the end of the 2014 season were included. The incidence and return-to-play statistics were generated by synthesizing information from publicly available records. There were 134 publicly reported concussions to NBA players from the beginning of the 2006 season to the conclusion of the 2014 season, resulting in an average of 14.9 concussions per season. The incidence has not changed significantly during this time span. The average games missed after a concussion from 2006 to 2010 was 1.6, significantly less than the 5.0 games missed from 2011 to 2014, following the institution of the NBA concussion protocol (P = .023). Although the incidence of publicly reported concussions in the NBA has not changed appreciably over the past 9 seasons, the time missed after a concussion has. While players often returned in the same game in the 2006 season, the combination of implemented policy, national coverage, medical staff awareness, and player education may have contributed to players now missing an average of 4 to 6 games after a concussion. A multitude of factors has resulted in more conservative return-to-play practices for NBA players after concussions. © 2016 The Author(s).

  1. Structural rearrangements of chromosome 15 satellites resulting in Prader-Willi syndrome suggest a complex mechanism for uniparental disomy

    Energy Technology Data Exchange (ETDEWEB)

    Toth-Fijel, S.; Gunter, K.; Olson, S. [Oregon Health Sciences Univ., Portland, OR (United States)] [and others

    1994-09-01

    We report two cases of PWS in which there was abnormal meiosis I segregation of chromosome 15 following a rare translocation event between the heteromorphic satellite regions of chromosomes 14 and 15 and an apparent meiotic recombination in the unstable region of 15q11.2. PWS and normal appearing chromosomes in case one prompted a chromosome 15 origin analysis. PCR analysis indicated maternal isodisomy for the long arm of chromosome. However, only one chromosome 15 had short arm heteromorphisms consistent with either paternal or maternal inheritance. VNTR DNA analysis and heteromorphism data suggest that a maternal de novo translocation between chromosome 14 and 15 occurred prior to meiosis I. This was followed by recombination between D15Z1 and D15S11 and subsequent meiosis I nondisjunction. Proband and maternal karyotype display a distamycin A-DAPI positive region on the chromosome 14 homolog involved in the translocation. Fluorescent in situ hybridization (FISH) analyses of ONCOR probes D15S11, SNRPN, D15S11 and GABRB 3 were normal, consistent with the molecular data. Case two received a Robertsonian translocation t(14;15)(p13;p13) of maternal origin. Chromosome analysis revealed a meiosis I error producing UPD. FISH analysis of the proband and parents showed normal hybridization of ONCOR probes D15Z1, D15S11, SNRPN, D15S10 and GABRB3. In both cases the PWS probands received a structurally altered chromosome 15 that had rearranged with chromosome 14 prior to meiosis. If proper meiotic segregation is dependent on the resolution of chiasmata and/or the binding to chromosome-specific spindle fibers, then it may be possible that rearrangements of pericentric or unstable regions of the genome disrupt normal disjunction and lead to uniparental disomy.

  2. Preparing for severe contrast media reactions in children - results of a national survey, a literature review and a suggested protocol

    Energy Technology Data Exchange (ETDEWEB)

    Lindsay, R., E-mail: rwklindsay@hotmail.co [Imaging Centre, Royal Victoria Hospital, Belfast, Northern Ireland (United Kingdom); Paterson, A. [Radiology Department, The Royal Belfast Hospital for Sick Children, Belfast, Northern Ireland (United Kingdom); Edgar, D. [Immunology Department, Royal Victoria Hospital, Belfast, Northern Ireland (United Kingdom)

    2011-04-15

    Aim: To identify current practices within paediatric radiology in the UK with regard to the use of prophylactic medication, prior to administering intravenous (IV) radiocontrast medium (RCM). In addition, the pre-injection risk management strategies of the departments questioned was to be evaluated, and using consensus opinion, a protocol for managing patients identified as being at high risk for an adverse reaction to RCM was to be outlined. Materials and methods: An online survey of paediatric radiology consultants representing all geographic regions of the UK was carried out. The questions asked included an assessment of the risk factors for adverse reactions to RCM, and how such reactions are anticipated and managed. The questionnaire asked about the perceived indications for, and the use of prophylactic medication prior to RCM administration. Results: A response rate of 51% was achieved. The majority of respondents felt that a history of previous RCM reaction was an indication to administer prophylactic drugs prior to a further dose of RCM. No other risk factor was believed to require prophylactic medication. Conclusion: Using information obtained from the survey, a literature search was performed to assess the evidence available in support of each practice. A protocol was devised to identify children at risk of an adverse reaction to RCM, and guide the use of prophylactic medication in this group of patients. The survey highlighted considerable variability in the risk-assessment and management practices within paediatric radiology in the UK. The derived protocol may guide radiologists' management of children at risk for an RCM reaction.

  3. Prevalence of Youth Fitness in the United States: Baseline Results from the NFL PLAY 60 FITNESSGRAM Partnership Project.

    Science.gov (United States)

    Bai, Yang; Saint-Maurice, Pedro F; Welk, Gregory J; Allums-Featherston, Kelly; Candelaria, Norma; Anderson, Katelin

    2015-09-01

    To assess age- and sex-specific patterns of 6 health-related fitness components in youth, baseline data from the NFL PLAY 60 FITNESSGRAM Partnership Project were analyzed. A total of 192,848 students from 1st through 12th grade in 725 schools completed the standard FITNESSGRAM testing in 2010-2014, including assessments of aerobic capacity (AC), body mass index (BMI), upper body strength and endurance, trunk extensor strength and flexibility, abdominal strength and endurance, and flexibility. Individual data were aggregated by grade and sex. Age- and sex-specific health-related criterion-referenced standards were used to classify fitness results into the healthy fitness zone (HFZ), needs improvement zone, or needs improvement health risk. The proportion of youth meeting the HFZ for AC varied considerably by grade for both boys (62.1%-37.6%) and girls (49.1%-26.1%) among 1st-12th grade. There was less variability by age and sex for achievement of the BMI HFZ (ranged from 52.7%-65.0%). The prevalence of achievement was similar for the remaining fitness components. Significantly lower achievement was found in the middle school years for BMI HFZ in both sexes and for AC HFZ achievement in boys. Continuous age-related lower HFZ achievement was evident in girls for AC. The results provide updated health-related fitness profiles for US youth and identify the critical ages when youth fitness levels start to decline. Copyright © 2015 Elsevier Inc. All rights reserved.

  4. Computer Class Role Playing Games, an innovative teaching methodology based on STEM and ICT: first experimental results

    Science.gov (United States)

    Maraffi, S.

    2016-12-01

    Context/PurposeWe experienced a new teaching and learning technology: a Computer Class Role Playing Game (RPG) to perform educational activity in classrooms through an interactive game. This approach is new, there are some experiences on educational games, but mainly individual and not class-based. Gaming all together in a class, with a single scope for the whole class, it enhances peer collaboration, cooperative problem solving and friendship. MethodsTo perform the research we experimented the games in several classes of different degrees, acquiring specific questionnaire by teachers and pupils. Results Experimental results were outstanding: RPG, our interactive activity, exceed by 50% the overall satisfaction compared to traditional lessons or Power Point supported teaching. InterpretationThe appreciation of RPG was in agreement with the class level outcome identified by the teacher after the experimentation. Our work experience get excellent feedbacks by teachers, in terms of efficacy of this new teaching methodology and of achieved results. Using new methodology more close to the student point of view improves the innovation and creative capacities of learners, and it support the new role of teacher as learners' "coach". ConclusionThis paper presents the first experimental results on the application of this new technology based on a Computer game which project on a wall in the class an adventure lived by the students. The plots of the actual adventures are designed for deeper learning of Science, Technology, Engineering, Mathematics (STEM) and Social Sciences & Humanities (SSH). The participation of the pupils it's based on the interaction with the game by the use of their own tablets or smartphones. The game is based on a mixed reality learning environment, giving the students the feel "to be IN the adventure".

  5. Group play

    DEFF Research Database (Denmark)

    Tychsen, Anders; Hitchens, Michael; Brolund, Thea

    2008-01-01

    of group dynamics, the influence of the fictional game characters and the comparative play experience between the two formats. The results indicate that group dynamics and the relationship between the players and their digital characters, are integral to the quality of the gaming experience in multiplayer......Role-playing games (RPGs) are a well-known game form, existing in a number of formats, including tabletop, live action, and various digital forms. Despite their popularity, empirical studies of these games are relatively rare. In particular there have been few examinations of the effects...... of the various formats used by RPGs on the gaming experience. This article presents the results of an empirical study, examining how multi-player tabletop RPGs are affected as they are ported to the digital medium. Issues examined include the use of disposition assessments to predict play experience, the effect...

  6. What factors play a role in preventing self-immolation?Results from a case-control study in Iran

    Directory of Open Access Journals (Sweden)

    Hosein Karim

    2015-07-01

    Full Text Available Abstract: Background: To investigate factors related to prevention of self-immolation in west of Iran. Methods: In a case-control study, 30 consecutive cases of deliberate self-inflicted burns admitted to the regional burn center (Imam Khomeini hospital in Kermanshah province, Iran were compared with controls selected from the community and matched by sex, age,district-county of residence, and rural vs urban living environment. The following characteristics relevant to preventing self immolation were collected from all cases and controls: main domestic fuel used in the household, awareness about complications of burn injuries, and use of counseling services. Results: Descriptive analyses revealed that kerosene was the main domestic fuel in the household for 83% of cases. Not surprisingly, the main means of self-immolation in 93% of the patients was kerosene, with other fuels such as petrol and domestic gas used in remaining cases. The majority of cases and controls were aware of the potential complications of burn injuries. Use of counseling services was more common in controls. Conclusions: All three aspects of preventing self-immolation – having kerosene and other fuels in the home, being aware of the complications of burn injuries, and using counseling services were present in both the cases and controls. This suggests a large portion of residents in rural Iran are potential self-immolation victims. Increasing preventive strategies may reduce risk of suicide by self-immolation.

  7. Play Matters

    DEFF Research Database (Denmark)

    Sicart (Vila), Miguel Angel

    , but not necessarily fun. Play can be dangerous, addictive, and destructive. Along the way, Sicart considers playfulness, the capacity to use play outside the context of play; toys, the materialization of play--instruments but also play pals; playgrounds, play spaces that enable all kinds of play; beauty......, the aesthetics of play through action; political play -- from Maradona's goal against England in the 1986 World Cup to the hactivist activities of Anonymous; the political, aesthetic, and moral activity of game design; and why play and computers get along so well....

  8. Playful Gaming.

    Science.gov (United States)

    Makedon, Alexander

    A philosophical analysis of play and games is undertaken in this paper. Playful gaming, which is shown to be a synthesis of play and games, is utilized as a category for undertaking the examination of play and games. The significance of playful gaming to education is demonstrated through analyses of Plato's, Dewey's, Sartre's, and Marcuse's…

  9. Playing Super Mario induces structural brain plasticity: gray matter changes resulting from training with a commercial video game.

    Science.gov (United States)

    Kühn, S; Gleich, T; Lorenz, R C; Lindenberger, U; Gallinat, J

    2014-02-01

    Video gaming is a highly pervasive activity, providing a multitude of complex cognitive and motor demands. Gaming can be seen as an intense training of several skills. Associated cerebral structural plasticity induced has not been investigated so far. Comparing a control with a video gaming training group that was trained for 2 months for at least 30 min per day with a platformer game, we found significant gray matter (GM) increase in right hippocampal formation (HC), right dorsolateral prefrontal cortex (DLPFC) and bilateral cerebellum in the training group. The HC increase correlated with changes from egocentric to allocentric navigation strategy. GM increases in HC and DLPFC correlated with participants' desire for video gaming, evidence suggesting a predictive role of desire in volume change. Video game training augments GM in brain areas crucial for spatial navigation, strategic planning, working memory and motor performance going along with evidence for behavioral changes of navigation strategy. The presented video game training could therefore be used to counteract known risk factors for mental disease such as smaller hippocampus and prefrontal cortex volume in, for example, post-traumatic stress disorder, schizophrenia and neurodegenerative disease.

  10. Aesthetic Play

    DEFF Research Database (Denmark)

    Bang, Jytte Susanne

    2012-01-01

    to the children’s complex life-worlds. Further, this leads to an analysis of music-play activities as play with an art-form (music), which includes aesthetic dimensions and gives the music-play activities its character of being aesthetic play. Following Lev Vygotsky’s insight that art is a way of building life...

  11. Group play

    DEFF Research Database (Denmark)

    Tychsen, Anders; Hitchens, Michael; Brolund, Thea

    2008-01-01

    Role-playing games (RPGs) are a well-known game form, existing in a number of formats, including tabletop, live action, and various digital forms. Despite their popularity, empirical studies of these games are relatively rare. In particular there have been few examinations of the effects of the v......Role-playing games (RPGs) are a well-known game form, existing in a number of formats, including tabletop, live action, and various digital forms. Despite their popularity, empirical studies of these games are relatively rare. In particular there have been few examinations of the effects...... of the various formats used by RPGs on the gaming experience. This article presents the results of an empirical study, examining how multi-player tabletop RPGs are affected as they are ported to the digital medium. Issues examined include the use of disposition assessments to predict play experience, the effect...... RPGs, with the first being of greater importance to digital games and the latter to the tabletop version....

  12. Playing Music May Improve the Gait Pattern in Patients with Bilateral Caloric Areflexia Wearing a Cochlear Implant: Results from a Pilot Study

    Directory of Open Access Journals (Sweden)

    Ann Hallemans

    2017-08-01

    Full Text Available HypothesisAuditory information through an active cochlear implant (CI influences gait parameters in adults with bilateral caloric areflexia and profound sensorineural hearing loss.BackgroundPatients with bilateral caloric areflexia suffer from imbalance, resulting in an increased risk of falling. In case of simultaneous deafness, the lack of auditory feedback results in less awareness of the auditory scene. This combination might produce significant challenges while walking and navigating. Auditory cues can be restored to some extent with a CI. Electrical stimulation through a CI can also produce a vestibulocollic reflex through current spread, which can be measured as cervical vestibular-evoked myogenic potentials.MethodsAdults (seven males, one female, mean age 61 ± 14 years, wearing a CI to treat profound sensorineural hearing loss and presenting with bilateral caloric areflexia walked barefoot, over ground, at self-selected speed in three different conditions: with CI turned on, while listening to music and with CI turned off. Spatiotemporal and kinematic parameters of gait were calculated using the conventional gait model.ResultsRemoving auditory feedback by turning off the CI decreased stride time (mean difference 0.03 ± 0.15 s and slightly increased stride length (mean difference 0.5 ± 1.2 cm compared to the control condition with the CI on. Walking while playing music positively affected gait compared to walking with the CI on but without auditory feedback. By increasing the motion of the pelvis (mean difference 1.3° ± 0.4°, the knee (mean difference 3.9° ± 0.8° and the ankle (mean difference 2.2° ± 0.2°, stride length increased (7.8 ± 1.2 cm, while stride time decreased (0.059 ± 0.016 s.ConclusionAlthough a practice effect cannot be completely ruled out, this pilot study suggests that playing music while wearing an active CI may improve gait in patients with bilateral otovestibular

  13. 40 CFR Figure C-1 to Subpart C of... - Suggested Format for Reporting Test Results for Methods for SO 2, CO, O 3, NO 2

    Science.gov (United States)

    2010-07-01

    ... Results for Methods for SO 2, CO, O 3, NO 2 C Figure C-1 to Subpart C of Part 53 Protection of Environment... Pt. 53, Subpt. C, Fig. C-1 Figure C-1 to Subpart C of Part 53—Suggested Format for Reporting Test... Difference Table C-1 spec. Pass or fail Low 1 ____ ppm 2 to ____ ppm 3 4 5 6 Medium 1 ____ ppm 2 to ____ ppm...

  14. Problematic Game Play: The Diagnostic Value of Playing Motives, Passion, and Playing Time in Men

    Directory of Open Access Journals (Sweden)

    Julia Kneer

    2015-04-01

    Full Text Available Internet gaming disorder is currently listed in the DSM—not in order to diagnose such a disorder but to encourage research to investigate this phenomenon. Even whether it is still questionable if Internet Gaming Disorder exists and can be judged as a form of addiction, problematic game play is already very well researched to cause problems in daily life. Approaches trying to predict problematic tendencies in digital game play have mainly focused on playing time as a diagnostic criterion. However, motives to engage in digital game play and obsessive passion for game play have also been found to predict problematic game play but have not yet been investigated together. The present study aims at (1 analyzing if obsessive passion can be distinguished from problematic game play as separate concepts, and (2 testing motives of game play, passion, and playing time for their predictive values for problematic tendencies. We found (N = 99 males, Age: M = 22.80, SD = 3.81 that obsessive passion can be conceptually separated from problematic game play. In addition, the results suggest that compared to solely playing time immersion as playing motive and obsessive passion have added predictive value for problematic game play. The implications focus on broadening the criteria in order to diagnose problematic playing.

  15. Hypnosis, suggestion, and suggestibility: an integrative model.

    Science.gov (United States)

    Lynn, Steven Jay; Laurence, Jean-Roch; Kirsch, Irving

    2015-01-01

    This article elucidates an integrative model of hypnosis that integrates social, cultural, cognitive, and neurophysiological variables at play both in and out of hypnosis and considers their dynamic interaction as determinants of the multifaceted experience of hypnosis. The roles of these variables are examined in the induction and suggestion stages of hypnosis, including how they are related to the experience of involuntariness, one of the hallmarks of hypnosis. It is suggested that studies of the modification of hypnotic suggestibility; cognitive flexibility; response sets and expectancies; the default-mode network; and the search for the neurophysiological correlates of hypnosis, more broadly, in conjunction with research on social psychological variables, hold much promise to further understanding of hypnosis.

  16. Playing Music May Improve the Gait Pattern in Patients with Bilateral Caloric Areflexia Wearing a Cochlear Implant: Results from a Pilot Study.

    Science.gov (United States)

    Hallemans, Ann; Mertens, Griet; Van de Heyning, Paul; Van Rompaey, Vincent

    2017-01-01

    Auditory information through an active cochlear implant (CI) influences gait parameters in adults with bilateral caloric areflexia and profound sensorineural hearing loss. Patients with bilateral caloric areflexia suffer from imbalance, resulting in an increased risk of falling. In case of simultaneous deafness, the lack of auditory feedback results in less awareness of the auditory scene. This combination might produce significant challenges while walking and navigating. Auditory cues can be restored to some extent with a CI. Electrical stimulation through a CI can also produce a vestibulocollic reflex through current spread, which can be measured as cervical vestibular-evoked myogenic potentials. Adults (seven males, one female, mean age 61 ± 14 years), wearing a CI to treat profound sensorineural hearing loss and presenting with bilateral caloric areflexia walked barefoot, over ground, at self-selected speed in three different conditions: with CI turned on, while listening to music and with CI turned off. Spatiotemporal and kinematic parameters of gait were calculated using the conventional gait model. Removing auditory feedback by turning off the CI decreased stride time (mean difference 0.03 ± 0.15 s) and slightly increased stride length (mean difference 0.5 ± 1.2 cm) compared to the control condition with the CI on. Walking while playing music positively affected gait compared to walking with the CI on but without auditory feedback. By increasing the motion of the pelvis (mean difference 1.3° ± 0.4°), the knee (mean difference 3.9° ± 0.8°) and the ankle (mean difference 2.2° ± 0.2°), stride length increased (7.8 ± 1.2 cm), while stride time decreased (0.059 ± 0.016 s). Although a practice effect cannot be completely ruled out, this pilot study suggests that playing music while wearing an active CI may improve gait in patients with bilateral otovestibular loss. It remains unclear if the musical cues boost

  17. Aesthetic Play

    DEFF Research Database (Denmark)

    Bang, Jytte Susanne

    2012-01-01

    The present article explores the role of music-related artefacts and technologies in children’s lives. More specifically, it analyzes how four 10- to 11-year old girls use CDs and DVD games in their music-play activities and which developmental themes and potentials may accrue from such activities...... to the children’s complex life-worlds. Further, this leads to an analysis of music-play activities as play with an art-form (music), which includes aesthetic dimensions and gives the music-play activities its character of being aesthetic play. Following Lev Vygotsky’s insight that art is a way of building life...

  18. Playful Membership

    DEFF Research Database (Denmark)

    Åkerstrøm Andersen, Niels; Pors, Justine Grønbæk

    2014-01-01

    This article studies the implications of current attempts by organizations to adapt to a world of constant change by introducing the notion of playful organizational membership. To this end we conduct a brief semantic history of organizational play and argue that when organizations play, employees...... are expected to engage in playful exploration of alternative selves. Drawing on Niklas Luhmann's theory of time and decision-making and Gregory Bateson's theory of play, the article analyses three empirical examples of how games play with conceptions of time. We explore how games represent an organizational...... desire to reach out - not just to the future - but to futures beyond the future presently imaginable. The article concludes that playful membership is membership through which employees are expected to develop a surplus of potential identities and continuously cross boundaries between real and virtual...

  19. Analysis of Baseline Computerized Neurocognitive Testing Results among 5–11-Year-Old Male and Female Children Playing Sports in Recreational Leagues in Florida

    Directory of Open Access Journals (Sweden)

    Karen D. Liller

    2017-09-01

    Full Text Available There is a paucity of data related to sports injuries, concussions, and computerized neurocognitive testing (CNT among very young athletes playing sports in recreational settings. The purpose of this study was to report baseline CNT results among male and female children, ages 5–11, playing sports in Hillsborough County, Florida using ImPACT Pediatric, which is specifically designed for this population. Data were collected from 2016 to 2017. The results show that 657 baseline tests were conducted and t-tests and linear regression were used to assess mean significant differences in composite scores with sex and age. Results showed that females scored better on visual memory and in general as age increased, baseline scores improved. The results can be used to build further studies on the use of CNT in recreational settings and their role in concussion treatment, management, and interventions.

  20. Playful Literacy

    DEFF Research Database (Denmark)

    Froes, Isabel

    2017-01-01

    these practices, which compose the taxonomy of tablet play. My contribution lies in identifying and proposing a series of theoretical concepts that complement recent theories related to play and digital literacy studies. The data collected through observations informed some noteworthy aspects, including how...... with tablets’ physical and digital affordances shape children’s digital play. This thesis presents how young children’s current practices when playing with tablets inform digital experiences in Denmark and Japan. Through an interdisciplinary lens and a grounded theory approach, I have identified and mapped...... vocabulary in children’s digital play experiences. These early digital experiences set the rules for the playgrounds and assert digital tablets as twenty-first-century toys, shaping young children’s playful literacy....

  1. Pretend play.

    Science.gov (United States)

    Weisberg, Deena Skolnick

    2015-01-01

    Pretend play is a form of playful behavior that involves nonliteral action. Although on the surface this activity appears to be merely for fun, recent research has discovered that children's pretend play has connections to important cognitive and social skills, such as symbolic thinking, theory of mind, and counterfactual reasoning. The current article first defines pretend play and then reviews the arguments and evidence for these three connections. Pretend play has a nonliteral correspondence to reality, hence pretending may provide children with practice with navigating symbolic relationships, which may strengthen their language skills. Pretend play and theory of mind reasoning share a focus on others' mental states in order to correctly interpret their behavior, hence pretending and theory of mind may be mutually supportive in development. Pretend play and counterfactual reasoning both involve representing nonreal states of affairs, hence pretending may facilitate children's counterfactual abilities. These connections make pretend play an important phenomenon in cognitive science: Studying children's pretend play can provide insight into these other abilities and their developmental trajectories, and thereby into human cognitive architecture and its development.

  2. Playful Interaction

    DEFF Research Database (Denmark)

    2003-01-01

    The video Playful Interaction describes a future architectural office, and envisions ideas and concepts for playful interactions between people, materials and appliances in a pervasive and augmented working environment. The video both describes existing developments, technologies and designs...... as well as ideas not yet implemented such as playful modes of interaction with an augmented ball. Playful Interaction has been used as a hybrid of a vision video and a video prototype (1). Externally the video has been used to visualising our new ideas, and internally the video has also worked to inspire...

  3. Mediatized play

    DEFF Research Database (Denmark)

    Johansen, Stine Liv

    Children’s play must nowadays be understood as a mediatized field in society and culture. Media – understood in a very broad sense - holds severe explanatory power in describing and understanding the practice of play, since play happens both with, through and inspired by media of different sorts....... In this presentation the case of ‘playing soccer’ will be outlined through its different mediated manifestations, including soccer games and programs on TV, computer games, magazines, books, YouTube videos and soccer trading cards....

  4. Play practices and play moods

    DEFF Research Database (Denmark)

    Karoff, Helle Skovbjerg

    2013-01-01

    The aim of this article is to develop a view of play as a relation between play practices and play moods based on an empirical study of children's everyday life and by using Bateson's term of ‘framing’ [(1955/2001). In Steps to an ecology of mind (pp. 75–80). Chicago: University of Chicago Press......], Schmidt's notion of ‘commonness’ [(2005). Om respekten. København: Danmarks Pædagogiske Universitets Forlag; (2011). On respect. Copenhagen: Danish School of Education University Press] and Heidegger's term ‘mood’ [(1938/1996). Time and being. Cornwall: Wiley-Blackwell.]. Play mood is a state of being...... in which we are open and ready, both to others and their production of meaning and to new opportunities for producing meaning. This play mood is created when we engage with the world during play practices. The article points out four types of play moods – devotion, intensity, tension and euphorica – which...

  5. Experimental data suggesting that inflammation mediated rat liver mitochondrial dysfunction results from secondary hypoxia rather than from direct effects of inflammatory mediators

    Directory of Open Access Journals (Sweden)

    Adelheid eWeidinger

    2013-06-01

    Full Text Available Systemic inflammatory response (SIR comprises direct effects of inflammatory mediators (IM and indirect effects, such as secondary circulatory failure which results in tissue hypoxia (HOX. These two key components, SIR and HOX, cause multiple organ failure (MOF. Since HOX and IM occur and interact simultaneously in vivo, it is difficult to clarify their individual pathological impact. To eliminate this interaction, precision cut liver slices (PCLS were used in this study aiming to dissect the effects of HOX and IM on mitochondrial function, integrity of cellular membrane and the expression of genes associated with inflammation. HOX was induced by incubating PCLS or rat liver mitochondria at pO2<1% followed by reoxygenation (HOX/ROX model. Inflammatory injury was stimulated by incubating PCLS with IM (IM model. We found upregulation of inducible nitric oxide synthase (iNOS expression only in the IM model, while heme oxygenase 1 (HO-1 expression was upregulated only in the HOX/ROX model. Elevated expression of interleukin 6 (IL-6 was found in both models reflecting converging pathways regulating the expression of this gene. Both models caused damage to hepatocytes resulting in the release of alanine aminotransferase (ALT. The leakage of aspartate aminotransferase (AST was observed only during the hypoxic phase in the HOX/ROX model. The reoxygenation phase of HOX, but not IM, drastically impaired mitochondrial electron supply via complex I and II. Additional experiments performed with isolated mitochondria showed that free iron, released during HOX, is likely a key prerequisite of mitochondrial dysfunction induced during the reoxygenation phase. Our data suggests that mitochondrial dysfunction, previously observed in in vivo SIR-models is the result of secondary circulatory failure inducing HOX rather than the result of a direct interaction of IM with liver cells.

  6. Theoretical modeling suggests that synergy may result from combined use of two biocontrol agents for controlling foliar pathogens under spatial heterogeneous conditions.

    Science.gov (United States)

    Xu, X-M; Jeger, M J

    2013-08-01

    There has been a trend for combined use of several biocontrol agents (BCAs) with an expectation of synergistic interactions among BCAs. However, previous modeling studies suggested that, under homogeneous and temporal-fluctuating conditions, combined use of two BCAs, in most cases, only results in efficacies similar to the more efficacious one used alone; a result consistent with published experimental data. The present modeling study investigated whether combined use of two mycoparasitic BCAs, two competitive BCAs, or a mycoparasitic and a competitive BCA leads to synergistic interactions under spatially heterogeneous conditions. In the model, there were two patches with varying relative sizes and two BCAs differentially adapted to the two patches. Within the range of model parameter values considered, combined use of two BCAs is more effective than the more efficacious BCA used alone in 72% of the simulated cases. There was also a considerable proportion (≈21%) of model simulations in which combined use of two BCAs led to synergy (i.e., efficacy was greater than expected under the assumption of Bliss independence, especially when each of the two BCAs can only survive in one [different] patch). Combined use of a mycoparasitic BCA with a competitive one is more likely to result in synergy than the other two BCA combinations. When biocontrol activities of individual BCAs are low or moderate, biocontrol efficacy arising from combined use of two BCAs does not depend greatly on biocontrol mechanisms. However, for high BCA activities, combined use with at least one competitive BCA resulted in better control than combined use of two mycoparasitic BCAs. The present modeling study emphasized the need for understanding the degree of spatial patchiness and quantitative relationships between biocontrol activities and external conditions in order to apply commercial BCAs effectively.

  7. Theories of Suggestion.

    Science.gov (United States)

    Brown, W

    1928-02-01

    The word "suggestion" has been used in educational, scientific and medical literature in slightly different senses. In psychological medicine the use of suggestion has developed out of the earlier use of hypnotic influence.Charcot defined hypnosis as an artificial hysteria, Bernheim as an artificially increased suggestibility. The two definitions need to be combined to give an adequate account of hypnosis. Moreover, due allowance should be made for the factors of dissociation and of rapport in hypnotic phenomena.The relationships between dissociation, suggestibility, and hypnotizability.Theories of suggestion propounded by Pierre Janet, Freud, McDougall, Pawlow and others. Ernest Jones's theory of the nature of auto-suggestion. Janet explains suggestion in terms of ideo-motor action in which the suggested idea, because of the inactivity of competing ideas, produces its maximum effect. Freud explains rapport in terms of the sex instinct "inhibited in its aim" (transference) and brings in his distinction of "ego" and "ego-ideal" (or "super-ego") to supplement the theory. Jones explains auto-suggestion in terms of narcissism. McDougall explains hypnotic suggestion in terms of the instinct of self-abasement. But different instincts may supply the driving power to produce suggestion-effects in different circumstances. Such instincts as those of self-preservation (fear) and gregariousness may play their part. Auto-suggestion as a therapeutic factor is badly named. It supplements, but does not supplant the will, and makes complete volition possible.

  8. Coupling survey data with drift model results suggests that local spawning is important for Calanus finmarchicus production in the Barents Sea

    Science.gov (United States)

    Kvile, Kristina Øie; Fiksen, Øyvind; Prokopchuk, Irina; Opdal, Anders Frugård

    2017-01-01

    The copepod Calanus finmarchicus is an important part of the diet for several large fish stocks feeding in the Atlantic waters of the Barents Sea. Determining the origin of the new generation copepodites present on the Barents Sea shelf in spring can shed light on the importance of local versus imported production of C. finmarchicus biomass in this region. In this study, we couple large-scale spatiotemporal survey data (> 30 years in both Norwegian Sea and Barents Sea areas) with drift trajectories from a hydrodynamic model to back-calculate and map the spatial distribution of C. finmarchicus from copepod to egg, allowing us to identify potential adult spawning areas. Assuming the adult stage emerges from overwintering in the Norwegian Sea, our results suggest that copepodites sampled at the Barents Sea entrance are a mix of locally spawned individuals and long-distance-travellers advected northwards along the Norwegian shelf edge. However, copepodites sampled farther east in the Barents Sea (33°30‧E) are most likely spawned on the Barents Sea shelf, potentially from females that have overwintered locally. Our results support that C. finmarchicus dynamics in the Barents Sea are not, at least in the short-term, solely driven by advection from the Norwegian Sea, but that local production may be more important than commonly believed.

  9. Playful Organizations

    DEFF Research Database (Denmark)

    Pors, Justine Grønbæk; Åkerstrøm Andersen, Niels

    2015-01-01

    and undecidability. With an empirical point of departure in Danish public school policy and two concrete examples of games utilised in school development, the article analyses how play is a way for organisations to simultaneously decide and also avoid making a decision, thus keeping flexibility and possibilities...... intact. In its final sections, the article discusses what happens to conditions of decision-making when organisations do not just see undecidability as a given condition, but as a limited resource indispensable for change and renewal. The article advances discussions of organisational play by exploring......This article explores how organisational play becomes a managerial tool to increase and benefit from undecidability. The article draws on Niklas Luhmann's concept of decision and on Gregory Bateson's theory of play to create a conceptual framework for analysing the relation between decision...

  10. Postphenomenological Play

    DEFF Research Database (Denmark)

    Hammar, Emil

    This paper aims to identify an understanding of digital games in virtual environments by using Don Ihde’s (1990) postphenomenological approach to how technology mediates the world to human beings in conjunction with Hans-Georg Gadamer’s (1993) notion of play . Through this tentatively proposed...... amalgamation of theories I point towards an alternative understanding of the relationship between play and game as not only dialectic, but also as socially and ethically relevant qua the design and implementation of the game as technology....

  11. Clay Play

    Science.gov (United States)

    Rogers, Liz; Steffan, Dana

    2009-01-01

    This article describes how to use clay as a potential material for young children to explore. As teachers, the authors find that their dialogue about the potential of clay as a learning medium raises many questions: (1) What makes clay so enticing? (2) Why are teachers noticing different play and conversation around the clay table as compared to…

  12. Play or science?

    DEFF Research Database (Denmark)

    Lieberoth, Andreas; Pedersen, Mads Kock; Sherson, Jacob

    2015-01-01

    Crowdscience games may hold unique potentials as learning opportunities compared to games made for fun or education. They are part of an actual science problem solving process: By playing, players help scientists, and thereby interact with real continuous research processes. This mixes the two...... worlds of play and science in new ways. During usability testing we discovered that users of the crowdscience game Quantum Dreams tended to answer questions in game terms, even when directed explicitly to give science explanations. We then examined these competing frames of understanding though a mixed...... correlational and grounded theory analysis. This essay presents the core ideas of crowdscience games as learning opportunities, and reports how a group of players used “game”, “science” and “conceptual” frames to interpret their experience. Our results suggest that oscillating between the frames instead...

  13. Deepening Sleep by Hypnotic Suggestion

    Science.gov (United States)

    Cordi, Maren J.; Schlarb, Angelika A.; Rasch, Björn

    2014-01-01

    Study Objectives: Slow wave sleep (SWS) plays a critical role in body restoration and promotes brain plasticity; however, it markedly declines across the lifespan. Despite its importance, effective tools to increase SWS are rare. Here we tested whether a hypnotic suggestion to “sleep deeper” extends the amount of SWS. Design: Within-subject, placebo-controlled crossover design. Setting: Sleep laboratory at the University of Zurich, Switzerland. Participants: Seventy healthy females 23.27 ± 3.17 y. Intervention: Participants listened to an auditory text with hypnotic suggestions or a control tape before napping for 90 min while high-density electroencephalography was recorded. Measurements and Results: After participants listened to the hypnotic suggestion to “sleep deeper” subsequent SWS was increased by 81% and time spent awake was reduced by 67% (with the amount of SWS or wake in the control condition set to 100%). Other sleep stages remained unaffected. Additionally, slow wave activity was significantly enhanced after hypnotic suggestions. During the hypnotic tape, parietal theta power increases predicted the hypnosis-induced extension of SWS. Additional experiments confirmed that the beneficial effect of hypnotic suggestions on SWS was specific to the hypnotic suggestion and did not occur in low suggestible participants. Conclusions: Our results demonstrate the effectiveness of hypnotic suggestions to specifically increase the amount and duration of slow wave sleep (SWS) in a midday nap using objective measures of sleep in young, healthy, suggestible females. Hypnotic suggestions might be a successful tool with a lower risk of adverse side effects than pharmacological treatments to extend SWS also in clinical and elderly populations. Citation: Cordi MJ, Schlarb AA, Rasch B. Deepening sleep by hypnotic suggestion. SLEEP 2014;37(6):1143-1152. PMID:24882909

  14. Play, dreams, and creativity.

    Science.gov (United States)

    Oremland, J D

    1998-01-01

    Viewed ontogenetically, creating, dreaming, and playing are a variant of object relatedness. It is suggested that in recapitulating the ontogenetic sequence, creating, dreaming, and playing each as a process initiates by de-differentiation to primal union, evolves into transitional functioning, and consummates in tertiary cognitive discourse. The products of the triad--the created object, the dream, and play--are viewed as synergistic psychodynamic composites of topical, personal, and arche-typical imperatives. Creating, dreaming, and playing are easily overburdened by events, becoming stereotypical and repetitious. Nowhere is this more clearly seen than in the play of chronically ill, hospitalized children. It is suggested that with development generally, playing is replaced by formalized games; only dreaming continues as the vestige of early creative abilities.

  15. Playing with social identities

    DEFF Research Database (Denmark)

    Winther-Lindqvist, Ditte Alexandra

    2013-01-01

    This chapter offers support for Vygotsky’s claim that all play involves both an imagined situation as well as rules. Synthesising Schousboe’s comprehensive model of spheres of realities in playing (see Chapter 1, this volume) with Lev Vygotskys insight that all playing involve rules as well...... as pretence, children’s play is understood as an activity involving rules of the social order (roles and positions) as well as identification processes (imagined situations). The theoretical argumentation builds on empirical examples obtained in two different Danish day-care centres. The chapter is informed...... by ethnographic observations and draws on illustrative examples with symbolic group play as well as game-play with rules (soccer) among 5 year old boys. Findings suggest that day-care children’s play, involves negotiation of roles, positioning and identification, and rules – and that these negotiations...

  16. Playing Possum

    Directory of Open Access Journals (Sweden)

    Enrico Euli

    2016-07-01

    Full Text Available Our society is drenched in the catastrophe; where the growth of financial crisis, environmental cataclysm and militarization represents its gaudiest and mortifying phenomena. Humans struggle with depression, sense of impotence, anguish towards a future considered a threat.  A possibility to keep us alive can be represented by the enhancement of our ability in ‘playing Possum’, an exercise of desisting and renitence: to firmly say ‘no’. To say no to a world that proposes just one way of being and living free, that imposes as the only unavoidable possible destiny.

  17. Playful Technology

    DEFF Research Database (Denmark)

    Johansen, Stine Liv; Eriksson, Eva

    2013-01-01

    In this paper, the design of future services for children in Danish public libraries is discussed, in the light of new challenges and opportunities in relation to new media and technologies. The Danish government has over the last few years initiated and described a range of initiatives regarding...... in the library, the changing role of the librarians and the library space. We argue that intertwining traditional library services with new media forms and engaging play is the core challenge for future design in physical public libraries, but also that it is through new media and technology that new...

  18. Playful Technology

    DEFF Research Database (Denmark)

    Johansen, Stine Liv; Eriksson, Eva

    2013-01-01

    in the library, the changing role of the librarians and the library space. We argue that intertwining traditional library services with new media forms and engaging play is the core challenge for future design in physical public libraries, but also that it is through new media and technology that new......In this paper, the design of future services for children in Danish public libraries is discussed, in the light of new challenges and opportunities in relation to new media and technologies. The Danish government has over the last few years initiated and described a range of initiatives regarding...

  19. Playing cards.

    Science.gov (United States)

    1977-01-01

    Mrs. Zahia Marzouk, vice-president of the Alexandria Family Planning Association and a living legend of Egyptian family planning, does not believe in talking about problems. She is far too busy learning from people and teaching them. Her latest brainstorm is a set of playing cards designed to help girls and women to read and learn about family planning at the same time. The 5 packs of cards, representing familiar words and sounds, and each with a family planning joker, took Mrs. Marzouk 6 months to design and paint by hand. They have now been printed, packed into packets provided by UNICEF, and distributed to some 2000 literacy groups in factories and family planning clinics. Each woman who succeeds in learning to read is encouraged to teach 4 others. They then go to the family planning clinic to be examined and gain a certificate. For the teacher who has made them proficient there is a special prize. Girls at El Brinth village outside Alexandria are pictured playing cards at the family planning center where they are learning various skills including how to read.

  20. Cognitive and Social Play of Australian Preschoolers.

    Science.gov (United States)

    Wyver, Shirley R.; Spence, Susan H.

    1995-01-01

    Observed behaviors of 37 female and 23 male Australian preschoolers. Found that only 20% engaged in thematic pretend play (linked to perspective taking, language development, impulse control, divergent problem solving) whereas 24% used cooperative social play (linked to divergent problem solving). Results suggest need for assistance in the…

  1. Power Play

    Institute of Scientific and Technical Information of China (English)

    BRADLEY GARDNER

    2008-01-01

    @@ Bill Emmott's new book,Rivals:How the Power Struggle Between China,India and Japan Will Shape Our Next Decade,is an investigation of the problematic relationship between China,India,and Japan,as two of those countries begin to assert themselves on the world stage,and how the situation could result in all-out conflict.

  2. Why do Dolphins Play?

    Directory of Open Access Journals (Sweden)

    Stan A. Kuczaj

    2014-05-01

    Full Text Available Play is an important aspect of dolphin life, perhaps even an essential one. Play provides opportunities for dolphin calves to practice and perfect locomotor skills, including those involved in foraging and mating strategies and behaviors. Play also allows dolphin calves to learn important social skills and acquire information about the characteristics and predispositions of members of their social group, particularly their peers. In addition to helping dolphin calves learn how to behave, play also provides valuable opportunities for them to learn how to think. The ability to create and control play contexts enables dolphins to create novel experiences for themselves and their playmates under relatively safe conditions. The behavioral variability and individual creativity that characterize dolphin play yield ample opportunities for individual cognitive development as well as social learning, and sometimes result in innovations that are reproduced by other members of the group. Although adults sometimes produce innovative play, calves are the primary source of such innovations. Calves are also more likely to imitate novel play behaviors than are adults, and so calves contribute significantly to both the creation and transmission of novel play behaviors within a group. Not unexpectedly, then, the complexity of dolphin play increases with the involvement of peers. As a result, the opportunity to observe and/or interact with other dolphin calves enhances the effects of play on the acquisition and maintenance of flexible problem solving skills, the emergence and strengthening of social and communicative competencies, and the establishment of social relationships. It seems that play may have evolved to help young dolphins learn to adapt to novel situations in both their physical and social worlds, the beneficial result being a set of abilities that increases the likelihood that an individual survives and reproduces.

  3. Late Modern Play Culture

    DEFF Research Database (Denmark)

    Skovbjerg-Karoff, Helle

    2008-01-01

    Children's play and culture have changed over the recent years, and it is possible to understand the changes as a result of a more general change in society. We witness a large degree of changes connected to demographical aspects of children's lives. First of all it is a fact that large groups....... They are changing play arenas in order to find the identity, which suits them. In order to play children must know and be conscious of the cultural heritage, which contains knowledge of the way to organize in the playing session, the aesthetics, the techniques of playing, and this is something that is handed down...... from one generation to the next. Because older children are no longer present as younger children grow up, the traditional "cultural leaders" are gone. They have taken with them much of the inspiration for play as well as important knowledge about how to organise a game. In that sense we can say...

  4. Play for learning and learning for play: Children’s play in a toddler group

    Directory of Open Access Journals (Sweden)

    Anne Greve

    2013-10-01

    Full Text Available There is a concern that children’s right to play is restricted as a result of the governments’ narrow focus on school preparatory activities and learning. Play and learning are rights embodied in the United Nations convention on the rights of the child. This article discusses how play and learning are organized in the everyday life of a Norwegian toddler group. Critical voices claim that there is not enough structure and that there should be more teaching and mapping to facilitate early intervention in Norwegian kindergartens. The article suggests that the critics’ claim can be countered by asking if there are too few teachers with adequate education and too large groups of children.

  5. How does playing adapted sports affect quality of life of people with mobility limitations? Results from a mixed-method sequential explanatory study.

    Science.gov (United States)

    Côté-Leclerc, Félix; Boileau Duchesne, Gabrielle; Bolduc, Patrick; Gélinas-Lafrenière, Amélie; Santerre, Corinne; Desrosiers, Johanne; Levasseur, Mélanie

    2017-01-25

    Occupations, including physical activity, are a strong determinant of health. However, mobility limitations can restrict opportunities to perform these occupations, which may affect quality of life. Some people will turn to adapted sports to meet their need to be involved in occupations. Little is known, however, about how participation in adapted sports affects the quality of life of people with mobility limitations. This study thus aimed to explore the influence of adapted sports on quality of life in adult wheelchair users. A mixed-method sequential explanatory design was used, including a quantitative and a qualitative component with a clinical research design. A total of 34 wheelchair users aged 18 to 62, who regularly played adapted sports, completed the Quality of Life Index (/30). Their scores were compared to those obtained by people of similar age without limitations (general population). Ten of the wheelchair users also participated in individual semi-structured interviews exploring their perceptions regarding how sports-related experiences affected their quality of life. The participants were 9 women and 25 men with paraplegia, the majority of whom worked and played an individual adapted sport (athletics, tennis or rugby) at the international or national level. People with mobility limitations who participated in adapted sports had a quality of life comparable to the group without limitations (21.9 ± 3.3 vs 22.3 ± 2.9 respectively), except for poorer family-related quality of life (21.0 ± 5.3 vs 24.1 ± 4.9 respectively). Based on the interviews, participants reported that the positive effect of adapted sports on the quality of life of people with mobility limitations operates mainly through the following: personal factors (behavior-related abilities and health), social participation (in general and through interpersonal relationships), and environmental factors (society's perceptions and support from the environment). Some contextual

  6. Playing for health? Revisiting health promotion to examine the emerging public health position on children's play.

    Science.gov (United States)

    Alexander, Stephanie A; Frohlich, Katherine L; Fusco, Caroline

    2014-03-01

    Concerns over dwindling play opportunities for children have recently become a preoccupation for health promotion in western industrialized countries. The emerging discussions of play seem to be shaped by the urgency to address the children's obesity epidemic and by societal concerns around risk. Accordingly, the promotion of play from within the field appears to have adopted the following principles: (i) particular forms of play are critical for increasing children's levels of physical activity; and (ii) play should be limited to activities that are not risky. In this article, we argue that these emerging principles may begin to re-shape children's play: play is predominantly instrumentalized as a means to promote children's physical health, which may result in a reduction of possibilities for children to play freely and a restriction of the kinds of play designated as appropriate for physical health. We argue that within this context some of the social and emotional elements of health and well-being that children gain through diverse forms of playing are neglected. This has implications for health promotion because it suggests a narrowing of the conception of health that was originally advocated for within the field. Additionally, this reveals a curious paradox; despite the urgency to promote physical activity through play, this position may limit the range of opportunities for children to freely engage in play, in effect reducing their activity levels. We propose an example that promotes play for children and better aligns with the conception of health as outlined in the Ottawa Charter.

  7. Pulmonary vein triggers play an important role in the initiation of atrial flutter: Initial results from the prospective randomized Atrial Fibrillation Ablation in Atrial Flutter (Triple A) trial.

    Science.gov (United States)

    Schneider, Ralph; Lauschke, Joerg; Tischer, Tina; Schneider, Cindy; Voss, Wolfgang; Moehlenkamp, Felix; Glass, Aenne; Diedrich, Doreen; Bänsch, Dietmar

    2015-05-01

    The incidence of atrial fibrillation (AF) after ablation of a cavotricuspid isthmus (CTI)-dependent atrial flutter (AFL) is high. The purpose of this study was to test the hypothesis that AFL and AF may be initiated by pulmonary vein triggers. This prospective randomized trial tested the efficacy of a standalone pulmonary vein isolation (PVI) in patients with AFL but without AF. Patients with AFL but without documented AF were randomly assigned to 1 of 3 treatment groups: (1) antiarrhythmic drugs (AAD), (2) CTI ablation, or (3) circumferential PVI. The primary end-point was defined as any recurrent atrial tachyarrhythmia and the secondary end-point as recurrence of AFL. In case of tachyarrhythmia recurrence in the PVI group, a second PVI was performed to close gaps in the ablation lines. Of the 60 patients, 17 were randomized to AAD, 23 to CTI ablation, and 20 to PVI. During follow-up of 1.42 ± 0.83 years, 14 of 17 patients (82.4%) in the AAD group, 14 of 23 patients (60.9%) in the CTI group, and 2 of 20 patients (10%) in the PVI group reached the primary end-point (P PVI procedures per patient. AFL reoccurred in 9 patients (52.9.%) in the AAD group, in 2 patients (8.7%) in the CTI group, and after a single PVI in 3 patients (15%) in the PVI group (P = .003). After closure of gaps, 1 patient (5%) in the PVI group presented with recurrent AFL. Pulmonary vein triggers play an important role in AFL. PVI can prevent the recurrence of AFL, even without CTI ablation. Copyright © 2015 Heart Rhythm Society. Published by Elsevier Inc. All rights reserved.

  8. Agents Play Mix-game

    CERN Document Server

    Gou, C

    2005-01-01

    In mix-game which is an extension of minority game, there are two groups of agents; group1 plays the majority game, but the group2 plays the minority game. This paper studies the change of the average winnings of agents and volatilities vs. the change of mixture of agents in mix-game model. It finds that the correlations between the average winnings of agents and the mean of local volatilities are different with different combinations of agent memory length when the proportion of agents in group 1 increases. This study result suggests that memory length of agents in group1 be smaller than that of agent in group2 when mix-game model is used to simulate the financial markets.

  9. Motivations for play in computer role-playing games

    DEFF Research Database (Denmark)

    Tychsen, Anders; Hitchens, Michael; Brolund, Thea

    2008-01-01

    In this paper the motivations for play in the context of single-and multi-player digital Role-Playing Games (RPGs) are examined. Survey data were drawn from respondents online and participants in a related experimental study. The results indicate that motivations for play are not simple constructs......, but rather composed of multiple motivational drivers that are heavily interrelated and act in concert. Character uniqueness and Discovery & Immersion were the highest ranked motivational categories. Different levels of detail in motivations for playing single-/multi- Player RPGs were located......, with mechanistic/tactical play and character-based/social play being the two overall motivational factors. Copyright 2008 ACM....

  10. Non-Digital Game Playing by Older Adults.

    Science.gov (United States)

    Mortenson, W Ben; Sixsmith, Andrew; Kaufman, David

    2017-09-01

    Research on video games' effect on cognition and behaviour has been extensive, yet little research has explored non-digital forms of game playing, especially among older adults. As part of a larger survey on game playing, 886 respondents (≥ age 55) filled out questionnaires about non-digital game play. The study aims were to determine perceived benefits of non-digital game play and to determine socio-demographic factors that might predict perceived benefits. Survey results indicate that non-digital game playing is social in nature and common (73% of respondents) among older adults. Older adults play for fun, but also to help maintain their cognition. Regression analyses indicated various socio-demographic factors - age, education, gender, and race - were independently associated with perceived benefits from game playing. The results thus emphasize the importance of non-digital game playing in this population and suggest that efforts to facilitate game playing may improve social interactions and quality of life.

  11. Suggested safeguards an

    African Journals Online (AJOL)

    MJM Venter

    ... COORDINATION. (FACILITATION OR CASE MANAGEMENT) IN SOUTH AFRICA ... SUGGESTED SAFEGUARDS AND LIMITATIONS FOR EFFECTIVE AND .... professional practice.27 They have to assess the situation; educate the parents.

  12. Manufacturer's Suggested Retail Prices

    NARCIS (Netherlands)

    Rosenkranz, S.

    2003-01-01

    Based on arguments of the `reference- dependent' theory of consumer choice we assume that a retailer's discount of a manufacturer's suggested retail price changes consumers' demand. We can show that the producer benefits from suggesting a retail price. If consumers are additionally sufficiently `los

  13. Play Behavior in Wolves: Using the '50:50' Rule to Test for Egalitarian Play Styles.

    Directory of Open Access Journals (Sweden)

    Jennifer L Essler

    Full Text Available Social play is known as a cooperative interaction between individuals involving multiple mechanisms. However, the extent to which the equality of individuals' play styles affects the interaction has not been studied in many species. Dyadic play between wolf puppies, as well as between puppies and adults, was studied to investigate both self-handicapping and offensive behaviors to determine the extent to which wolves engage in play styles where one individual does not dominate the play. Our results did not support the hypothesized '50:50' rule, which suggests that more advantaged individuals should show higher rates of self-handicapping behaviors in order to facilitate play with others. Adult wolves performed significantly less self-handicapping behaviors than their puppy partners, and they performed significantly more offensive behaviors than their puppy partners. While the '50:50' rule was not supported at any time during our study period, dyads consisting of two puppies had significantly more equal play than dyads consisting of one puppy and one adult. These results suggest that wolf puppies are more likely to play on equal terms with similarly-aged play partners, while the dominance status of the partners dictates offensive and self-handicapping behaviors between animals of different ages.

  14. Play Behavior in Wolves: Using the '50:50' Rule to Test for Egalitarian Play Styles.

    Science.gov (United States)

    Essler, Jennifer L; Cafazzo, Simona; Marshall-Pescini, Sarah; Virányi, Zsófia; Kotrschal, Kurt; Range, Friederike

    2016-01-01

    Social play is known as a cooperative interaction between individuals involving multiple mechanisms. However, the extent to which the equality of individuals' play styles affects the interaction has not been studied in many species. Dyadic play between wolf puppies, as well as between puppies and adults, was studied to investigate both self-handicapping and offensive behaviors to determine the extent to which wolves engage in play styles where one individual does not dominate the play. Our results did not support the hypothesized '50:50' rule, which suggests that more advantaged individuals should show higher rates of self-handicapping behaviors in order to facilitate play with others. Adult wolves performed significantly less self-handicapping behaviors than their puppy partners, and they performed significantly more offensive behaviors than their puppy partners. While the '50:50' rule was not supported at any time during our study period, dyads consisting of two puppies had significantly more equal play than dyads consisting of one puppy and one adult. These results suggest that wolf puppies are more likely to play on equal terms with similarly-aged play partners, while the dominance status of the partners dictates offensive and self-handicapping behaviors between animals of different ages.

  15. Understanding Games as Played

    DEFF Research Database (Denmark)

    Leino, Olli Tapio

    2009-01-01

    Researchers interested in player’s experience would assumedly, across disciplines, agree that the goal behind enquiries into player’s experience is to understand the how games’ features end up affecting the player’s experience. Much of the contemporary interdisciplinary research into player......’s experience leans toward the empirical-scientific, in the forms (neuro)psychology, sociology and cognitive science, to name a few. In such approaches, for example demonstrating correlation between physiological symptoms and an in-game event may amount to ‘understanding’. However, the experience of computer...... game play is a viable topic also for computer game studies within the general tradition of humanities. In such context, the idea of ‘understanding an experience’ invites an approach focusing on the experienced significance of events and objects within computer game play. This focus, in turn, suggests...

  16. Research Suggestions for Students

    Science.gov (United States)

    Holland, John L.

    1974-01-01

    Describes how to perform accurate research. Also includes suggestions for specific research projects under such headings as: (1) types; (2) environments; (3) interactions; (4) classification; (5) hexagonal model; and (6) differentiation. (HMV)

  17. Open to Suggestion.

    Science.gov (United States)

    Journal of Reading, 1984

    1984-01-01

    Contributors offer suggestions concerning parents as reading stimulators, book discussions, a test bank for the secondary school/college reading lab, standardized reading tests, television reading, plagiarism, vocabulary development, and book reports. (FL)

  18. Open To Suggestion.

    Science.gov (United States)

    Journal of Reading, 1988

    1988-01-01

    Suggests class activities in three short articles including: (1) "Students Evaluate Reading," by Lenore Sandel; (2) "Solving Verbal Analogies," by Edward J. Dwyer; and (3) "Becoming Testwise," by Dean Schoen. (RS)

  19. Attitudes to Suggestions

    Institute of Scientific and Technical Information of China (English)

    PETER; JOHNSON

    2007-01-01

    As an Australian expat teaching English in China for over four years, I often encourage my students to not only learn the English language but also try to understand Western culture. This includes the fact that Westerners frequently initiate proactive suggestions on any aspects of soci-

  20. Suggestions for Christmas gifts.

    CERN Multimedia

    Connie Potter; Markus Nordberg

    Have you been working long hours lately? Stuck in meetings too long to make it in time before the shops close? No need to worry. The ATLAS secretariat has plenty of items that will make great Christmas gifts for friends and family. Here are some of the items in stock. Note that you can negotiate a good price for bulk order. ATLAS caps (new item), 12 chf ATLAS t-shirts designed by Alan Alda, 20 chf ATLAS fleece jackets in several sizes and colors, 30 chf grey or dark blue in men's sizes pale blue for women's sizes (limited quantity) red for children (limited quantity) ATLAS puzzles with 500 pieces made by the Ravensburger company 15 chf for 1 box (price is less when purchasing more boxes) 50 chf for 5 boxes or more can also be purchased in boxes of 24, ready to ship to your institute ATLAS 3-D viewers, 5 chf ATLAS DVD, 5 chf CERN playing cards, 2 chf Make sure to get several boxes of the ATLAS puzzle for Christmas gifts. Offer hours of entertainement to friends and family! We tak...

  1. Suggestions for Teaching Practice

    Institute of Scientific and Technical Information of China (English)

    ZHAN Na-na

    2013-01-01

    Teacher development and teaching practice(TP) have caught the eyes of researchers at home and abroad for many years. Many western scholars hold that reflective teaching is an efficient way to promote teacher development, but traditional TP is prevailing in China. Based on the merits and demerits of traditional TP and reflective TP, the author hopes to provide some suggestions for the people involved to promote the development of teacher education.

  2. Children's Empowerment in Play

    Science.gov (United States)

    Canning, Natalie

    2007-01-01

    This article examines the level of empowerment and autonomy children can create in their play experiences. It examines the play discourses that children build and maintain and considers the importance of play contexts in supporting children's emotional and social development. These aspects of play are often unseen or misunderstood by the adult…

  3. The Play of Psychotherapy

    Science.gov (United States)

    Marks-Tarlow, Terry

    2012-01-01

    The author reviews the role of play within psychotherapy. She does not discuss the formal play therapy especially popular for young children, nor play from the Jungian perspective that encourages the use of the sand tray with adults. Instead, she focuses on the informal use of play during psychotherapy as it is orchestrated intuitively. Because…

  4. Two people playing together: some thoughts on play, playing, and playfulness in psychoanalytic work.

    Science.gov (United States)

    Vliegen, Nicole

    2009-01-01

    Children's play and the playfulness of adolescents and adults are important indicators of personal growth and development. When a child is not able to play, or an adolescent/adult is not able to be playful with thoughts and ideas, psychotherapy can help to find a more playful and creative stance. Elaborating Winnicott's (1968, p. 591) statement that "psychotherapy has to do with two people playing together," three perspectives on play in psychotherapy are discussed. In the first point of view, the child gets in touch with and can work through aspects of his or her inner world, while playing in the presence of the therapist. The power of play is then rooted in the playful communication with the self In a second perspective, in play the child is communicating aspects of his or her inner world to the therapist as a significant other. In a third view, in "playing together" child and therapist are coconstructing new meanings. These three perspectives on play are valid at different moments of a therapy process or for different children, depending on the complex vicissitudes of the child's constitution, life experiences, development, and psychic structure. Concerning these three perspectives, a parallel can be drawn between the therapist's attitude toward the child's play and the way the therapist responds to the verbal play of an adolescent or adult. We illustrate this with the case of Jacob, a late adolescent hardly able to play with ideas.

  5. Applying Play to Therapy.

    Science.gov (United States)

    Ritter, Patricia S.; Fokes, Joann

    The objectives of this paper are (1) to present the relationship of play to language and cognition, (2) to describe the stages of play and discuss recent literature about the characteristics of play, and (3) to describe the use of play with the multifaceted goals of cognition, pragmatics, semantics, syntax, and morphology as an intervention…

  6. Do aggressive people play violent computer games in a more aggressive way? Individual difference and idiosyncratic game-playing experience.

    Science.gov (United States)

    Peng, Wei; Liu, Ming; Mou, Yi

    2008-04-01

    ABSTRACT This study investigates whether individual difference influences idiosyncratic experience of game playing. In particular, we examine the relationship between the game player's physical-aggressive personality and the aggressiveness of the player's game playing in violence-oriented video games. Screen video stream of 40 individual participants' game playing was captured and content analyzed. Participants' physical aggression was measured before the game play. The results suggest that people with more physical-aggressive personality engage in a more aggressive style of playing, after controlling the differences of gender and previous gaming experience. Implications of these findings and direction for future studies are discussed.

  7. Learning semantic query suggestions

    NARCIS (Netherlands)

    E. Meij; M. Bron; L. Hollink; B. Huurnink; M. de Rijke

    2009-01-01

    An important application of semantic web technology is recognizing human-defined concepts in text. Query transformation is a strategy often used in search engines to derive queries that are able to return more useful search results than the original query and most popular search engines provide faci

  8. LSD enhances suggestibility in healthy volunteers.

    Science.gov (United States)

    Carhart-Harris, R L; Kaelen, M; Whalley, M G; Bolstridge, M; Feilding, A; Nutt, D J

    2015-02-01

    Lysergic acid diethylamide (LSD) has a history of use as a psychotherapeutic aid in the treatment of mood disorders and addiction, and it was also explored as an enhancer of mind control. The present study sought to test the effect of LSD on suggestibility in a modern research study. Ten healthy volunteers were administered with intravenous (i.v.) LSD (40-80 μg) in a within-subject placebo-controlled design. Suggestibility and cued mental imagery were assessed using the Creative Imagination Scale (CIS) and a mental imagery test (MIT). CIS and MIT items were split into two versions (A and B), balanced for 'efficacy' (i.e. A ≈ B) and counterbalanced across conditions (i.e. 50 % completed version 'A' under LSD). The MIT and CIS were issued 110 and 140 min, respectively, post-infusion, corresponding with the peak drug effects. Volunteers gave significantly higher ratings for the CIS (p = 0.018), but not the MIT (p = 0.11), after LSD than placebo. The magnitude of suggestibility enhancement under LSD was positively correlated with trait conscientiousness measured at baseline (p = 0.0005). These results imply that the influence of suggestion is enhanced by LSD. Enhanced suggestibility under LSD may have implications for its use as an adjunct to psychotherapy, where suggestibility plays a major role. That cued imagery was unaffected by LSD implies that suggestions must be of a sufficient duration and level of detail to be enhanced by the drug. The results also imply that individuals with high trait conscientiousness are especially sensitive to the suggestibility-enhancing effects of LSD.

  9. Motivations for play in computer role-playing games

    DEFF Research Database (Denmark)

    Tychsen, Anders; Hitchens, Michael; Brolund, Thea

    2008-01-01

    In this paper the motivations for play in the context of single-and multi-player digital Role-Playing Games (RPGs) are examined. Survey data were drawn from respondents online and participants in a related experimental study. The results indicate that motivations for play are not simple constructs......, but rather composed of multiple motivational drivers that are heavily interrelated and act in concert. Character uniqueness and Discovery & Immersion were the highest ranked motivational categories. Different levels of detail in motivations for playing single-/multi- Player RPGs were located...

  10. Introduction to Plays, English: 5112.44.

    Science.gov (United States)

    Ozan, Ruth S.

    Several plays are studied to introduce students to theatrical terms and to the elements of a play in this quinmester course for Dade County High Schools. Several approaches to the study of the play are suggested such as individual and a large group production of a play, the use of a unified theme such as Youth vs. Tradition, or the line of…

  11. The play grid

    DEFF Research Database (Denmark)

    Fogh, Rune; Johansen, Asger

    2013-01-01

    In this paper we propose The Play Grid, a model for systemizing different play types. The approach is psychological by nature and the actual Play Grid is based, therefore, on two pairs of fundamental and widely acknowledged distinguishing characteristics of the ego, namely: extraversion vs...... at the Play Grid. Thus, the model has four quadrants, each of them describing one of four play types: the Assembler, the Director, the Explorer, and the Improviser. It is our hope that the Play Grid can be a useful design tool for making entertainment products for children....

  12. Symbolic play and language development.

    Science.gov (United States)

    Orr, Edna; Geva, Ronny

    2015-02-01

    Symbolic play and language are known to be highly interrelated, but the developmental process involved in this relationship is not clear. Three hypothetical paths were postulated to explore how play and language drive each other: (1) direct paths, whereby initiation of basic forms in symbolic action or babbling, will be directly related to all later emerging language and motor outputs; (2) an indirect interactive path, whereby basic forms in symbolic action will be associated with more complex forms in symbolic play, as well as with babbling, and babbling mediates the relationship between symbolic play and speech; and (3) a dual path, whereby basic forms in symbolic play will be associated with basic forms of language, and complex forms of symbolic play will be associated with complex forms of language. We micro-coded 288 symbolic vignettes gathered during a yearlong prospective bi-weekly examination (N=14; from 6 to 18 months of age). Results showed that the age of initiation of single-object symbolic play correlates strongly with the age of initiation of later-emerging symbolic and vocal outputs; its frequency at initiation is correlated with frequency at initiation of babbling, later-emerging speech, and multi-object play in initiation. Results support the notion that a single-object play relates to the development of other symbolic forms via a direct relationship and an indirect relationship, rather than a dual-path hypothesis.

  13. Role-Playing Mitosis.

    Science.gov (United States)

    Wyn, Mark A.; Stegink, Steven J.

    2000-01-01

    Introduces a role playing activity that actively engages students in the learning process of mitosis. Students play either chromosomes carrying information, or cells in the cell membrane. (Contains 11 references.) (Author/YDS)

  14. Play the Tuberculosis Game

    Science.gov (United States)

    ... Questionnaire Tuberculosis Play Tuberculosis Experiments & Discoveries About the game Discover and experience some of the classic methods ... last will in Paris. Play the Blood Typing Game Try to save some patients and learn about ...

  15. Play the MRI Game

    Science.gov (United States)

    ... Teachers' Questionnaire MRI Play MRI the Magnetic Miracle Game About the game In the MRI imaging technique, strong magnets and ... last will in Paris. Play the Blood Typing Game Try to save some patients and learn about ...

  16. Play the Electrocardiogram Game

    Science.gov (United States)

    ... and Work Teachers' Questionnaire Electrocardiogram Play the ECG Game About the game ECG is used for diagnosing heart conditions by ... last will in Paris. Play the Blood Typing Game Try to save some patients and learn about ...

  17. Learning Through Play

    Science.gov (United States)

    ... play, such as using play dough, LEGOs, and board games. Toys such as puzzles, pegboards, beads, and lacing ... Building sets, books, bicycles, roller skates, ice skates, board games, checkers, beginning sports • Middle Schoolers and Adolescents: Athletics, ...

  18. Children, Time, and Play

    DEFF Research Database (Denmark)

    Elkind, David; Rinaldi, Carla; Flemmert Jensen, Anne;

    Proceedings from the conference "Children, Time, and Play". Danish University of Education, January 30th 2003.......Proceedings from the conference "Children, Time, and Play". Danish University of Education, January 30th 2003....

  19. Role-Playing Mitosis.

    Science.gov (United States)

    Wyn, Mark A.; Stegink, Steven J.

    2000-01-01

    Introduces a role playing activity that actively engages students in the learning process of mitosis. Students play either chromosomes carrying information, or cells in the cell membrane. (Contains 11 references.) (Author/YDS)

  20. Play at Work

    DEFF Research Database (Denmark)

    Meier Sørensen, Bent; Spoelstra, Sverre

    2012-01-01

    for business and the other insists that work and play are largely indistinguishable in the postindustrial organization. Our field study of a design and communications company in Denmark shows that organizational play can be much more than just functional to the organization. We identify three ways in which......The interest in organizational play is growing, both in popular business discourse and organization studies. As the presumption that play is dysfunctional for organizations is increasingly discarded, the existing positions may be divided into two camps; one proposes ‘serious play’ as an engine...... workplaces engage in play: play as a (serious) continuation of work, play as a (critical) intervention into work and play as an (uninvited) usurpation of work....

  1. Playing with social identities

    DEFF Research Database (Denmark)

    Winther-Lindqvist, Ditte Alexandra

    2013-01-01

    This chapter offers support for Vygotsky’s claim that all play involves both an imagined situation as well as rules. Synthesising Schousboe’s comprehensive model of spheres of realities in playing (see Chapter 1, this volume) with Lev Vygotskys insight that all playing involve rules as well...

  2. Toddlers: Learning by Playing

    Science.gov (United States)

    ... Feeding Your 1- to 2-Year-Old Toddlers: Learning by Playing KidsHealth > For Parents > Toddlers: Learning by Playing Print A A A What's in ... child's play, but toddlers are hard at work learning important physical skills as they gain muscle control, ...

  3. Playing against the Game

    Science.gov (United States)

    Remmele, Bernd

    2017-01-01

    The paper first outlines a differentiation of play/game-motivations that include "negative" attitudes against the play/game itself like cheating or spoilsporting. This problem is of particular importance in concern of learning games because they are not "played" for themselves--at least in the first place--but due to an…

  4. Play the Mosquito Game

    Science.gov (United States)

    ... and Work Teachers' Questionnaire Malaria Play the Mosquito Game Play the Parasite Game About the games Malaria is one of the world's most common ... last will in Paris. Play the Blood Typing Game Try to save some patients and learn about ...

  5. (Steering) interactive play behavior

    NARCIS (Netherlands)

    Delden, van Robertus Wilhelmus

    2017-01-01

    Play is a powerful means to have an impact on the cognitive, social-emotional, and/or motor skills development. The introduction of technology brings new possibilities to provide engaging and entertaining whole-body play activities. Technology mediates the play activities and in this way changes how

  6. (Steering) interactive play behavior

    NARCIS (Netherlands)

    van Delden, Robertus Wilhelmus

    2017-01-01

    Play is a powerful means to have an impact on the cognitive, social-emotional, and/or motor skills development. The introduction of technology brings new possibilities to provide engaging and entertaining whole-body play activities. Technology mediates the play activities and in this way changes how

  7. Sports Fair Play and Critical Perspective

    Institute of Scientific and Technical Information of China (English)

    许晓峰

    2014-01-01

    Here, this paper suggests that CIFP tamp the ideal of fair play, re-establish the fair play value system, and conduct effective reform of organization and cause correspondingly instead of becoming agent of European centralism and American hegemonism.

  8. Does playing pay? The fitness-effect of free play during childhood.

    Science.gov (United States)

    Greve, Werner; Thomsen, Tamara; Dehio, Cornelia

    2014-04-29

    Evolutionary developmental psychology claims that the sequences and processes of human development, in fact the mere fact of ontogeny itself, have to be viewed as evolutionary products. However, although the functional benefits of childish behavior (child playing) for cognitive and emotional development have been shown repeatedly, claiming evolutionary adaptiveness of playing in childhood suggests that childish play supports evolutionary success in mature stages of development. This hypothesis is tested in a study with N=134 adults (93 females; age range 20-66 years). Participants were asked to recollect their play experiences during childhood in detail, and to report their current developmental status with respect to several aspects of social success. Results show that the opportunity for and the promotion of free play in childhood significantly predict some indicators of social success. Additional analyses strive to explore mediating processes for this relationship. In particular, the mediating role of individual adaptivity (flexibility of goal adjustment) is investigated. Results suggest that freely playing in childhood promotes developmental resources, in particular individual adaptivity in adulthood, which, in turn, promote developmental success.

  9. A porosity gradient in 67P/C-G nucleus suggested from CONSERT and SESAME-PP results: an interpretation based on new laboratory permittivity measurements of porous icy analogues.

    Science.gov (United States)

    Brouet, Y.; Levasseur-Regourd, A. C.; Sabouroux, P.; Neves, L.; Encrenaz, P.; Poch, O.; Pommerol, A.; Thomas, N.; Kofman, W.; Le Gall, A.; Ciarletti, V.; Hérique, A.; Lethuillier, A.

    2016-09-01

    The Rosetta spacecraft made a rendezvous with comet 67P/Churyumov-Gerasimenko (67P) in August 2014, soon after the Philae module landed on the small lobe of the nucleus on 12 November 2014. The CONSERT instrument, onboard Rosetta and Philae, sounded the upper part of the interior of 67P with radiowaves at 90 MHz and determined an average of the real part of the permittivity (hereafter ɛ') equal to about 1.27. The SESAME-PP instrument, onboard Philae, sounded the near-surface of the small lobe in the 400-800 Hz range and determined a lower limit of ɛ' equal to 2.45. We use a semi-empirical formula obtained from measurements of ɛ' performed in the laboratory at 243 K on water ice and ice-basaltic dust mixtures, with a controlled porosity in the 31-91% range and a dust-to-ice volumetric ratio in the 0.1-2.8 range, to interpret the results of the two instruments, taking into account the temperature and frequency dependencies. A graphical method is proposed to derive ranges of porosity and dust-mass fraction from a value of ɛ' derived from observations. The non-dispersive behaviour of ɛ' below 175 K, allows us to compare the values of ɛ' obtained by CONSERT and SESAME-PP. We show that the porosity of the small lobe of 67P increases with depth. Based on new measurements of analogues of complex extraterrestrial organic matter, the so-called tholins, we also suggest that, for the dust component in the cometary material, the presence of silicates has more effect on ɛ' than organic materials.

  10. A porosity gradient in 67P/C-G nucleus suggested from CONSERT and SESAME-PP results: an interpretation based on new laboratory permittivity measurements of porous icy analogues

    Science.gov (United States)

    Brouet, Y.; Levasseur-Regourd, A. C.; Sabouroux, P.; Neves, L.; Encrenaz, P.; Poch, O.; Pommerol, A.; Thomas, N.; Kofman, W.; Le Gall, A.; Ciarletti, V.; Hérique, A.; Lethuillier, A.; Carrasco, N.; Szopa, C.

    2016-11-01

    The Rosetta spacecraft made a rendezvous with comet 67P/Churyumov-Gerasimenko (67P) in 2014 August, soon after the Philae module landed on the small lobe of the nucleus on 2014 November 12. The CONSERT instrument, onboard Rosetta and Philae, sounded the upper part of the interior of 67P with radiowaves at 90 MHz and determined an average of the real part of the permittivity (hereafter ɛ΄) equal to about 1.27. The SESAME-PP instrument, onboard Philae, sounded the near-surface of the small lobe in the 400-800 Hz range and determined a lower limit of ɛ΄ equal to 2.45. We use a semi-empirical formula obtained from measurements of ɛ΄ performed in the laboratory at 243 K on water ice and ice-basaltic dust mixtures, with a controlled porosity in the 31-91 per cent range and a dust-to-ice volumetric ratio in the 0.1-2.8 range, to interpret the results of the two instruments, taking into account the temperature and frequency dependences. A graphical method is proposed to derive ranges of porosity and dust-mass fraction from a value of ɛ΄ derived from observations. The non-dispersive behaviour of ɛ΄ below 175 K, allows us to compare the values of ɛ΄ obtained by CONSERT and SESAME-PP. We show that the porosity of the small lobe of 67P increases with depth. Based on new measurements of analogues of complex extraterrestrial organic matter, the so-called tholins, we also suggest that, for the dust component in the cometary material, the presence of silicates has more effect on ɛ΄ than organic materials.

  11. An interpretation of the CONSERT and SESAME-PP results based on new permittivity measurements of porous water ice and ice-basaltic/organic dust mixtures suggests an increase of porosity with depth in 67P.

    Science.gov (United States)

    Brouet, Yann; Levasseur-Regourd, Anny-Chantal; Sabouroux, Pierre; Neves, Luisa; Encrenaz, Pierre; Poch, Olivier; Pommerol, Antoine; Thomas, Nicolas; Kofman, Wlodek; Le Gall, Alice; Ciarletti, Valérie; Hérique, Alain; Lethuillier, Anthony

    2016-10-01

    The CONSERT bistatic radar on Rosetta and Philae sounded the interior of the small lobe of 67P/C-G at 90 MHz and determined the average of the real part of the complex permittivity (hereafter ɛ') to be equal to 1.27±0.05 [1,2]. The permittivity probe (PP) of the SESAME package sounded the near-surface in the 400-800 Hz range and derived a lower limit of ɛ' equal to 2.45±0.20 [3,4]. At the time of the measurements, the temperature was found to be below 150 K at Philae's location and expected to be close or below 100 K inside the nucleus [4-6].The complex permittivity depends of the frequency, the composition, the porosity and the temperature of the material [7,8,9]. These parameters have to be taken into account to interpret the permittivity values. The non-dispersive behavior of ɛ' below 150 K [9], allows us to compare the CONSERT and SESAME-PP results and to interpret their difference in terms of porosity and/or composition. For this purpose we use a semi-empirical formula obtained from reproducible permittivity measurements performed in the laboratory at 243 K on water ice particles and ice-basaltic dust mixtures [10], with a controlled porosity in the 26-91% range and dust-to-ice volumetric ratios in the 0.1-2.8 range. The influence of the presence of organic materials on ɛ' is also discussed based on new measurements of analogues of complex extraterrestrial organic matter [11]. Our results suggest an increase of the porosity of the small lobe of 67P with depth [11], in agreement Lethuillier et al. [4]'s conclusion using a different method.[1]Kofman et al., 1998. Adv. Space Res., 21, 1589.[2]Ciarletti et al., 2015. A&A, 583, A40.[3]Seidensticker et al., 2007. Space Sci. Rev., 128, 301.[4]Lethuillier et al., 2016. A&A, 591, A32.[5]Spohn et al., 2015. Science, 349, aab0464.[6]Festou et al. (Eds.), Comets II. Univ. of Arizona Press.[7]Campbell and Ulrichs, 1969. J. Geophys. Res., 74, 5867.[8]Brouet et al., 2015. A&A, 583, A39.[9]Mattei et al., 2014. Icarus

  12. Play and virtuality

    Directory of Open Access Journals (Sweden)

    Svein Sando

    2010-07-01

    Full Text Available The similarities between virtuality and play are obvious, beginning with, for instance, the ubiquitous character of both. This paper deals with how insights from research on play can be used to enlighten our understanding of the ethical dimensions of activities in cyberspace, and vice versa. In particular, a central claim that play is beyond vice and virtue is debated and contested.http://dx.doi.org/10.5324/eip.v4i2.1762

  13. PlayBook三人行

    Institute of Scientific and Technical Information of China (English)

    黑莓时光

    2011-01-01

    PlayBook,来自非苹果的另外一个水果——黑莓,它不是iPad,却也是平板。PBer,这个并不完美的平板——PlayBook的用户,他们开朗、认真、执着。热爱PlayBook的三人,拥有各自的人生轨迹,却挂着同样的嘴角上扬。

  14. Play your part

    CERN Document Server

    Ramsey, Gaynor

    1978-01-01

    Play your part is a collection of then situations in which students have to take on the roles of particular people and express their opinions, feelings or arguments about the situation. Play your part is intended for use with advanced students of English.

  15. Role Playing and Skits

    Science.gov (United States)

    Letwin, Robert, Ed.

    1975-01-01

    Explores non-scripted role playing, dialogue role playing, sociodrama, and skits as variations of simulation techniques. Provides step-by-step guidelines for conducting such sessions. Successful Meetings, Bill Communications, Inc., 1422 Chestnut Street, Philadelphia, Pa. 19102. Subscription Rates: yearly (US, Canada, Mexico) $14.00; elsewhere,…

  16. The Play's the Thing

    Science.gov (United States)

    Bateman, Barbara

    2005-01-01

    The modern special education theater in the United States has hosted many plays, none with a larger or more diverse cast than the learning disabilities (LD) play. During the prologue, the children with LD were waiting in the wings, not yet identified as LD but there, nonetheless. With the advent of compulsory education in this country, awareness…

  17. Playfulness and Openness

    DEFF Research Database (Denmark)

    Marchetti, Emanuela; Petersson, Eva

    2011-01-01

    What does it mean to design a playful learning tool? What is needed for a learning tool to be perceived by potential users as playful? These questions emerged reflecting on a Participatory Design process aimed at enhancing museum-learning practice from the perspective of primary school children. ...

  18. Play as Experience

    Science.gov (United States)

    Henricks, Thomas S.

    2015-01-01

    The author investigates what he believes one of the more important aspects of play--the experience it generates in its participants. He considers the quality of this experience in relation to five ways of viewing play--as action, interaction, activity, disposition, and within a context. He treats broadly the different forms of affect, including…

  19. Art of Play

    DEFF Research Database (Denmark)

    Froes, Isabel Cristina G.; Walker, Kevin

    2011-01-01

    Play is a key element in cultural development, according to the Dutch historian Johan Huizinga. Nowadays many of us interact with other people in online games and social networks, through multiple digital devices. But harnessing playful activities for museum learning is mostly undeveloped. In thi...

  20. Family Play Therapy.

    Science.gov (United States)

    Ariel, Shlomo

    This paper examines a case study of family play therapy in Israel. The unique contributions of play therapy are evaluated including the therapy's accessibility to young children, its richness and flexibility, its exposure of covert patterns, its wealth of therapeutic means, and its therapeutic economy. The systematization of the therapy attempts…

  1. Return to Play

    Science.gov (United States)

    Mangan, Marianne

    2013-01-01

    Call it physical activity, call it games, or call it play. Whatever its name, it's a place we all need to return to. In the physical education, recreation, and dance professions, we need to redesign programs to address the need for and want of play that is inherent in all of us.

  2. Playful Collaboration (Or Not)

    DEFF Research Database (Denmark)

    Bogers, Marcel; Sproedt, Henrik

    2012-01-01

    This article explores how playing games can be used to teach intangible social interaction across boundaries, in particular within open collaborative innovation. We present an exploratory case study of how students learned from playing a board game in a graduate course of the international...... imply several opportunities and challenges within education and beyond....

  3. Art of Play

    DEFF Research Database (Denmark)

    Froes, Isabel Cristina G.; Walker, Kevin

    2011-01-01

    Play is a key element in cultural development, according to the Dutch historian Johan Huizinga. Nowadays many of us interact with other people in online games and social networks, through multiple digital devices. But harnessing playful activities for museum learning is mostly undeveloped. In thi...

  4. Play framework cookbook

    CERN Document Server

    Reelsen, Alexander

    2015-01-01

    This book is aimed at advanced developers who are looking to harness the power of Play 2.x. This book will also be useful for professionals looking to dive deeper into web development. Play 2 .x is an excellent framework to accelerate your learning of advanced topics.

  5. Let's Just Play

    Science.gov (United States)

    Schmidt, Janet

    2003-01-01

    Children have a right to play. The idea is so simple it seems self-evident. But a stroll through any toy superstore, or any half-hour of so-called "children's" programming on commercial TV, makes it clear that violence, not play, dominates what's being sold. In this article, the author discusses how teachers and parents share the responsibility in…

  6. Play vs. Procedures

    DEFF Research Database (Denmark)

    Hammar, Emil

    Through the theories of play by Gadamer (2004) and Henricks (2006), I will show how the relationship between play and game can be understood as dialectic and disruptive, thus challenging understandings of how the procedures of games determine player activity and vice versa. As such, I posit some...... analytical consequences for understandings of digital games as procedurally fixed (Boghost, 2006; Flannagan, 2009; Bathwaite & Sharp, 2010). That is, if digital games are argued to be procedurally fixed and if play is an appropriative and dialectic activity, then it could be argued that the latter affects...

  7. Modular robotics for playful physiotherapy

    DEFF Research Database (Denmark)

    Lund, Henrik Hautop

    2009-01-01

    We developed modular robotic tiles to be used for playful physiotherapy, which is supposed to motivate patients to engage in and perform physical rehabilitation exercises. We tested the modular robotic tiles for an extensive period of time (3 years) in daily use in a hospital rehabilitation unit e.......g. for cardiac patients. Also, the tiles were tested for performing physical rehabilitation of stroke patients in their private home. In all pilot test cases qualitative feedback indicate that the patients find the playful use of modular robotic tiles engaging and motivating for them to perform...... the rehabilitation. Also, initial pilot test data suggest that some playful exercises on the tiles demand an average heart rate of 75% and 86% of the maximum heart rate....

  8. Play and Power

    DEFF Research Database (Denmark)

    The power of play, so central to psychoanalytic theory and practice, is conjoined to the social psychological or socio-politically coloured concept of power, giving rise to many fruitful discussions of how these concepts manifest themselves in clinical work with children, groups and adults....... The inspiration for this book was the 3-section EFPP conference in Copenhagen in May 2007 with the main theme "Play and Power". At the conference and in the book, this theme is presented both inside and outside the therapeutic space. It is amply illustrated in clinical cases from individual psychotherapies....... Play and power are also explored in the broader context of the community, however. In relation to society at large, psychoanalytic psychotherapy has important contributions to offer society, and we need playful creativity and power to bring forward our knowledge about it....

  9. Teachers and Children Playing with Factorization

    DEFF Research Database (Denmark)

    Valente, Andrea; Marchetti, Emanuela

    2013-01-01

    adventure game and a logic puzzle game. The game design was informed by the results obtained in a 1 year field study exploring and assessing techniques for transposing dynamic and complex domain-specific knowledge into games. Empirical results suggest that children may prefer different forms of play, mainly...... based upon the work conducted by Rogoff (1990) and Säljö (2010). Rogoff (1990) proposes the notion of apprenticeship in thinking, discussing how children learn new skills engaging into goal-directed activities with adults, who support them when reaching their zone of proximal development, defined...... is that we show how a computer game can effectively turn an abstract concept into a virtual artefact, that learners can then probe in a playful way, as well as study empirically, to explore alternative hypothesis circa its workings and verify them through experiments. This allows the learners to move from...

  10. Relationship between verbal language and symbolic play - A case study

    Directory of Open Access Journals (Sweden)

    Denise Segal

    1980-08-01

    Full Text Available The linguistic ability and play of  a language-impaired child were analysed to determine whether a breakdown in symbolic play occurs together with a language deficit. Observation of  play was conducted at the child's nursery school (unstructured situation and in a situation designed to elicit specific  play behaviours (structured situation. Imaginative play and its concomitants — affect,  mood variability, concentration, aggression and interaction — were rated along descriptive scales, while each individual play unit was scored for  organization of  behaviour. Syntactic, semantic and phonological aspects of  language were recorded during free  play and analyzed within a syntactic framework.  The normal developmental sequence provided the baseline of comparison for  both language and play. Results indicated a developmental lag in play and a linguistic deviation from the normal pattern, which supported the possibility of a general representational deficit.  A method for  incorporating symbolic play into a language programme was suggested and the necessity for  normative studies in this area was stressed.

  11. Can play be defined?

    DEFF Research Database (Denmark)

    Eichberg, Henning

    2015-01-01

    Can play be defined? There is reason to raise critical questions about the established academic demand that at phenomenon – also in humanist studies – should first of all be defined, i.e. de-lineated and by neat lines limited to a “little box” that can be handled. The following chapter develops t....... Human beings can very well understand play – or whatever phenomenon in human life – without defining it........ The academic imperative of definition seems to be linked to the positivistic attempts – and produces sometimes monstrous definitions. Have they any philosophical value for our knowledge of what play is? Definition is not a universal instrument of knowledge-building, but a culturally specific construction...

  12. Playing and gaming

    DEFF Research Database (Denmark)

    Karoff, Helle Skovbjerg; Ejsing-Duun, Stine; Hanghøj, Thorkild

    2013-01-01

    The paper develops an approach of playing and gaming activities through the perspective of both activities as mood activities . The point of departure is that a game - is a tool with which we, through our practices, achieve different moods. This based on an empirical study of children's everyday...... lives, where the differences emerge through actual practices, i.e. through the creation of meaning in the specific situations. The overall argument is that it is not that important whether it is a playing or a gaming activity - it is however crucial to be aware of how moods occur and what their optimal...... dimensions: practices and moods. Practice is the concept of all the doing in the activities. Moods are the particular concept of sense and feeling of being, which is what we are drawn to when we are playing or gaming....

  13. Playing and gaming

    DEFF Research Database (Denmark)

    Karoff, Helle Skovbjerg; Ejsing-Duun, Stine; Hanghøj, Thorkild

    2013-01-01

    The paper develops an approach of playing and gaming activities through the perspective of both activities as mood activities . The point of departure is that a game - is a tool with which we, through our practices, achieve different moods. This based on an empirical study of children's everyday...... lives, where the differences emerge through actual practices, i.e. through the creation of meaning in the specific situations. The overall argument is that it is not that important whether it is a playing or a gaming activity - it is however crucial to be aware of how moods occur and what their optimal...... dimensions: practices and moods. Practice is the concept of all the doing in the activities. Moods are the particular concept of sense and feeling of being, which is what we are drawn to when we are playing or gaming....

  14. General game playing

    CERN Document Server

    Genesereth, Michael

    2014-01-01

    General game players are computer systems able to play strategy games based solely on formal game descriptions supplied at ""runtime"" (n other words, they don't know the rules until the game starts). Unlike specialized game players, such as Deep Blue, general game players cannot rely on algorithms designed in advance for specific games; they must discover such algorithms themselves. General game playing expertise depends on intelligence on the part of the game player and not just intelligence of the programmer of the game player.GGP is an interesting application in its own right. It is intell

  15. Playful Collaboration (or Not)

    DEFF Research Database (Denmark)

    Bogers, Marcel; Sproedt, Henrik

    2011-01-01

    also be conducive to deep learning. As such, a game can engage different dimensions of learning and embed elements of active, collaborative, cooperative and problem-based learning. Building on this logic, we present an exploratory case study of the use of a particular board game in a class of a course......This paper explores how games and play, which are deeply rooted in human beings as a way to learn and interact, can be used to teach certain concepts and practices related to open collaborative innovation. We discuss how playing games can be a source of creativity, imagination and fun, while it can...

  16. Five recent play dates

    DEFF Research Database (Denmark)

    Abildgaard, Mette Simonsen; Birkbak, Andreas; Jensen, Torben Elgaard

    2017-01-01

    An advantage of the playground metaphor is that it comes with the activity of going out on ‘play dates’ and developing friendships. In such playful relationships, there is always something at stake, but the interaction is also fun and inherently exploratory. In the following, we take a tour of five...... recent collaborative projects that the TANTlab has participated in. The projects differ widely and testify to different experiences with collaboration and intervention – from a data print on obesity with other researchers to a Facebook-driven intervention in Aalborg municipality’s primary school reform...

  17. Contextual Suggestion from Wikitravel: Exploiting Community-based Suggestions

    Science.gov (United States)

    2012-11-01

    user’s location is perhaps less relevant than a museum with famous paintings that the user likes. One is less likely to travel far for a coffee than...The mood of the user may play a role as well (I don’t feel like travelling far), but is not part of the provided context. But we argue that

  18. Ouroboros - Playing A Biochemical

    Directory of Open Access Journals (Sweden)

    D. T. Rodrigues

    2014-08-01

    Full Text Available Ouroboros: Playing A Biochemical RODRIGUES,D.T.1,2;GAYER, M.C.1,2; ESCOTO, D.F.1; DENARDIN, E.L.G.2, ROEHRS, R.1,2 1Interdisciplinary Research Group on Teaching Practice, Graduate Program in Biochemistry, Unipampa, RS, Brazil 2Laboratory of Physicochemical Studies and Natural Products, Post Graduate Program in Biochemistry, Unipampa, RS, Brazil Introduction: Currently, teachers seek different alternatives to enhance the teaching-learning process. Innovative teaching methodologies are increasingly common tools in educational routine. The use of games, electronic or conventional, is an effective tool to assist in learning and also to raise the social interaction between students. Objective: In this sense our work aims to evaluate the card game and "Ouroboros" board as a teaching and learning tool in biochemistry for a graduating class in Natural Sciences. Materials and methods: The class gathered 22 students of BSc in Natural Sciences. Each letter contained a question across the board that was drawn to a group to answer within the allotted time. The questions related concepts of metabolism, organic and inorganic chemical reactions, bioenergetics, etc.. Before the game application, students underwent a pre-test with four issues involving the content that was being developed. Soon after, the game was applied. Then again questions were asked. Data analysis was performed from the ratio of the number of correct pre-test and post-test answers. Results and discussion: In the pre-test 18.1% of the students knew all issues, 18.1% got 3 correct answers, 40.9% answered only 2 questions correctly and 22.7% did not hit any. In post-test 45.4% answered all the questions right, 31.8% got 3 questions and 22.7% got 2 correct answers. The results show a significant improvement of the students about the field of content taught through the game. Conclusion: Generally, traditional approaches of chemistry and biochemistry are abstract and complex. Thus, through games

  19. The Activity of Play

    DEFF Research Database (Denmark)

    Pichlmair, Martin

    2016-01-01

    This paper presents Activity Theory as a framework for understanding the action of playing games with the intention of building a foundation for the creation of new game design tools and methods. Activity Theory, an epistemological framework rooted in Soviet psychology of the first half of the 20...

  20. Playing the Role

    Institute of Scientific and Technical Information of China (English)

    2009-01-01

    The G20 London summit made history. While applauding the summit’s productive communique, Ni Xiaoling, senior financial observer with Xinhua News Agency, warns of the gap between the greater responsibilities the International Monetary Fund shoulders and its limited capabilities to play the role of coordinator in economic globalization.

  1. Abstraction through Game Play

    Science.gov (United States)

    Avraamidou, Antri; Monaghan, John; Walker, Aisha

    2012-01-01

    This paper examines the computer game play of an 11-year-old boy. In the course of building a virtual house he developed and used, without assistance, an artefact and an accompanying strategy to ensure that his house was symmetric. We argue that the creation and use of this artefact-strategy is a mathematical abstraction. The discussion…

  2. Mobilities at Play

    DEFF Research Database (Denmark)

    Ungruhe, Christian

    2017-01-01

    -level perspective there is still an analytical gap between the ambitions and experiences of migrating players and economic power relations at play on the one hand and the socio-cultural embedding of the transnational connections in football migration on the other. In order to understand why and how football...

  3. Play's Importance in School

    Science.gov (United States)

    Sandberg, Anette; Heden, Rebecca

    2011-01-01

    The purpose of this study is to contribute knowledge on and gain an understanding of elementary school teachers' perspectives on the function of play in children's learning processes. The study is qualitative with a hermeneutical approach and has George Herbert Mead as a theoretical frame of reference. Interviews have been carried out with seven…

  4. Play framework essentials

    CERN Document Server

    Richard-Foy, Julien

    2014-01-01

    This book targets Java and Scala developers who already have some experience in web development and who want to master Play framework quickly and efficiently. This book assumes you have a good level of knowledge and understanding of efficient Java and Scala code.

  5. A Significant Play

    Institute of Scientific and Technical Information of China (English)

    梁海光; 陈明

    2002-01-01

    Yesterday evening, I went to see a play. It was really significant. It was about Zheng Xiaoyue, a very clever and diligent middle school student. Unfortunately, her mother died when she and her brother were very young. Her father was out of work and,

  6. Exploring the enjoyment of playing browser games.

    Science.gov (United States)

    Klimmt, Christoph; Schmid, Hannah; Orthmann, Julia

    2009-04-01

    Browser games--mostly persistent game worlds that can be used without client software and monetary cost with a Web browser--belong to the understudied digital game types, although they attract large player communities and motivate sustained play. The present work reports findings from an online survey of 8,203 players of a German strategy browser game ("Travian"). Results suggest that multiplayer browser games are enjoyed primarily because of the social relationships involved in game play and the specific time and flexibility characteristics ("easy-in, easy-out"). Competition, in contrast, seems to be less important for browser gamers than for users of other game types. Findings are discussed in terms of video game enjoyment and game addiction.

  7. Prevent Cyberbullying: Suggestions for Parents

    Science.gov (United States)

    Demaray, Michelle K.; Brown, Christina F.

    2009-01-01

    The school, playground, and neighborhood often come to mind when one thinks about bullying that occurs among children and teens. However, given the significant role technology plays in the lives of today's youth, the potential of these media to function as a venue for social interaction that includes victimization, or cyberbullying, also needs to…

  8. Prevent Cyberbullying: Suggestions for Parents

    Science.gov (United States)

    Demaray, Michelle K.; Brown, Christina F.

    2009-01-01

    The school, playground, and neighborhood often come to mind when one thinks about bullying that occurs among children and teens. However, given the significant role technology plays in the lives of today's youth, the potential of these media to function as a venue for social interaction that includes victimization, or cyberbullying, also needs to…

  9. Adaptive Forgetting Factor Fictitious Play

    CERN Document Server

    Smyrnakis, Michalis

    2011-01-01

    It is now well known that decentralised optimisation can be formulated as a potential game, and game-theoretical learning algorithms can be used to find an optimum. One of the most common learning techniques in game theory is fictitious play. However fictitious play is founded on an implicit assumption that opponents' strategies are stationary. We present a novel variation of fictitious play that allows the use of a more realistic model of opponent strategy. It uses a heuristic approach, from the online streaming data literature, to adaptively update the weights assigned to recently observed actions. We compare the results of the proposed algorithm with those of stochastic and geometric fictitious play in a simple strategic form game, a vehicle target assignment game and a disaster management problem. In all the tests the rate of convergence of the proposed algorithm was similar or better than the variations of fictitious play we compared it with. The new algorithm therefore improves the performance of game-t...

  10. Ravens at Play

    Directory of Open Access Journals (Sweden)

    Deborah Bird Rose

    2011-09-01

    Full Text Available ‘We were driving through Death Valley, an American-Australian and two Aussies, taking the scenic route from Las Vegas to Santa Cruz.’ This multi-voiced account of multispecies encounters along a highway takes up the challenge of playful and humorous writing that is as well deeply serious and theoretically provocative. Our travels brought us into what Donna Haraway calls the contact zone: a region of recognition and response. The contact zone is a place of significant questions: ‘Who are you, and so who are we? Here we are, and so what are we to become?’ Events were everything in this ecology of play, in which the movements of all the actors involved the material field in its entirety. We were brought into dances of approach and withdrawal, dances emerging directly, to paraphrase Brian Massumi, from the dynamic relation between a myriad of charged particles.

  11. Public Computation & Boundary Play

    CERN Document Server

    Sengupta, Pratim

    2016-01-01

    In this paper, we introduce 'public computation' as a genre of learning environments that can be used to radically broaden public participation in authentic, computation-enabled STEM disciplinary practices. Our paradigmatic approach utilizes open source software designed for professional scientists, engineers and digital artists, and situates them in an undiluted form, alongside live and archived expert support, in a public space. We present a case study of DigiPlay, a prototypical public computation space we designed at the University of Calgary, where users can interact directly with scientific simulations as well as the underlying open source code using an array of massive multi- touch screens. We argue that in such a space, public interactions with the code can be thought of as boundary work and play, through which public participation becomes legitimate scientific act, as the public engages in scientific creation through truly open-ended explorations with the code.

  12. Play. Learn. Innovate

    DEFF Research Database (Denmark)

    Sproedt, Henrik

    evidence that play and games could be interesting perspectives to take in order to understand complex social interaction. I come to the conclusion that – in innovation settings – the social dynamics that affect the process are essentially about transformation of knowledge across boundaries. I propose......„Play. Learn. Innovate. – Grasping the Social Dynamics of Participatory Innovation“ the title of this thesis describes how the complex interplay of unexpected events led to some burning questions and eventually to this thesis, which one could call an innovation*1*. During several years...... study were to better understand the theoretical foundations and practical implications of complex social interaction in organizational innovation settings. As I did not find any existing models or hypotheses that I was interested in testing I set out to discover how I could grasp complex social...

  13. "Playing" with our users

    DEFF Research Database (Denmark)

    Brooks, Anthony Lewis

    2014-01-01

    was from the amazing Dr Anthony Lewis Brooks (aka Tony) who has conceived the concepts GameAbilitation, ArtAbilitation, and Ludic Engagement Designs for All. While presenting some of his work on GameAbilitation and ArtAbilitation he brought up the subject of conducting research with users with disabilities......, about what happens to our users when research is over, funds are gone and the curtain of experiments has fallen. Dr Brooks presented the case of a young user who while unable to move and communicate had to part with the test device that provided him with interactive playful experience. We’ve all been...... confined in a house. For researchers that work with people with disabilities and in my case with playful interactions and positive immersive experience, we might have to think harder when we write project proposals or sketch our methodology. Devices, software and experience should be available to the users...

  14. Creativity and Playfulness

    DEFF Research Database (Denmark)

    Ejsing-Duun, Stine; Skovbjerg, Helle Marie

    2015-01-01

    Abstract: This article explores how student behavior and interactions change when teachers use “producing games” as a primary pedagogical strategy (Papert, 1980; Ejsing-Duun and Karoff, 2014). Based on student and teacher actions and responses, as well as on students' production—observed during f...... fieldwork—this paper emphasizes the importance of understanding how students explore creativity and playfulness while producing in learning situations....

  15. Creativity and Playfulness

    DEFF Research Database (Denmark)

    Ejsing-Duun, Stine; Skovbjerg, Helle Marie

    2015-01-01

    Abstract: This article explores how student behavior and interactions change when teachers use “producing games” as a primary pedagogical strategy (Papert, 1980; Ejsing-Duun and Karoff, 2014). Based on student and teacher actions and responses, as well as on students' production—observed during f...... fieldwork—this paper emphasizes the importance of understanding how students explore creativity and playfulness while producing in learning situations....

  16. Pretend Play of Children with Cerebral Palsy

    Science.gov (United States)

    Pfeifer, Luzia Iara; Pacciulio, Amanda Mota; dos Santos, Camila Abrao; dos Santos, Jair Licio; Stagnitti, Karen Ellen

    2011-01-01

    Background and Purpose: Evaluate self-initiated pretend play of children with cerebral palsy. Method: Twenty preschool children participated in the study. Pretend play ability was measured by using the child-initiated pretend play assessment culturally adapted to Brazil. Results: There were significant negative correlations between the children's…

  17. Pretend Play of Children with Cerebral Palsy

    Science.gov (United States)

    Pfeifer, Luzia Iara; Pacciulio, Amanda Mota; dos Santos, Camila Abrao; dos Santos, Jair Licio; Stagnitti, Karen Ellen

    2011-01-01

    Background and Purpose: Evaluate self-initiated pretend play of children with cerebral palsy. Method: Twenty preschool children participated in the study. Pretend play ability was measured by using the child-initiated pretend play assessment culturally adapted to Brazil. Results: There were significant negative correlations between the children's…

  18. Celadon Figurines Play Instruments

    Institute of Scientific and Technical Information of China (English)

    1995-01-01

    This group of figurines, each 0.15m tall, were unearthed from a Tang Dynasty tomb in Changsha in 1977. Music was very developed in the Tang Dynasty. Colorful musical instruments and dances were popular both among the people and in the palace. These vivid-looking figurines wear pleated skirts with small sleeves and open chest, a style influenced by the non-Han nationalities living in the north and west of China. Some of the musical instruments were brought from the Western Regions. The figurines are playing the xiao (a vertical bamboo flute), the konghou (an

  19. Motivation, Creativity, Play & Learning

    DEFF Research Database (Denmark)

    Petersson, Eva

    2005-01-01

    implementation of robotic physical movement synchronously manipulated from sourced data movement information of a human. SoundScapes is a concept based on non-verbal communication and stimulation through interactive play with sounds and images, which is being realised in the production of a non-wearable sensor...... groups of children, including children with severe physical/multi disabilities. The sourced capture of the human data is from enhanced virtual interactive space created from sensors. The data is constituted of the situated multimodal communication and forms of expression. The ‘VIS’ is considered...

  20. Motivation, Creativity, Play & Learning

    DEFF Research Database (Denmark)

    Petersson, Eva

    2005-01-01

    implementation of robotic physical movement synchronously manipulated from sourced data movement information of a human. SoundScapes is a concept based on non-verbal communication and stimulation through interactive play with sounds and images, which is being realised in the production of a non-wearable sensor...... groups of children, including children with severe physical/multi disabilities. The sourced capture of the human data is from enhanced virtual interactive space created from sensors. The data is constituted of the situated multimodal communication and forms of expression. The ‘VIS’ is considered...

  1. "Playing" with our users

    DEFF Research Database (Denmark)

    Brooks, Anthony Lewis

    2014-01-01

    . Unfortunately if donated in the school they are rarely being used by the students. In the case of virtual reality or artistic installations it is extremely difficult to provide such equipment to users. Last but not least we are not sure how the software will be used and if the experience will continue...... after the conduct of the research. If not due to restrictions, user should at least continue to be part of the research’s debrief and next steps. While I was in Nottingham I realised that sometimes our research, our playful educational experience, our DIY VR helmet, our beta, glitchy, research-only game...

  2. Turning training into play

    DEFF Research Database (Denmark)

    Aarhus, Rikke; Grönvall, Erik; Larsen, Simon Bo;

    2011-01-01

    Embodied gaming has been adopted and gained credibility in the field of physical rehabilitation. In this paper, we report on findings from a six-month-long study of three groups of senior citizens, and their use of Nintendo Wii Fit in a supervised physical training context. We argue that the study...... participants generally found physical training both fun and socially engaging, and experienced improved fitness. We also argue that embodied gaming motivates seniors to do more than they think themselves capable of, and allows seniors with different mental and physical capabilities to play together. However...

  3. Play and playfulness, basic features of early childhood education

    NARCIS (Netherlands)

    Singer, E.

    2013-01-01

    This article argues that play and playfulness are basic features in early childhood education, but that play curricula can have serious drawbacks. The starting point is the play theory of the Dutch historian Johan Huizinga, a radical critic of the focus on the educational benefits of play. According

  4. Play and playfulness, basic features of early childhood education

    NARCIS (Netherlands)

    Singer, E.

    2013-01-01

    This article argues that play and playfulness are basic features in early childhood education, but that play curricula can have serious drawbacks. The starting point is the play theory of the Dutch historian Johan Huizinga, a radical critic of the focus on the educational benefits of play. According

  5. Playing by Ear: Foundation or Frill?

    Science.gov (United States)

    Woody, Robert H.

    2012-01-01

    Many people divide musicians into two types: those who can read music and those who play by ear. Formal music education tends to place great emphasis on producing musically literate performers but devotes much less attention to teaching students to make music without notation. Some would suggest that playing by ear is a specialized skill that is…

  6. Participatory Republics: Play and the Political

    DEFF Research Database (Denmark)

    Sicart, Miguel Angel

    2015-01-01

    In this paper we propose a critical reading of Sicart’s concept of political play, and we suggest an alternative framework that expands his work. We will apply Chantal Mouffe’s political theory to the core ideas in Play Matters, with the purpose of focusing and further developing the understanding...

  7. Playing The Lobby

    DEFF Research Database (Denmark)

    2014-01-01

    Playing a game can be defined as, in a fun way, to reach a goal by means of helpers and challenged by obstacles and opponents. In this workshop we will gain a new understanding of the lobby by making it into a game. The lobby of the museum can be understood as a game in which the players (the....... The object is surprisingly not to play the games, but to design them. Through the design process we are forced to discuss: What are the challenges of a particular lobby (e.g. ticketing, queueing, other visitors, guards, getting lost)? Which properties do the players have (e.g. patience, expectations, need...... of a toilet)? what boosters may they obtain in the lobby (e.g. coffee, help, souvenirs, signs)? And how can we make this an enjoyable experience? The object of the games is to understand the lobby in a new way to identify problems, and think of ways to improve the functions, flow, and services of the lobby....

  8. Forms of vitality play and symbolic play during the third year of life.

    Science.gov (United States)

    Español, Silvia; Bordoni, Mariana; Martínez, Mauricio; Camarasa, Rosario; Carretero, Soledad

    2015-08-01

    This article focuses on the development of forms of vitality play, a recently described type of play, and links it to the development of symbolic play, one of the most studied types of play in developmental psychology. Two adult-infant dyads were videotaped longitudinally during in-house free play meetings every 15 days during the third year of life. Convergence technique was applied in order to accelerate the longitudinal study. A total of 17h 48min were registered in 28 sessions. An observational code with categories of forms of vitality play (a non-figurative play frame in which child and adult play together with the dynamics of their own movements and sounds in a repetition-variation form), symbolic play, and categories of combined patterns of both types of play was applied. The rate of each play was calculated for different age periods. Forms of vitality play is present at a constant rate during the third year of life. Symbolic play flourishes during this period. Combined play patterns are not the most frequent but are present from the beginning to the end of the third year. We suggest that FoVP favours intimate and intersubjective experiences essential to the understanding and the development of the interpersonal world; that it can be thought of as a good runway for the development of symbolic play; and that it prepares the child to participate in the temporal arts that belong to his culture.

  9. Synaesthesia for reading and playing musical notes.

    Science.gov (United States)

    Ward, Jamie; Tsakanikos, Elias; Bray, Alice

    2006-02-01

    This study reports three cases of synaesthesia who experience colors in response to written musical notation, graphemes and heard music. The synaesthetes show Stroop-like interference when asked to name the colour of graphemes but not for written musical notes. However, reliable interference is found in two further studies that require deeper processing of the musical notation (namely playing music from colored notation, and naming the synaesthetic color of the notes whilst suppressing the veridical color). This is the first empirical demonstration of synaesthesia for musical notation. The fact that synaesthetic color influences music playing/reading (a sensory-motor transformation) but not verbal color naming suggests that synaesthetic Stroop effects can arise from processing the meaning of a stimulus and not just as a result of verbal response interference. However, it is likely that the color associations themselves have a developmental origin in the names assigned to them. In all three cases, the colors of the written notes are related to the graphemes that arbitrarily denote them (e.g., 'A' may be "red" both as a letter and when written in musical notation). The results suggest that synaesthetic associations may migrate from one representational format (e.g., graphemes) to another (e.g., musical notation).

  10. Play Therapy Utilizing the Sony EyeToy®

    DEFF Research Database (Denmark)

    Brooks, Tony; Petersson, Eva

    2005-01-01

    to the potentials of games utilizing mirrored user embodiment in therapy. Results highlight the positive aspects of gameplay and the evaluand potential in the field. Conclusions suggest a continuum where presence state is a significant interim mode toward a higher order aesthetic resonance state that we claim...... inherent to our interpretation of play therapy....

  11. Playful expressions in one-year-old chimpanzee infants in social and solitary play contexts

    Directory of Open Access Journals (Sweden)

    Kirsty Mhairi Ross

    2014-07-01

    Full Text Available Knowledge of the context and development of playful expressions in chimpanzees is limited because research has tended to focus on social play, on older subjects, and on the communicative signaling function of expressions. Here we explore the rate of playful facial and body expressions in solitary and social play, changes from 12- to 15-months of age, and the extent to which social partners match expressions, which may illuminate a route through which context influences expression. Naturalistic observations of seven chimpanzee infants (Pan troglodytes were conducted at Chester Zoo, UK (n = 4, and Primate Research Institute, Japan (n = 3, and at two ages, 12 months and 15 months. No group or age differences were found in the rate of infant playful expressions. However, modalities of playful expression varied with type of play: in social play, the rate of play faces was high, whereas in solitary play, the rate of body expressions was high. Among the most frequent types of play, mild contact social play had the highest rates of play faces and multi-modal expressions (often play faces with hitting. Social partners matched both infant play faces and infant body expressions, but play faces were matched at a significantly higher rate that increased with age. Matched expression rates were highest when playing with peers despite infant expressiveness being highest when playing with older chimpanzees. Given that playful expressions emerge early in life and continue to occur in solitary contexts through the second year of life, we suggest that the play face and certain body behaviors are emotional expressions of joy, and that such expressions develop additional social functions through interactions with peers and older social partners.

  12. Playing it Real

    DEFF Research Database (Denmark)

    Grubert, Jens; Morrison, Ann; Munz, Helmut

    2012-01-01

    Magic lens and static peephole interfaces are used in numerous consumer mobile phone applications such as Augmented Reality browsers, games or digital map applications in a variety of contexts including public spaces. Interface performance has been evaluated for various interaction tasks involving...... spatial relationships in a scene. However, interface usage outside laboratory conditions has not been considered in depth in the evaluation of these interfaces. We present findings about the usage of magic lens and static peephole interfaces for playing a find-and-select game in a public space and report...... on the reactions of the public audience to participants’ interactions. Contrary to our expectations participants favored the magic lens over a static peephole interface despite tracking errors, fatigue and potentially conspicuous gestures. Most passersby did not pay attention to the participants and vice versa...

  13. Playing Moderately Hard to Get

    Directory of Open Access Journals (Sweden)

    Stephen Reysen

    2013-12-01

    Full Text Available In two studies, we examined the effect of different degrees of attraction reciprocation on ratings of attraction toward a potential romantic partner. Undergraduate college student participants imagined a potential romantic partner who reciprocated a low (reciprocating attraction one day a week, moderate (reciprocating attraction three days a week, high (reciprocating attraction five days a week, or unspecified degree of attraction (no mention of reciprocation. Participants then rated their degree of attraction toward the potential partner. The results of Study 1 provided only partial support for Brehm’s emotion intensity theory. However, after revising the high reciprocation condition vignette in Study 2, supporting Brehm’s emotion intensity theory, results show that a potential partners’ display of reciprocation of attraction acted as a deterrent to participants’ intensity of experienced attraction to the potential partner. The results support the notion that playing moderately hard to get elicits more intense feelings of attraction from potential suitors than playing too easy or too hard to get. Discussion of previous research examining playing hard to get is also re-examined through an emotion intensity theory theoretical lens.

  14. Playful Learning and Montessori Education

    National Research Council Canada - National Science Library

    Angeline S Lillard

    2013-01-01

      Although Montessori education is often considered a form of playful learning, Maria Montessori herself spoke negatively about a major component of playful learning-pretend play, or fantasy-for young children...

  15. Reinventing suggestion systems for continuous improvement

    NARCIS (Netherlands)

    Schuring, R.W.; Luijten, Harald

    2001-01-01

    This article reports an experiment to increase the effectiveness of a suggestion system by deliberately applying principles of the kaizen and performance management. Design rules for suggestion systems are derived from these theories. The suggestion system that resulted differs from traditional

  16. Reinventing suggestion systems for continuous improvement

    NARCIS (Netherlands)

    Schuring, Roel W.; Luijten, Harald

    2001-01-01

    This article reports an experiment to increase the effectiveness of a suggestion system by deliberately applying principles of the kaizen and performance management. Design rules for suggestion systems are derived from these theories. The suggestion system that resulted differs from traditional sugg

  17. Imagination, Playfulness, and Creativity in Children's Play with Different Toys

    Science.gov (United States)

    Mo????ller, Signe?? Juhl?

    2015-01-01

    Based on a four-month experimental study of preschool children's play with creative-construction and social-fantasy toys, the author examines the in?uence of both types of toys on the play of preschool children. Her comparative analysis considers the impact of transformative play on the development of imagination during play activities and…

  18. Suggestibility and negative priming: two replication studies.

    Science.gov (United States)

    David, Daniel; Brown, Richard J

    2002-07-01

    Research suggests that inhibiting the effect of irrelevant stimuli on subsequent thought and action (cognitive inhibition) may be an important component of suggestibility. Two small correlation studies were conducted to address the relationship between different aspects of suggestibility and individual differences in cognitive inhibition, operationalized as the degree of negative priming generated by to-be-ignored stimuli in a semantic categorization task. The first study found significant positive correlations between negative priming, hypnotic suggestibility, and creative imagination; a significant negative correlation was obtained between negative priming and interrogative suggestibility, demonstrating the discriminant validity of the study results. The second study replicated the correlation between negative priming and hypnotic suggestibility, using a different suggestibility measurement procedure that assessed subjective experience and hypnotic involuntariness as well as objective responses to suggestions. These studies support the notion that the ability to engage in cognitive inhibition may be an important component of hypnotic responsivity and maybe of other forms of suggestibility.

  19. [Suggestion and hypnosis in hysteria].

    Science.gov (United States)

    Berner, P

    1995-12-15

    Suggestive influences allow to resolve ambiguities. Normally they are only accepted if they correspond with the knowledge and believes of the subject. Under hypnosis or under the impact of serious psychic perturbations one may take up reality constructions which are not in conformity with these criteria. The restriction of consciousness and the ignoring of certain functions permitting this are the common basis of hypnosis and hysteria. But suggestions do not cause the later; they may only shape the symptomatology. Hypnosis can create a terrain facilitating the resolution of the problems underlying hysteria but it does not represent the treatment of hysteria.

  20. When does playing hard to get increase romantic attraction?

    Science.gov (United States)

    Dai, Xianchi; Dong, Ping; Jia, Jayson S

    2014-04-01

    Folk wisdom suggests playing hard to get is an effective strategy in romantic attraction. However, prior research has yielded little support for this belief. This article seeks to reconcile these contrasting views by investigating how 2 hitherto unconsidered factors, (a) the asymmetry between wanting (motivational) and liking (affective) responses and (b) the degree of psychological commitment, can determine the efficacy of playing hard to get. We propose that person B playing hard to get with person A will simultaneously increase A's wanting but decrease A's liking of B. However, such a result will only occur if A is psychologically committed to pursuing further relations with B; otherwise, playing hard to get will decrease both wanting and liking. Two studies confirm these propositions. We discuss implications for interpersonal attraction and the interplay between emotion and motivation in determining preferences.

  1. Suggestions about Taxi Service in Beijing

    Institute of Scientific and Technical Information of China (English)

    李颖

    2006-01-01

    @@ No matter what kinds1 of work we are engaged in, we usually play the role of the customers2 in life. Maybe we offer service to our clients, but at the same time, we get service from other people. So, to the society3, it is very important of the level of the service occupations4. In this essay, I want to talk about the service of the taxi in Beijing5. Because there are some problems in this service occupation, I will give three suggestions to these problems6.

  2. Playful Learning and Montessori Education

    Science.gov (United States)

    Lillard, Angeline S.

    2013-01-01

    Although Montessori education is often considered a form of playful learning, Maria Montessori herself spoke negatively about a major component of playful learning--pretend play, or fantasy--for young children. In this essay, the author discusses this apparent contradiction: how and why Montessori education includes elements of playful learning…

  3. Play and Positive Group Dynamics

    Science.gov (United States)

    Thompson, Pam; White, Samantha

    2010-01-01

    Play is an important part of a child's life and essential to learning and development (Vygotsky, 1978). It is vital that students participate in play and that play be conducted in a restorative manner. Play allows a variety of group dynamics to emerge. Irvin Yalom (1995) identifies 11 curative factors of the group experience. These factors include…

  4. Play and playfulness in early childhood education and care.

    Directory of Open Access Journals (Sweden)

    Singer E.

    2015-06-01

    Full Text Available Play and playfulness are basic features in early childhood education. The elements of play are pleasure, a sense of freedom, and the co-construction of shared meaning through the use of rules or rhythms. Play and learning are closely related in early childhood. But when the focus on the educational benefits of play becomes too strong, the most essential feature of play is lost: children’s pleasure. Young children in group settings often have to adapt to the teachers’ demands related to security, hygiene, and social norms and values. But the playfulness of the teachers helps to overcome differences in power in the caregiver-child relationship and prevents young children from becoming overburdened with strict rules and group discipline. Play and playfulness are a resource of shared pleasure and creativity in learning processes.

  5. Playing at Serial Acquisitions

    NARCIS (Netherlands)

    J.T.J. Smit (Han); T. Moraitis (Thras)

    2010-01-01

    textabstractBehavioral biases can result in suboptimal acquisition decisions-with the potential for errors exacerbated in consolidating industries, where consolidators design serial acquisition strategies and fight escalating takeover battles for platform companies that may determine their future co

  6. Coping with Ninja Turtle Play in My Kindergarten Classroom.

    Science.gov (United States)

    Gronlund, Gaye

    1992-01-01

    Describes one teacher's efforts to understand children's aggressive play by reading literature that suggests children use play to construct meaning, viewing the Ninja Turtle cartoon show, and interviewing children about their superhero play. Male and female roles in play, aggression and violence, and television commercialism are discussed. (LB)

  7. How to play Reverse Hex

    DEFF Research Database (Denmark)

    Toft, Bjarne; Hayward, Ryan B.; Henderson, Philip

    2012-01-01

    We present new results on how to play Reverse Hex, also known as Rex, or Misère Hex, on n × n boards. We give new proofs – and strengthened versions – of Lagarias and Sleator’s theorem (for n × n boards, each player can prolong the game until the board is full, so the first/second player can always......, we find second-player winning replies. Finally, in response to comments by Martin Gardner, for each n ≤ 5, we give a simple winning strategy for the n × n board....

  8. Suggestions on photons and fermions

    CERN Document Server

    Alvargonzalez, R

    2007-01-01

    In this paper we suggest a configuration of photons consistent with a spin $\\hbar$, and a configuration of the fermions coherent with a spin $\\hbar/2$. These suggested configurations open the way to further analyses which lead to the following conclusions: - There cannot exist elementary particles of spin $\\hbar/2$ with a mass inferior to $1m_e$ or with a radius greater than $1l_e$. - The electrostatic force derives from the centrifugal forces inherent to the spin and are propagated by photons. - The derivation of the electrostatic force explains the existence of positive and negative charges and Coulomb's law. - The enormous differences between the centrifugal forces and the centripetal forces at the surface of the protons give rise to quantic fluctuations of space which generate the energy flows necessary for equilibrium. These energy flows can explain gravitation and the strong force. - The mass of the proton, $m_p$, and the mass of the neutron, $m_n$, must each have a concrete value required for the cohes...

  9. The Play's the Thing

    Directory of Open Access Journals (Sweden)

    Annlinn Kruger

    2010-04-01

    Full Text Available La question "Quels sont les effets de l'exposition de la restauration?" implique de se préoccuper d'éthique rapport à la "spectacularisation" de notre profession. C'est une question de pragmatique et/ou d'analyse. Cet essai examinera la langue, utilise par notre profession, pour élucider la question. La préservation de l'art-performance et de l’art-processus sera utilisée comme exemple pour illustrer les contradictions de nos termes et suggérer des approches en réponse à notre question.The question, "What are the effects of the exhibition of restoration?" implies ethical concerns about the "specularisation" of our profession.  This is a question of pragmatics and/or analysis.  This essay will examine language, used in our profession, to elucidate the question.  Preservation of performance and process art will be used as an example to illustrate contradictions in our terms and suggest approaches to our question.

  10. Are medical treatments for individuals and groups like single-play and multiple-play gambles?

    Directory of Open Access Journals (Sweden)

    Michael L. DeKay

    2006-11-01

    Full Text Available People are often more likely to accept risky monetary gambles with positive expected values when the gambles will be played more than once. We investigated whether this distinction between single-play and multiple-play gambles extends to medical treatments for individual patients and groups of patients. Resident physicians and medical students (extit{n} = 69 and undergraduates (extit{n} = 99 ranked 9 different flu shots and a no-flu-shot option in 1 of 4 combinations of perspective (individual patient vs. group of 1000 patients and uncertainty frame (probability vs. frequency. The rank of the no-flu-shot option (a measure of preference for treatment vs. no treatment was not significantly related to perspective or participant population. The main effect of uncertainty frame and the interaction between perspective and uncertainty frame approached significance (0.1 {extgreater} extit{p} {extgreater} 0.05, with the no-flu-shot option faring particularly poorly (treatment faring particularly well when decisions about many patients were based on frequency information. Undergraduate participants believed that the no-flu-shot option would be less attractive (treatment would be more attractive in decisions about many patients, but these intuitions were inconsistent with the actual ranks. These results and those of other studies suggest that medical treatments for individuals and groups are not analogous to single-play and multiple-play monetary gambles, perhaps because many people are unwilling to aggregate treatment outcomes over patients in the same way that they would compute net gains or losses over monetary gambles.

  11. Solar Power at Play

    Science.gov (United States)

    2007-03-01

    For the very first time, astronomers have witnessed the speeding up of an asteroid's rotation, and have shown that it is due to a theoretical effect predicted but never seen before. The international team of scientists used an armada of telescopes to discover that the asteroid's rotation period currently decreases by 1 millisecond every year, as a consequence of the heating of the asteroid's surface by the Sun. Eventually it may spin faster than any known asteroid in the solar system and even break apart. ESO PR Photo 11a/07 ESO PR Photo 11a/07 Asteroid 2000 PH5 "The Yarkovsky-O'Keefe-Radzievskii-Paddack (YORP) effect is believed to alter the way small bodies in the Solar System rotate," said Stephen Lowry (Queens University Belfast, UK), lead-author of one of the two companion papers in which this work is reported [1, 2]. "The warming caused by sunlight hitting the surfaces of asteroids and meteoroids leads to a gentle recoil effect as the heat is released," he added. "By analogy, if one were to shine light on a propeller over a long enough period, it would start spinning." Although this is an almost immeasurably weak force, its effect over millions of years is far from negligible. Astronomers believe the YORP effect may be responsible for spinning some asteroids up so fast that they break apart, perhaps leading to the formation of double asteroids. Others may be slowed down so that they take many days to complete a full turn. The YORP effect also plays an important role in changing the orbits of asteroids between Mars and Jupiter, including their delivery to planet-crossing orbits, such as those of near-Earth asteroids. Despite its importance, the effect has never been seen acting on a solar system body, until now. Using extensive optical and radar imaging from powerful Earth-based observatories, astronomers have directly observed the YORP effect in action on a small near-Earth asteroid, known as (54509) 2000 PH5. Shortly after its discovery in 2000, it was

  12. Play technique in psychodynamic psychotherapy.

    Science.gov (United States)

    Yanof, Judith A

    2013-04-01

    Imaginary play is often a child's best way of communicating affects, fantasies, and internal states. In play children are freer to express their forbidden and conflicted thoughts. Consequently, one of the best ways for the therapist to enter the child's world is to do so from within the displacement of the play process. For children who cannot play, the therapist's goal is to teach the child to use play as a means of communication and to create meaning. This article present clinical examples to illustrate how the author uses play in the clinical situation.

  13. Play Initiating Behaviors and Responses in Red Colobus Monkeys

    Science.gov (United States)

    Worch, Eric A.

    2012-01-01

    Red colobus monkeys are playful primates, making them an important species in which to study animal play. The author examines play behaviors and responses in the species for its play initiation events, age differences in initiating frequency and initiating behavior, and the types of social play that result from specific initiating behaviors. Out…

  14. Doping and Fair Play

    OpenAIRE

    Nicolas Eber

    2009-01-01

    The conventional approach to the economic analysis of doping in sport is that athletes are typically involved in a Prisoner’s Dilemma-type interaction (Breivik 1987, Bird and Wagner 1997, Eber and Thépot 1999, Haugen 2004).1 The idea is straightforward: doping being a dominant strategy (i.e., yielding a preferred outcome regardless of the strategy used by the competitor), each athlete finds it optimal to take drugs; this results in a situation of generalized doping although each athlete would...

  15. Playful intelligence digitizing tradition

    CERN Document Server

    Sussman, Henry

    2014-01-01

    This is a guide, in theory and in practice, to how current technological changes have impacted our interaction with texts and with each other. Henry Sussman rereads pivotal moments in literary, philosophical and cultural modernity as anticipating the cybernetic discourse that has increasingly defined theory since the computer revolution. Cognitive science, psychoanalysis and systems theory are paralleled to current trends in literary and philosophical theory. Chapters alternate between theory and readings of literary texts, resulting in a broad but rigorously grounded framework for the relatio

  16. User Modeling for Contextual Suggestion

    Science.gov (United States)

    2014-11-01

    per day without charge. Each Yelp search query can return up to 20 results. The results are in JSON ( JavaScript Object Notation) format and contain...RAMA performance on metric P@5. 4.4.1 Comparison with Average Track Median Table 8 compares the two RAMA runs with the Track Median on all three...whereas RUN1 on MRR shows the least improvement (24%). Figure 6. RAMA performance compared with Track Median by User. 4.4.2 Comparison with Track

  17. Make and play

    DEFF Research Database (Denmark)

    Valente, Andrea; Marchetti, Emanuela

    2015-01-01

    and rules) instead of using diagrammatical formalisms. A kit and a special design method have been devised to simplify the creation of card games, bringing the task in within the capabilities of pupils. The process of designing card games represents in itself a form of group reflection in action......Having worked with transposition of domain knowledge in digital and card games, we propose a novel approach for enabling groups of primary school pupils to express their shared understanding of a topic; the group can represent their knowledge by creating a trading card game (with custom cards....... The resulting card games serve as boundary objects among learners and instructors (or other participating adults, in informal contexts). The games reify the group knowledge, making it tangible and playable: each of these games can be seen as a simulation or a presentation of knowledge, for the benefit of new...

  18. Learning, Play, and Your Newborn

    Science.gov (United States)

    ... Old Feeding Your 1- to 2-Year-Old Learning, Play, and Your Newborn KidsHealth > For Parents > Learning, ... juega su recién nacido What Is My Newborn Learning? Play is the chief way that infants learn ...

  19. Perceptual learning during action video game playing.

    Science.gov (United States)

    Green, C Shawn; Li, Renjie; Bavelier, Daphne

    2010-04-01

    Action video games have been shown to enhance behavioral performance on a wide variety of perceptual tasks, from those that require effective allocation of attentional resources across the visual scene, to those that demand the successful identification of fleetingly presented stimuli. Importantly, these effects have not only been shown in expert action video game players, but a causative link has been established between action video game play and enhanced processing through training studies. Although an account based solely on attention fails to capture the variety of enhancements observed after action game playing, a number of models of perceptual learning are consistent with the observed results, with behavioral modeling favoring the hypothesis that avid video game players are better able to form templates for, or extract the relevant statistics of, the task at hand. This may suggest that the neural site of learning is in areas where information is integrated and actions are selected; yet changes in low-level sensory areas cannot be ruled out. Copyright © 2009 Cognitive Science Society, Inc.

  20. Community study suggests segmentation strategies.

    Science.gov (United States)

    Gagnard, A

    1989-01-01

    Results of a sample survey commissioned by a voluntary health organization in a major metropolitan area describes why individuals give their time and money to charitable organizations and what approaches are likely to result in such donations. Within demographic subgroups, the variables of age and income proved to be important factors with respect to why people gave and what appeals they prefer. The variables of gender and education were found to be of somewhat less importance. Findings were compared with a national Gallup study conducted in 1987. In an era of increasingly specialized marketing for all organizations, the findings offer voluntary and fund-raising organizations a basis for determining appropriate appeals for demographic segments in a community.

  1. The Importance of Being Playful.

    Science.gov (United States)

    Bodrova, Elena; Leong, Deborah J.

    2003-01-01

    Recent research provides evidence of the strong connections between quality of play in preschool years and children's readiness for school instruction. Mature play, characterized by imaginary situations, multiple roles, clearly defined rules, flexible themes, language development, length of play, helps students' cognitive development. (Contains 12…

  2. Play in Evolution and Development

    Science.gov (United States)

    Pellegrini, Anthony D.; Dupuis, Danielle; Smith, Peter K.

    2007-01-01

    In this paper we examine the role of play in human ontogeny and phylogeny, following Surplus Resource Theory. We consider how juveniles use play to sample their environment in order to develop adaptive behaviors. We speculate about how innovative behaviors developed in play in response to environmental novelty may influence subsequent evolutionary…

  3. Pretend Play and Creative Processes

    Science.gov (United States)

    Russ, Sandra W.; Wallace, Claire E.

    2013-01-01

    The authors contend that many cognitive abilities and affective processes important in creativity also occur in pretend play and that pretend play in childhood affects the development of creativity in adulthood. They discuss a variety of theories and observations that attempt to explain the importance of pretend play to creativity. They argue that…

  4. Hypnotizability, not suggestion, influences false memory development.

    Science.gov (United States)

    Dasse, Michelle N; Elkins, Gary R; Weaver, Charles A

    2015-01-01

    Hypnotizability influences the development of false memories. In Experiment 1, participants heard a positive or negative suggestion regarding hypnosis and then listened to 8 Deese-Roediger-McDermott (DRM) false memory paradigm lists in a hypnotic state. Neither hypnosis nor prehypnotic suggestion affected memory. Highly hypnotizable participants were more accurate in recall and recognition. In Experiment 2, suggestions were delivered in the form of feedback. Participants heard a positive or negative suggestion about their performance prior to either the encoding or retrieval of 8 DRM lists. Neither accurate nor false memories were affected by the suggestion. Highly hypnotizable individuals recognized fewer critical lures if they received a negative suggestion about their performance. These results highlight the unusual role of hypnotizability in the creation of false memories.

  5. Models of Disability in Children's Pretend Play: Measurement of Cognitive Representations and Affective Expression Using the Affect in Play Scale.

    Science.gov (United States)

    Federici, Stefano; Meloni, Fabio; Catarinella, Antonio; Mazzeschi, Claudia

    2017-01-01

    Play is a natural mode of children's expression and constitutes a fundamental aspect of their life. Cognitive, affective, and social aspects can be assessed through play, considered as a "window" to observe a child's functioning. According to Russ's model, cognitive and affective components and their reciprocal connections can be assessed through the Affect in Play Scale (APS). The aim of the present study was to investigate children's representations of the three main models of disability (medical, social, and biopsychosocial) and how these models affected cognitive and affective components of children's play. Sixty-three children, aged 6-10 years, were assessed by means of the APS. Participants were randomly assigned to one of two APS task orders: the standard APS task followed by the modified APS task (including a wheelchair toy), or vice versa. The standard and modified APS sessions were coded according to the APS system. The modified APS sessions were also coded for the model of disability expressed by children. A one-way ANOVA conducted on the APS affective and cognitive indexes revealed an effect of condition on the affective components of play and no effect on cognitive components and variety of affect as assessed by the APS. In addition, when children are involved in pretend play from which concepts of disability emerge, these concepts are almost exclusively related to the medical model of disability. Results suggested implications for intervention with children in educational contexts that aim to teach children about disability.

  6. Developmental trends in children's pretend play.

    Science.gov (United States)

    Lyytinen, P

    1991-01-01

    The developmental trends in pretend play were investigated in children 2-6 years of age (18 in each of five age groups) by examining changes in pretend action and speech separately. Play behaviour was assessed by using a selected set of Duplo Lego toys. Interest focused on occurrence of decentration, decontextualization and integration at different age levels. The proportions of decentred and decontextualized acts, action integrations and play themes, increased linearly with age. Changes in substitutive and inventive actions were, however, more minor than expected. Single-scheme combinations did not reveal any essential aspect of the development of children's symbolic competence. In this sense, multischeme combinations were more important in revealing the children's way of organizing toy material. Linear age trends were not found for language measures. The use of decentred utterances, language integrations and linguistically expressed themes were individual-specific rather than age-related. Issues for studying pretend play in language-impaired groups are also suggested.

  7. Population Genetics Simulated with Playing Cards

    Science.gov (United States)

    Oliver, P. T. P.

    1975-01-01

    Describes how to use playing cards as simulators to demonstrate several aspects of allelism and allele frequency in a gene pool. They provide an "unexpected" result, promote group discussion and may stimulate students to devise variations for comparison. (BR)

  8. Behavioral approaches to promoting play.

    Science.gov (United States)

    Stahmer, Aubyn C; Ingersoll, Brooke; Carter, Cynthia

    2003-12-01

    A variety of techniques grounded in behavioral psychology, and more specifically in applied behavior analysis, have been established to increase and improve play skills in children with autistic spectrum disorders. This article introduces a set of efficacious methods, which range from highly structured techniques to more naturalistic strategies. It focuses on object play as other authors in the issue discuss social play in greater depth. Behavioral techniques that are reviewed include: discrete trial training, use of stereotyped behaviors to increase play skills, pivotal response training, reciprocal imitation training, differential reinforcement of appropriate behavior, in vivo modeling and play scripts, and video modeling. A discussion of expanding behavior techniques to teach more complex play as well as training in varied environments is also presented. References are provided to allow the reader to obtain more in-depth information about each technique.

  9. The TViews Table Role-Playing Game

    Directory of Open Access Journals (Sweden)

    Dana Van Devender

    2008-08-01

    Full Text Available The TViews Table Role-Playing Game (TTRPG is a digital tabletop role-playing game that runs on the TViews table, bridging the separate worlds of traditional role-playing games with the growing area of massively multiplayer online role-playing games. The TViews table is an interactive tabletop media platform that can track the location of multiple tagged objects in real-time as they are moved around its surface, providing a simultaneous and coincident graphical display. In this paper we present the implementation of the first version of TTRPG, with a content set based on the traditional Dungeons & Dragons rule-set. We also discuss the results of a user study that used TTRPG to explore the possible social context of digital tabletop role-playing games.

  10. Playing with the Multiple Intelligences: How Play Helps Them Grow

    Science.gov (United States)

    Eberle, Scott G.

    2011-01-01

    Howard Gardner first posited a list of "multiple intelligences" as a liberating alternative to the assumptions underlying traditional IQ testing in his widely read study "Frames of Mind" (1983). Play has appeared only in passing in Gardner's thinking about intelligence, however, even though play instructs and trains the verbal, interpersonal,…

  11. Let's Play: Teaching Play Skills to Young Children with Autism

    Science.gov (United States)

    Boutot, E. Amanda; Guenther, Tracee; Crozier, Shannon

    2005-01-01

    Watch any young child and you will likely see him or her engaged in some form of play. Play is an integral part of early childhood development in which typically developing children learn social and language skills, as well as appropriate behaviors, problem solving, and a variety of other cognitive skills. By its very definition, autism is a…

  12. PlayFit: Designing playful activity interventions for teenagers

    NARCIS (Netherlands)

    M. M. Deen; Rob Tieben; Dr. Tilde Bekker; Dr. Janienke Sturm; B.A.M. Ben Schouten

    2011-01-01

    Young people spend a large part of their day sedentary, both at school and at home. The aim of the PlayFit project is to persuade teenagers to lead a more active lifestyle by using digital as well as non-digital games and play. In this position paper, we describe in detail the three key principles o

  13. The Relationships between Online Game Player Biogenetic Traits, Playing Time, and the Genre of the Game Being Played.

    Science.gov (United States)

    Kim, Jun Won; Han, Doug Hyun; Park, Doo Byung; Min, Kyung Joon; Na, Churl; Won, Su Kyung; Park, Ga Na

    2010-03-01

    Psychobiological traits may be associated with excessive Internet use. This study assessed the relationships between biogenetic traits, the amount of time spent in online game playing, and the genre of the online game being played. Five hundred sixty five students who enjoyed one of the four types of games included in this study were recruited. The types of games examined included role playing games (RPG), real-time strategy games (RTS), first person shooting games (FPS), and sports games. Behavioral patterns of game play, academic performance, and player biogenetic characteristics were assessed. The amount of time that the participants spent playing online games was significantly greater on weekends than on weekdays. On weekends, the types of games with the largest numbers of participants who played games for more than three hours were ranked as follows: RPG and FPS, RTS, and sports games. The Young's Internet Addiction Scale (YIAS)score for the RPG group was the highest among the groups of the four types of game players. The time that participants spent playing games on weekdays was negatively associated with academic performance, especially for the RPG and FPS groups. Compared with the other groups, the RPG and RTS groups had higher novelty seeking (NS) scores and self-directedness (SD) scores, respectively. Additionally, the sports game group had higher reward dependency scores than the other groups. These results suggest that RPGs may have specific factors that are attractive to latent game addicts with higher NS scores. Additionally, excessive playing of online games is related to impaired academic performance.

  14. The Internet of Playful Things

    DEFF Research Database (Denmark)

    Wyeth, Peta; Brereton, Margot; Roe, Paul;

    2015-01-01

    This one-day workshop brings together researchers and practitioners to share knowledge and practices on how people can connect and interact with the Internet of Things in a playful way. Open to participants with a diverse range of interests and expertise, and by exploring novel ways to playfully...... will be a road map to support the development of a Model of Playful Connectedness, focusing on how best to design and make playful networks of things, identifying the challenges that need to be addressed in order to do so....

  15. Multispecies methods, technologies for play

    DEFF Research Database (Denmark)

    Jørgensen, Ida Kathrine Hammeleff; Wirman, Hanna

    2016-01-01

    reveals limitations of designers’ knowledge of prospected users. The article explores how to approach participants who cannot express themselves verbally and how to recognise play that may not look familiar to the designer. The article finally presents a participatory design method that allows for non......-human contributions in design. This method applies play as an interspecies co-creative act and can be used as a starting point for addressing questions of difference in play and designing games that allow for ambiguous play....

  16. Sub-adult Ravens Synchronize their Play: A Case of Emotional Contagion?

    Directory of Open Access Journals (Sweden)

    Mathias Osvath

    2014-05-01

    Full Text Available Emotional contagion – the alignment of emotions between individuals through behavioral synchronization – is proposed as a key, basic component of human social cognition and empathy. In the field of cognitive zoology, contagious behaviors have also received attention. Several such behaviors have been documented in various species. Nevertheless, emotional and behavioral contagion differ. Emotional contagion – a term predominantly used in human psychology – requires that the contagious behavior leads to converging emotional states. In non-linguistic animals, it is difficult to determine whether a behavior “caught” from someone else results in a similar affective state or remains a purely behavioral response. Some studies suggest the latter as a possibility. To disentangle the problem, we explored instances of contagious behaviors within the play domain. In several species, play involves a variety of behaviors falling into different categories: social, object and locomotor play. If a category of play in one individual induces a different category of play in another, this suggests the spread of a generally playful mood rather than a species-specific motor response. Although some studies suggest emotional contagion in mammals, it is not known whether it occurs in birds. We investigated play contagion in a group of ravens, well known for their complex social skills. The results indicate emotional contagion: the birds engaged in all categories of play on a higher level under the condition where contagion was likely to occur.

  17. The relationship between creativity and variety of play material in the context of symbolic play

    Directory of Open Access Journals (Sweden)

    Jelka Fric Jekovec

    2015-07-01

    Full Text Available During children's symbolic play many cognitive, emotional and social processes take place. A child develops her potential through symbolic play, and creativity is one such potential. Our research focused on investigating the relationship between creativity in early childhood and physical representation of play material in the context of symbolic play. 59 children were included in the study, aged from five to six years. We assessed their creativity before and after ten play-sessions using the Test for Creative Thinking TCT-DP. Each child played individually with one of six types of play material that varied with respect to three characteristics: structure, realism, and complexity. We hypothesized that creativity would increase for all types of play material but that it would not increase evenly across play materials. Due to statistically insignificant differences in creativity measures over time, we could not validate these hypotheses. We did however find a small increase in creativity for a group that played with low-structured, low-realism and low-complexity play material. This result is consistent with other similar research in the field.

  18. Factor structure of suggestibility revisited: new evidence for direct and indirect suggestibility

    Directory of Open Access Journals (Sweden)

    Romuald Polczyk

    2016-05-01

    Full Text Available Background Yielding to suggestions can be viewed as a relatively stable individual trait, called suggestibility. It has been long proposed that there are two kinds of suggestible influence, and two kinds of suggestibility corresponding to them: direct and indirect. Direct suggestion involves overt unhidden influence, while indirect suggestion concerns influence that is hidden, and the participant does not know that the suggestibility is being measured. So far however, empirical evidence for the existence of the two factors has been scarce. In the present study, more sophisticated and reliable tools for measuring suggestibility were applied than in the previous research, in the hope that better measurement would reveal the factor structure of suggestibility. Two tests of direct suggestibility were used: the Harvard Group Scale of Hypnotic Susceptibility, Form A, measuring hypnotic susceptibility, and the Barber Suggestibility Scale, measuring non-hypnotic direct imaginative suggestibility. Three tests served to measure indirect suggestibility: the Sensory Suggestibility Scale, measuring indirect suggestibility relating to perception; the Gudjonsson Suggestibility Scale, measuring the tendency to yield to suggestive questions and changing answers after negative feedback; and the Emotional Dialogs Tests, measuring the tendency to perceive nonexistent aggression. Participants and procedure In sum, 115 participants were tested, 69 women, 49 men, mean age 22.20 years, SD = 2.20. Participants were tested in two sessions, lasting for a total of four hours. Results Confirmatory factor analyses confirmed the existence of two uncorrelated factors of suggestibility: direct and indirect. Conclusions Suggestibility may indeed involve two factors, direct and indirect, and failure to discover them in previous research may be due to methodological problems.

  19. Seductive play in digital games

    DEFF Research Database (Denmark)

    Jørgensen, Ida Kathrine Hammeleff

    2015-01-01

    seduction is meaningless because it is nothing but appearances – a sign without reference. In his conceptualization of seduction Baudrillard draws heavily upon Huizinga’s (1950) and Callois’ (1961) theory of play. To Baudrillard play is the mode of the seductive. But in contrast to both Callois and Huizinga...

  20. Making Play Work for Education

    Science.gov (United States)

    Weisberg, Deena Skolnick; Kittredge, Audrey K.; Hirsh-Pasek, Kathy; Golinkoff, Roberta Michnick; Klahr, David

    2015-01-01

    Children, especially in the preschool years, learn a tremendous amount through play. Research on guided play demonstrates how schools can couple a curriculum-centered preschool program with a developmentally appropriate pedagogical approach to classroom teaching. However, to fully test this claim, we need a clear definition of the term…

  1. Transmedia Play: Literacy across Media

    Science.gov (United States)

    Alper, Meryl; Herr-Stephenson, Rebecca

    2013-01-01

    Transmedia play is a new way to understand how children develop critical media literacy and new media literacies through their interactions with contemporary media that links stories and structures across platforms. This essay highlights five characteristics of transmedia play that make it particularly useful for learning:…

  2. Sand and Water Table Play

    Science.gov (United States)

    Wallace, Ann H.; White, Mary J.; Stone, Ryan

    2010-01-01

    The authors observed preschoolers engaged at the sand and water table to determine if math could be found within their play. Wanting to understand how children interact with provided materials and what kinds of math ideas they explore during these interactions, the authors offer practical examples of how such play can promote mathematical…

  3. Playful Interfaces: Introduction and History

    NARCIS (Netherlands)

    Nijholt, Anton; Nijholt, Anton

    2014-01-01

    In this short survey we have some historical notes about human-computer interface development with an emphasis on interface technology that has allowed us to design playful interactions with applications. The applications do not necessarily have to be entertainment applications. We can have playful

  4. Young Children and War Play.

    Science.gov (United States)

    Carlsson-Paige, Nancy; Levin, Diane E.

    1988-01-01

    In a recent survey of parents and early childhood professionals the prevalence of war play among children and an increase in the amount of violence in children's play was noted. Outlines how the deregulation of children's television during the Reagan administration has affected children's exposure to violence in children's television programming.…

  5. Sand and Water Table Play

    Science.gov (United States)

    Wallace, Ann H.; White, Mary J.; Stone, Ryan

    2010-01-01

    The authors observed preschoolers engaged at the sand and water table to determine if math could be found within their play. Wanting to understand how children interact with provided materials and what kinds of math ideas they explore during these interactions, the authors offer practical examples of how such play can promote mathematical…

  6. The Fractal Self at Play

    Science.gov (United States)

    Marks-Tarlow, Terry

    2010-01-01

    In this article, the author draws on contemporary science to illuminate the relationship between early play experiences, processes of self-development, and the later emergence of the fractal self. She argues that orientation within social space is a primary function of early play and developmentally a two-step process. With other people and with…

  7. The Play of Socratic Dialogue

    Science.gov (United States)

    Smith, Richard

    2011-01-01

    Proponents of philosophy for children generally see themselves as heirs to the "Socratic" tradition. They often claim too that children's aptitude for play leads them naturally to play with abstract, philosophical ideas. However in Plato's dialogues we find in the mouth of "Socrates" many warnings against philosophising with the young. Those…

  8. Empowering Groups that Enable Play

    Science.gov (United States)

    Wilson, David Sloan; Marshall, Danielle; Iserhott, Hindi

    2011-01-01

    Creating play environments for children usually requires groups of adults working together. An extensive scientific literature describes how groups function to achieve shared goals in general terms, and groups attempting to empower play may find this literature useful. Design principles for managing natural resources, identified by Elinor Ostrom…

  9. Let's Play Three on Three!

    Science.gov (United States)

    Kern, Jack; Calleja, Paul

    2008-01-01

    Over the course of nine years as a supervisor of intern teachers, the first author collected observations of game play during lessons taught by intern teachers or their mentors. In general, the observations indicated that the majority of students got limited practice opportunities during game play. A close look at the data revealed an interesting…

  10. "Reluctant Participants" in Role Play Simulations: Stage Fright or Bewilderment?

    Science.gov (United States)

    Saunders, Danny

    1985-01-01

    Discusses factors contributing to participant reluctance in role playing--isolation of role play from the curriculum; lack of interest because of perceived irrelevance to social psychological themes; and acting anxiety. A two-step design which involves gradual role play introduction and observation by reluctant participants is suggested as a…

  11. Prevalence of temporomandibular disorders among junior high school students who play wind instruments

    Directory of Open Access Journals (Sweden)

    Eriko Yasuda

    2015-10-01

    Full Text Available Objectives: This study investigated whether playing wind instruments has adverse effects on musculoskeletal functions among junior high school students who play in music clubs. Material and Methods: The study included 210 junior high school students (35 boys, 175 girls belonging to 1 of 4 different school clubs that practiced playing wind instruments more than 6 days/week. The mean age of the participants was 14 years. The study was performed using a questionnaire survey and an electromyographic examination of jaw and cervical muscle activities during playing wind instruments. Results: The prevalence of temporomandibular disorders (TMD among the children playing woodwind (WW or brass wind (BW instruments was higher than in those playing non-wind (NW instruments. Long duration of playing WW with a reed mouthpiece or BW with a small mouthpiece was suggested to affect the incidence of TMD, which was more marked in girls than in boys, irrespective of height or weight. Muscle activity in the masseter muscle during playing an instrument was significantly higher in the BW with a small mouthpiece group than in the NW group (p < 0.05. In cervical muscles, muscle activity of both the sternocleidomastoid and trapezius muscles was higher during playing BW than in the case of other instruments, and activity in the sternocleidomastoid muscle was significantly higher in the BW with a small mouthpiece group than in the case of other instrument groups (p < 0.05. Conclusions: Playing wind instruments may have adverse effects on musculoskeletal functions among junior high school students playing in music clubs as compared with playing NW instruments. The prevalence of TMD among the students playing wind instruments was higher than in those playing other instruments. Long duration of playing those instruments affects musculoskeletal function, and this effect is more marked in girls than in boys, irrespective of height or weight.

  12. On the Fair Play Spirit%论Fair Play

    Institute of Scientific and Technical Information of China (English)

    张维; 林琳

    2011-01-01

    采用文献资料法,历史分析了"Fair Play"精神的起源,并结合Fair Play精神面临的时代压力,探讨现代体育生命力延续的议题,提出"人"才是体育及其"Fair Play"精神继续生存或走向毁灭的主宰者.

  13. Playful biometrics: controversial technology through the lens of play.

    Science.gov (United States)

    Ellerbrok, Ariane

    2011-01-01

    This article considers the role of play in the context of technological emergence and expansion, particularly as it relates to recently emerging surveillance technologies. As a case study, I consider the trajectory of automated face recognition—a biometric technology of numerous applications, from its more controversial manifestations under the rubric of national security to a clearly emerging orientation toward play. This shift toward “playful” biometrics—or from a technology traditionally coded as “hard” to one now increasingly coded as “soft”—is critical insofar as it renders problematic the traditional modes of critique that have, up until this point, challenged the expansion of biometric systems into increasingly ubiquitous realms of everyday life. In response to this dynamic, I propose theorizing the expansion of face recognition specifically in relation to “play,” a step that allows us to broaden the critical space around newly emerging playful biometrics, as well as playful surveillance more generally. In addition, play may also have relevance for theorizing other forms of controversial technology, particularly given its potential role in processes of obfuscation, normalization, and marginalization.

  14. A Neuroevolution Approach to General Atari Game Playing

    DEFF Research Database (Denmark)

    Hausknecht, Matthew; Lehman, Joel; Miikkulainen, Risto

    2014-01-01

    of network topology and weights (NEAT), and indirect network encoding (HyperNEAT). State representations include an object representation of the game screen, the raw pixels of the game screen, and seeded noise (a comparative baseline). Results indicate that direct-encoding methods work best on compact state......-evolution ameliorates these problems and evolved policies achieve state-of-the-art results, even surpassing human high scores on three games. These results suggest that neuro-evolution is a promising approach to general video game playing....

  15. Children's Expressions of Exhilaration and Fear in Risky Play

    Science.gov (United States)

    Sandseter, Ellen Beate Hansen

    2009-01-01

    Children naturally seek and conduct exciting forms of play that involve a risk of physical injury (risky play). Even though several prior studies give descriptions of risky play, none of them deeply explore children's expressions of how they experience different kinds of risky play. This study aims to do that. The results from video observations…

  16. Taking Play Seriously in the Pre-Primary English Classroom

    Science.gov (United States)

    Mourão, Sandie

    2014-01-01

    Drawing on experience and the emerging results of a research project, this article examines the role of play, in particular child-initiated play, when learning languages in pre-primary settings. It begins by characterizing play and highlights the importance of a balanced relationship between adult-led and child-initiated play activities. It…

  17. Fact or fiction? A longitudinal study of play and the development of reflective functioning.

    Science.gov (United States)

    Tessier, V P; Normandin, L; Ensink, K; Fonagy, P

    2016-01-01

    In Fonagy and Target's (1996, 2000) developmental model of mentalization, play is theorized as a precursor of later mentalization and reflective function (RF); however, the relationship between play and later mentalization and RF has yet to be empirically tested. These processes are particularly important in the context of trauma, but an empirical model of the relationships among mentalization, play, and trauma is currently lacking. The aim of this longitudinal study was to examine whether children's capacity to engage in pretend play, to symbolize, and to make play narratives was associated with later RF in those children. Thirty-nine sexually abused children and 21 nonabused children (aged 3 to 8) participated in the study. The Children's Play Therapy Instrument was used to assess children's free play. Three years after the play assessment, children's RF was assessed using the Child Attachment Interview, coded with the Child and Adolescent Reflective Functioning Scale. Pretend play completion was associated with later other-understanding. Play was also found to mediate the relationship between sexual abuse and children's later mentalization regarding others. These findings are consistent with Fonagy and Target's emphasis on the role of pretend play in the development of a nuanced sense of the qualities of the mind and reality. In sum, the findings lend support to Fonagy and Target's account of playing with reality, and the development of mentalization suggests that it may be more than "fiction." Furthermore, these results suggest that children's ability to create meaningful and coherent play sequences after sexual abuse is associated with the development of a better understanding of their relationships with others. Clinical implications and future directions are discussed.

  18. Six Suggestions for Research on Games in Cognitive Science.

    Science.gov (United States)

    Chabris, Christopher F

    2017-04-01

    Games are more varied and occupy more of daily life than ever before. At the same time, the tools available to study game play and players are more powerful than ever, especially massive data sets from online platforms and computational engines that can accurately evaluate human decisions. This essay offers six suggestions for future cognitive science research on games: (1) Don't forget about chess, (2) Look beyond action games and chess, (3) Use (near)-optimal play to understand human play and players, (4) Investigate social phenomena, (5) Raise the standards for studies of games as treatments, (6) Talk to real experts. Copyright © 2017 Cognitive Science Society, Inc.

  19. On the significance of adult play: what does social play tell us about adult horse welfare?

    Science.gov (United States)

    Hausberger, Martine; Fureix, Carole; Bourjade, Marie; Wessel-Robert, Sabine; Richard-Yris, Marie-Annick

    2012-04-01

    Play remains a mystery and adult play even more so. More typical of young stages in healthy individuals, it occurs rarely at adult stages but then more often in captive/domestic animals, which can imply spatial, social and/or feeding deprivations or restrictions that are challenging to welfare, than in animals living in natural conditions. Here, we tested the hypothesis that adult play may reflect altered welfare states and chronic stress in horses, in which, as in several species, play rarely occurs at adult stages in natural conditions. We observed the behaviour (in particular, social play) of riding school horses during occasional outings in a paddock and measured several stress indicators when these horses were in their individual home boxes. Our results revealed that (1) the number of horses and rates of adult play appeared very high compared to field report data and (2) most stress indicators measured differed between `players' and `non-players', revealing that most `playful' animals were suffering from more chronic stress than `non-playful' horses. Frequency of play behaviour correlated with a score of chronic stress. This first discovery of a relationship between adult play and altered welfare opens new lines of research that certainly deserves comparative studies in a variety of species.

  20. Sexually dimorphic role for vasopressin in the development of social play

    Directory of Open Access Journals (Sweden)

    Matthew J. Paul

    2014-02-01

    Full Text Available Despite the well-established role of vasopressin (AVP in adult social behavior, its role in social development is relatively unexplored. In this paper, we focus on the most prominent social behavior of juvenile rats, social play. Previous pharmacological experiments in our laboratory suggested that AVP regulates play in a sex- and brain region-specific manner in juvenile rats. Here we investigate the role of specific AVP systems in the emergence of social play. We first characterize the development of play in male and female Wistar rats and then ask whether the development of AVP mRNA expression correlates with the emergence of play. Unexpectedly, play emerged more rapidly in weanling-aged females than in males, resulting in a sex difference opposite of that typically reported for older, juvenile rats. AVP mRNA and play were correlated in males only, with a negative correlation in the bed nucleus of the stria terminalis and a positive correlation in the paraventricular nucleus of the hypothalamus. These findings support the hypothesis that AVP acts differentially on multiple systems in a sex-specific manner to regulate social play and suggest a role for PVN and BNST AVP systems in the development of play. Differential neuropeptide regulation of male and female social development may underlie well-documented sex differences in incidence, progression, and symptom severity of behavioral disorders during development.

  1. A multiverse play divides opinion

    Science.gov (United States)

    Crease, Robert P.

    2015-03-01

    The stage lights rise. A man and woman meet in a cute way - "Do you know why it's impossible to lick the tips of your elbows?" she asks - they chat momentarily, and separate. The play is Constellations by Nick Payne.

  2. Play the Blood Typing Game

    Science.gov (United States)

    ... Nobel's Life and Work Teachers' Questionnaire The Blood Typing Game What happens if you get a blood ... learn about human blood types! Play the Blood Typing Game About this game Embed the Blood Typing ...

  3. Discussion of "interpretation and play".

    Science.gov (United States)

    Pick, Irma Brenman

    2011-01-01

    This discussion addresses the conflict in technique between play versus interpretation. It further considers how the nature of the interpretation may be affected by a consideration of what is being projected into the analyst.

  4. Tag Correspondence Model for User Tag Suggestion

    Institute of Scientific and Technical Information of China (English)

    涂存超; 刘知远; 孙茂松

    2015-01-01

    Some microblog services encourage users to annotate themselves with multiple tags, indicating their attributes and interests. User tags play an important role for personalized recommendation and information retrieval. In order to better understand the semantics of user tags, we propose Tag Correspondence Model (TCM) to identify complex correspondences of tags from the rich context of microblog users. The correspondence of a tag is referred to as a unique element in the context which is semantically correlated with this tag. In TCM, we divide the context of a microblog user into various sources (such as short messages, user profile, and neighbors). With a collection of users with annotated tags, TCM can automatically learn the correspondences of user tags from multiple sources. With the learned correspondences, we are able to interpret implicit semantics of tags. Moreover, for the users who have not annotated any tags, TCM can suggest tags according to users’ context information. Extensive experiments on a real-world dataset demonstrate that our method can effciently identify correspondences of tags, which may eventually represent semantic meanings of tags.

  5. THE VALUE OF ROLE PLAY

    Institute of Scientific and Technical Information of China (English)

    1996-01-01

    IntroductionIn China,the English as a foreign language (EFL) class for non-English majors at college levelprovides little opportunity for oral interaction among students.One solution to this problem is toadopt a series of communicative teaching techniques.Role play is one such technique.This paperattempts to assess the value of role play by analysing our experience of using it as a communicationactivity.

  6. Digital Play: A New Classification

    Science.gov (United States)

    Marsh, Jackie; Plowman, Lydia; Yamada-Rice, Dylan; Bishop, Julia; Scott, Fiona

    2016-01-01

    This paper draws on an ESRC-funded study of play and creativity in preschool-aged children's use of apps in the UK. The main objectives of the study were to collect information about access to and use of apps in the home, establish the most popular apps and identify the features of those apps that are successful in promoting play and creativity. A…

  7. Play and Space - Towards a Formal Definition of Play

    DEFF Research Database (Denmark)

    Larsen, Lasse Juel

    2015-01-01

    The aim of this article is to present a formal definition of the aspect of play generally known as ‘make-believe’. ‘Make-believe’ is defined in relation to theory of place and Dasein’s being- in-the-world as presented by Martin Heidegger in Being and time. From this point of view ‘make-believe’ can...... be defined as a uniform and situational spatial dyad where being is doubled, characterized by the presence of the physically absent. I will apply this definition after a survey of central and influential aspects of the history of the theory of play to demonstrate its relevance for a formal definition of play....

  8. The Impact of Occupational Therapy on a Child's Playfulness.

    Science.gov (United States)

    O'Brien, J; Coker, P; Lynn, R; Suppinger, R; Pearigen, T; Rabon, S; St Aubin, M; Ward, A T

    2000-01-01

    The constant changing health care system has made it imperative for occupational therapists (OTs) to examine the effectiveness of treatment interventions with children. Few studies exist examining play as the desired outcome of the intervention. Previous studies in occupational therapy (OT) have focused on the motor aspects of play in children (Anderson, Hinojosa & Strauch, 1987; Florey, 1981; Morrison, Bundy, & Fisher, 1991). In these studies, the researchers hypothesize that improving motor skills will improve play skills in children. OTs frequently evaluate play using the Preschool Play Scale (PPS) (Bledsoe & Shephard, 1982; Knox, 1997) which provides a developmental age for play skills. Therapists also use developmental assessments designed to examine the skills used during play (Bundy, 1991). Skills used in play are important but fail to look at a child's approach or attitude during play. A child's approach to activities of play is termed "playfulness" (Bundy, 1997). The Test of Playfulness (TOP) (Bundy, 1997) was developed to measure this construct. The TOP provides information that can assist therapists working with children in designing measurable playfulness goals. This study examined the playfulness of four children who received OT intervention specifically designed to improve play behaviors in comparison to four children who did not receive this intervention. The results provide therapists with information and insight for treating children with play deficits. This information will help therapists design effective treatment to increase playfulness in children.

  9. An Exploration of Play Behaviors in Raven Nestlings

    Directory of Open Access Journals (Sweden)

    Mathias Osvath

    2014-05-01

    Full Text Available Play is widespread among vertebrates. Some animal groups stand out in their play behaviors in levels of complexity, innovativeness, sociality, and volume. Despite the vast phylogenetic distance between corvids, parrots, great apes, and dolphins, all are usually identified as among the most playful. These groups also have several complex cognitive skills in common. There is growing agreement that play has evolved multiple times under different selective pressures in different lineages. As these groups appear similar in their complex play but are separated by considerable evolutionary distance, the similarity is unlikely to result from homology. Far more probable is that the similarity has arisen from convergent or parallel evolution. It is important to conduct comparative ontogenetic play studies on these groups to learn more about what basic processes underlie complex play and whether such play is, indeed, related to complex cognition. Toward that end, we explored the play behavior of raven nestlings over the last ten days before they fledged. We found high levels of play both in terms of instances initiated and duration. The play behaviors were at level with – or above – maintenance behaviors and flight training. Most of the play was object play, but social object play and apparent play contagion was also recorded. The importance of play in developing young ravens is clear. The reasons might be less clear, however play could underlie both object-related and social development.

  10. Assessment of pretend play in Prader-Willi syndrome: a direct comparison to autism spectrum disorder.

    Science.gov (United States)

    Zyga, Olena; Russ, Sandra; Ievers-Landis, Carolyn E; Dimitropoulos, Anastasia

    2015-04-01

    Children with Prader-Willi syndrome (PWS) are at risk for autism spectrum disorder (ASD), including pervasive social deficits. While play impairments in ASD are well documented, play abilities in PWS have not been evaluated. Fourteen children with PWS and ten children with ASD were administered the Autism Diagnostic Observation Schedule (ADOS) (Lord et al. in Autism Diagnostic Observation Schedule manual. Western Psychological Services, Los Angeles, 2006) as part of a larger project. A modified Affect in Play Scale (APS; Russ in Play in child development and psychotherapy: toward empirically supported practice. Lawrence Erlbaum Associates Publishers, Mahwah, 2004; Pretend play in childhood: foundation of adult creativity. APA Books, Washington, 2014) was used to score ADOS play activities. Results indicate both groups scored below normative data on measures of imagination, organization, and affective expression during individual play. In addition, the inclusion of a play partner in both groups increased all scaled scores on the APS. These findings suggest children with PWS show impaired pretend play abilities similar to ASD. Further research is warranted and should focus on constructing and validating programs aimed at improving symbolic and functional play abilities within these populations.

  11. A Role-Play Rorschach Procedure

    Science.gov (United States)

    Bricklin, Barry

    1975-01-01

    Three subjects were used in a role playing study based on the subject's own Rorschach responses. The results proved to be valuable as an aspect of therapeutic involvement. Results also help to expand and clarify the psychological meaning of Rorschach images. (Author/DEP)

  12. Fish play Minority Game as humans do

    Science.gov (United States)

    Liu, Ruey-Tarng; Chung, Fei Fang; Liaw, Sy-Sang

    2012-01-01

    We report the results of an unprecedented real Minority Game (MG) played by university staff members who clicked one of two identical buttons (A and B) on a computer screen while clocking in or out of work. We recorded the number of people who clicked button A for 1288 games, beginning on April 21, 2008 and ending on October 31, 2010, and calculated the variance among the people who clicked A as a function of time. The evolution of the variance shows that the global gain of selfish agents increases when a small portion of agents make persistent choice in the games. We also carried out another experiment in which we forced 101 fish to enter one of the two symmetric chambers (A and B). We repeated the fish experiment 500 times and found that the variance of the number of fish that entered chamber A evolved in a way similar to the human MG, suggesting that fish have memory and can employ more strategies when facing the same situation again and again.

  13. [Suggestions to improve dentist-endodontist collaboration].

    Science.gov (United States)

    Zabalegui, B; Zabalegui, I; Flores, L

    1989-01-01

    Referrals from the general dentist to the endodontist are in some occasions complicated with lack of proper communication among dentist-patient-specialist, resulting in the loss of confidence or even the patient. Suggestions to improve this communication are discussed, which will provide the patient a higher confidence in the indicated endodontic treatment and a better dental service. It will also enhance the prestige of the general dentists' and specialists' practice.

  14. Adult Playfulness, Humor Styles, and Subjective Happiness.

    Science.gov (United States)

    Yue, Xiao D; Leung, Chun-Lok; Hiranandani, Neelam A

    2016-12-01

    Playfulness has been referred to as a disposition that involves reframing a situation to amuse others and to make the situation more stimulating and enjoyable. It may serve to shift one's perspective when dealing with environmental threats. Despite all the benefits of playfulness towards psychological well-being, it remains a largely understudied subject in psychology, particularly in Chinese societies. Hence, this study examined the association between adult playfulness, humor styles, and subjective happiness among a sample of 166 university students in Hong Kong and 159 students in Guangzhou, who completed a self-administered questionnaire, including the Short Measure for Adult Playfulness, the Chinese Humor Styles Questionnaire, and the Subjective Happiness Scale. Results showed that adult playfulness was positively correlated with affiliative humor, self-enhancing humor, and subjective happiness in both Hong Kong and Guangzhou samples. By its implication, highly playful Chinese students preferred using affiliative and self-enhancing humor to amuse themselves and others. © The Author(s) 2016.

  15. Why Play Outside? Problematising Outdoor Play as a Biopedagogical Task

    Science.gov (United States)

    Robinson, Daniel B.; Barrett, Joe

    2017-01-01

    Although outdoor play has been widely recognised for the many benefits it affords children, some have rationalised the need for it based on goals related to physical health. More specifically, these instrumental goals have been closely related to obesity, overweight, and/or physical (in)activity. Adhering to obesity discourses and the notion of a…

  16. Parent-Child Play across Cultures: Advancing Play Research

    Science.gov (United States)

    Roopnarine, Jaipaul L.; Davidson, Kimberly L.

    2015-01-01

    In this article, the authors argue for a greater understanding of children's play across cultures through better integration of scientific thinking about the developed and developing societies, through consideration of socialization beliefs and goals, and, finally, through the use of more complex models in research investigations. They draw on…

  17. Rapport. Play and Learn Innovation

    DEFF Research Database (Denmark)

    Larsen, Maria Neumann; Søgaard, Karoline

    Erfaringer og anbefalinger fra innovationsprojektet Play and Learn, hvor pædagoger har arbejdet med sprogstimulering af børn fra 3-9 år. Legende læring i daglige rutiner og pædagogiske aktiviteter har været fokuspunktet.......Erfaringer og anbefalinger fra innovationsprojektet Play and Learn, hvor pædagoger har arbejdet med sprogstimulering af børn fra 3-9 år. Legende læring i daglige rutiner og pædagogiske aktiviteter har været fokuspunktet....

  18. Let's 'play' with molecular pharmacology.

    Science.gov (United States)

    Choudhury, Supriyo; Pradhan, Richeek; Sengupta, Gairik; Das, Manisha; Chatterjee, Manojit; Roy, Ranendra Kumar; Chatterjee, Suparna

    2015-01-01

    Understanding concepts of molecular mechanisms of drug action involves sequential visualization of physiological processes and drug effects, a task that can be difficult at an undergraduate level. Role-play is a teaching-learning methodology whereby active participation of students as well as clear visualization of the phenomenon is used to convey complex physiological concepts. However, its use in teaching drug action, a process that demands understanding of a second level of complexity over the physiological process, has not been investigated. We hypothesized that role-play can be an effective and well accepted method for teaching molecular pharmacology. In an observational study, students were guided to perform a role-play on a selected topic involving drug activity. Students' gain in knowledge was assessed comparing validated pre- and post-test questionnaires as well as class average normalized gain. The acceptance of role-play among undergraduate medical students was evaluated by Likert scale analysis and thematic analysis of their open-ended written responses. Significant improvement in knowledge (P pharmacology in undergraduate medical curricula.

  19. Playing with Protons CREATIONS Demonstrator

    CERN Document Server

    Alexopoulos, Angelos

    2017-01-01

    This document describes Playing with Protons, a CMS education initiative that seeks to enhance teachers’ pedagogical practice with creative, hands-on methodologies through which 10-12 year old students can, in turn, get engaged effectively with science, technology and innovation.

  20. For the Phenomenology of Play

    Directory of Open Access Journals (Sweden)

    Roberto Farné

    2016-10-01

    Full Text Available The success of phenomenology in contemporary culture is due above all to the new approach to knowledge that has been proposed, breaking with the traditional objectivism of scientific knowledge and placing the “phenomenon” at the centre of the relationship between the subject and the world. Everyday reality, the language of concrete things, have become fully-fledged targets of philosophical thought. While Eugen Fink, student of Husserl, elects the phenomenon of play as the “symbol of the world”, the original interpretation of man’s relation to the world, in Italy Piero Bertolini redefines the scientific basis of pedagogy according to phenomenological categories and places play among the fundamental fields of experience of education. On one hand overcoming the traditional educational instrumentalisation of play, on the other its sterile reduction to a consumer experience, Bertolini brings play back to its authentic dimension in which risk, error, adventure are constituent parts, the “active ingredients” of his pedagogy.

  1. Electronic Instruments -- Played or Used?

    Science.gov (United States)

    Ulveland, Randall Dana

    1998-01-01

    Compares the experience of playing an acoustic instrument to an electronic instrument by analyzing the constant structures and relationships between the experiences. Concludes that students' understanding of the physical experience of making music increases when experiences with acoustic instruments precede their exposure to electronic…

  2. Moral Education through Play Therapy

    Science.gov (United States)

    Mahalle, Salwa; Zakaria, Gamal Abdul Nasir; Nawi, Aliff

    2014-01-01

    This paper will discuss on how sand therapy (as one type of play therapies) can be applied as an additional technique or approach in counseling. The research questions for this study are to see what are the development, challenges faced by the therapist during the sessions given and how sand therapy can aid to the progress of the client. It is a…

  3. Obama Plays Cheerleader for STEM

    Science.gov (United States)

    Robelen, Erik W.

    2010-01-01

    Amid a struggling economy, a raft of foreign-policy headaches, and the tail end of a heated campaign season, President Barack Obama carved out time in his schedule last month to watch students in the State Dining Room demonstrate a solar-powered model car, a water-purification system, and a soccer-playing robot. The science fair was the fifth…

  4. Playing with a digital swing

    DEFF Research Database (Denmark)

    Skovbjerg, Helle Marie

    2017-01-01

    Based on a field study in a kindergarten among children in Denmark, this paper explores playing activities on a digital swing, the SON-X Octavia (SON-X) and its Applause application. SON-X is an interactive sound unit that can be attached to any swing chain. Here, I explore the relationship betwe...

  5. Intensity of guitar playing as a function of auditory feedback.

    Science.gov (United States)

    Johnson, C I; Pick, H L; Garber, S R; Siegel, G M

    1978-06-01

    Subjects played an electric guitar while auditory feedback was attenuated or amplified at seven sidetone levels varying 10-dB steps around a comfortable listening level. The sidetone signal was presented in quiet (experiment I) and several levels of white noise (experiment II). Subjects compensated for feedback changes, demonstrating a sidetone amplification as well as a Lombard effect. The similarity of these results to those found previously for speech suggests that guitar playing can be a useful analog for the function of auditory feedback in speech production. Unlike previous findings for speech, the sidetone-amplification effect was not potentiated by masking, consistent with a hypothesis that potentiation in speech is attributable to interference with bone conduction caused by the masking noise.

  6. Innovation and Nested Preferential Growth in Chess Playing Behavior

    CERN Document Server

    Perotti, Juan I; Schaigorodsky, Ana L; Billoni, Orlando V

    2013-01-01

    We study innovation in chess by analyzing how different move sequences are played at the population level. It is found that the probability of exploring a new or innovative move decreases as a power law with the frequency in which the preceding move sequence is played. Chess players also exploit already known move sequences according to their frequencies, following a preferential growth mechanism. Furthermore, innovation in chess exhibits Heaps' law suggesting similarities with the process of vocabulary growth. We propose a robust generative mechanism based on nested Yule-Simon preferential growth processes that reproduces the empirical observations. These results, supporting the self-similar nature of innovations in chess, are important in the context of decision making in a competitive scenario.

  7. False Memories for Suggestions: The Impact of Conceptual Elaboration

    Science.gov (United States)

    Zaragoza, Maria S.; Mitchell, Karen J.; Payment, Kristie; Drivdahl, Sarah

    2011-01-01

    Relatively little attention has been paid to the potential role that reflecting on the meaning and implications of suggested events (i.e., conceptual elaboration) might play in promoting the creation of false memories. Two experiments assessed whether encouraging repeated conceptual elaboration, would, like perceptual elaboration, increase false…

  8. Play and the older child: developmental and clinical opportunities.

    Science.gov (United States)

    Meersand, Pamela

    2009-01-01

    This paper examines the meaning and function of pretend play in older children. First, a review of the widely accepted developmental sequences, growth-promoting potential, and analytic uses of play for younger children is provided. Then the possible role for play in later childhood is explored through the presentation of Sarah, a twelve-year-old girl in analysis, whose play appeared to provide both clinical and developmental benefits. The suggestion is made to soften the existing developmental line for play in order to allow for its role with preadolescent children.

  9. Guided play and free play in an enriched environment: Impact on motor development

    Directory of Open Access Journals (Sweden)

    Míriam Stock Palma

    2014-06-01

    Full Text Available The purpose of this study was to investigate the effects of guided play and free play in an enriched environmentintervention programs using motor skill development in kindergarten children. Seventy-one children attending kindergarten classes were assigned to two experimental groups and one control group. Participants performed the Test of Gross Motor Development-2 before and after the intervention period. Results revealed that both boys and girls in the guided play group showed motor skill improvement, whereas no changes were observed in motor development in the boys and girls assigned to the free play in enriched environment group, nor in those in the control group. These findings indicate that the teacher's role in the guided play intervention was crucial to help preschool children to improve their performance.

  10. Winnicott and Derrida: development of logic-of-play.

    Science.gov (United States)

    Bitan, Shachaf

    2012-02-01

    In this essay I develop the logic of play from the writings of the British psychoanalyst Donald W. Winnicott and the French philosopher Jacques Derrida. The logic of play serves as both a conceptual framework for theoretical clinical thinking and a space of experiencing in which the therapeutic situation is located and to which it aspires. I argue that both Winnicott and Derrida proposed a playful turn in Western thinking by their attitude towards oppositions, viewing them not as complementary or contradictory, but as 'peacefully-coexisting'. Derrida criticizes the dichotomous structure of Western thought, proposing playful movement as an alternative that does not constitute itself as a mastering construction. I will show that Winnicott, too, proposes playful logic through which he thinks and acts in the therapeutic situation. The therapeutic encounter is understood as a playful space in which analyst and analysand continuously coexist, instead of facing each other as exclusionary oppositions. I therefore propose the logic of play as the basis for the therapeutic encounter. The playful turn, then, is crucial for the thought and praxis expressed by the concept of two-person psychology. I suggest the term playful psychoanalysis to characterize the present perspective of psychoanalysis in the light of the playful turn. I will first present Derrida's playful thought, go on to Winnicott's playful revolutionism, and conclude with an analysis of Winicott's clinical material in the light of the logic of play. Copyright © 2012 Institute of Psychoanalysis.

  11. "Play and Culture Studies, Vol. 2: Play Contexts Revisited," by Stuart Reifel, Ed. Book Review.

    Science.gov (United States)

    Bergen, Doris

    2000-01-01

    Notes that variety and difference in writing styles, methodology, and theoretical perspectives are both the greatest strength and greatest limitation of this book containing articles on child, adult, and animal play written by authors from education, psychology, anthropology, and sociology. Suggests that readers can gain theoretical and…

  12. The benefits of playing video games.

    Science.gov (United States)

    Granic, Isabela; Lobel, Adam; Engels, Rutger C M E

    2014-01-01

    Video games are a ubiquitous part of almost all children's and adolescents' lives, with 97% playing for at least one hour per day in the United States. The vast majority of research by psychologists on the effects of "gaming" has been on its negative impact: the potential harm related to violence, addiction, and depression. We recognize the value of that research; however, we argue that a more balanced perspective is needed, one that considers not only the possible negative effects but also the benefits of playing these games. Considering these potential benefits is important, in part, because the nature of these games has changed dramatically in the last decade, becoming increasingly complex, diverse, realistic, and social in nature. A small but significant body of research has begun to emerge, mostly in the last five years, documenting these benefits. In this article, we summarize the research on the positive effects of playing video games, focusing on four main domains: cognitive, motivational, emotional, and social. By integrating insights from developmental, positive, and social psychology, as well as media psychology, we propose some candidate mechanisms by which playing video games may foster real-world psychosocial benefits. Our aim is to provide strong enough evidence and a theoretical rationale to inspire new programs of research on the largely unexplored mental health benefits of gaming. Finally, we end with a call to intervention researchers and practitioners to test the positive uses of video games, and we suggest several promising directions for doing so.

  13. Role Playing, Issue Importance, and Attitude Change.

    Science.gov (United States)

    Sarup, Gian

    1981-01-01

    Contrasted three major theories on attitude change: cognitive dissonance, incentive, and social judgment. Results from student questionnaires provided little support for cognitive dissonance. Also provided credible, though overlapping, evidence for incentive and social judgment theories. Improvised role playing produced more change than did…

  14. Nonverbal communication, play, and language in Greek young children with Williams syndrome.

    Science.gov (United States)

    Papaeliou, Christina F; Fryssira, Helen; Kodakos, Anastassios; Kaila, Maria; Benaveli, Evangelia; Michaelides, Konstantinos; Stroggilos, Vassilis; Vrettopoulou, Maria; Polemikos, Nikitas

    2011-01-01

    This study investigated nonverbal communicative abilities, functional play, and symbolic play in 11 toddlers with Williams syndrome (WS) during spontaneous communication. The WS group was compared with a group of typically developing (TD) children matched for linguistic abilities. Results demonstrated that children with WS exhibited significantly less spontaneous functional play and imaginary play compared to TD children. On the other hand, children with WS showed significantly more showing and giving guided by their parents than TD children. In addition, it was shown that in both groups aspects of symbolic play are correlated with expressive as well as receptive language. These findings are interpreted through the Theory of Intersubjectivity, which contrasts with the Theory of Mind and suggests that shared arbitrary purposes regarding actions on objects constitute presuppositions for the development of language.

  15. Problematic Video Game Play and ADHD Traits in an Adult Population.

    Science.gov (United States)

    Panagiotidi, Maria

    2017-05-01

    This study examined the relationship between problematic video game play (PVGP), video game usage, and attention deficit hyperactivity disorder (ADHD) traits in an adult population. A sample of 205 healthy adult volunteers completed the Adult ADHD Self-Report Scale (ASRS), a video game usage questionnaire, and the Problem Video Game Playing Test (PVGT). A significant positive correlation was found between the ASRS and the PVGT. More specifically, inattention symptoms and time spent playing video games were the best predictors of PVGP. No relationship was found between frequency and duration of play and ADHD traits. Hyperactivity symptoms were not associated with PVGP. Our results suggest that there is a positive relationship between ADHD traits and problematic video game play. In particular, adults with higher level of self-reported inattention symptoms could be at higher risk of PVGP.

  16. [Play therapy in social work with children].

    Science.gov (United States)

    Dvarionas, Dziugas

    2002-01-01

    This article introduces the results of scientific research performed in 1995-1997 in Kaunas primary school with 1st and 2nd grade children exhibiting behavioral disorders. Play therapy, a quite novel method in the country, seeks better improvement and an achievement of a better relationship for disadvantaged children in educational process. Play group counseling, or play media counseling, is shown as an important method in working with early primary grade children, especially those who present behavioral problems in the classroom. Another important aspect of group play therapy is the concentrated relationship with the counselor. Primary school children, especially those who are disadvantaged respond more to warmth than to praise for being right and doing well. Data analysis allow us to assume that behavioral difficulties of primary school children are connected with a low rate of self-esteem and dissatisfaction with their vital activities. Main conclusions to correspond with hypothesis held for the research are: a) children exhibiting behavioral problems are less active in educational process; b) by means of systematic use of play group counseling method in school, problematic children are able to solve their difficulties and to optimize their academic improvement; c) there is a complementary relationship between child's self-esteem and his/her satisfaction with his/her vital activity.

  17. Freud on play, games, and sports fanaticism.

    Science.gov (United States)

    Holowchak, M Andrew

    2011-01-01

    Much has been written in the secondary literature on Freud's aggression-release perspective vis-à-vis competitive sports. Very little has been written, however, on Freud's own explicit contribution to play, games, and sport. That is likely the result of Freud's reluctance to take up them--especially from the gamesman's and sportsman's points of view. One can, however, tease out the development of Freud's thoughts on games, play, and sport through a careful examination of his corpus over time. In doing so, one finds an early view of play and games, where the drives behind those activities are self- and other-preservative, and a later view, where Freud introduces his death drive. The article ends with some notions on what Freud might have said on the fanaticism that accompanies competitive sport, had he expressly taken up the issue.

  18. Playing Business "Ball" with Cuba

    Institute of Scientific and Technical Information of China (English)

    Yang Wei; Gong Liming

    2007-01-01

    @@ If you were lucky enough to have seen the World Volleyball Tournament,you must have seen the Cuban Women's volleyball team take on China in the championship game,a game of which Cuba has become the world champion for 10 times.The great determination and strong tenacity of these young Cuban girls' has been an encouragement to everyone that watches them play.

  19. Understanding Positive Play: An Exploration of Playing Experiences and Responsible Gambling Practices.

    Science.gov (United States)

    Wood, Richard T A; Griffiths, Mark D

    2015-12-01

    This study is one of the first to explore in detail the behaviors, attitudes and motivations of players that show no signs of at-risk or problem gambling behavior (so-called 'positive players'). Via an online survey, 1484 positive players were compared with 209 problem players identified using the Lie/Bet screen. The study identified two distinct groups of positive players defined according to their motivations to play and their engagement with responsible gambling (RG) practices. Those positive players that played most frequently employed the most personal RG strategies. Reasons that positive players gave for gambling were focused on leisure (e.g., playing for fun, being entertained, and/or winning a prize). By contrast, problem gamblers were much more focused upon modifying mood states (e.g., excitement, relaxation, depression and playing when bored or upset). The present study also suggests that online gambling is not, by default, inherently riskier than gambling in more traditional ways, as online gambling was the most popular media by which positive players gambled. Furthermore, most positive players reported that it was easier to stick to their limits when playing the National Lottery online compared to traditional retail purchasing of tickets. Problem players were significantly more likely than positive players to gamble with family and friends, suggesting that, contrary to a popular RG message, social play may not be inherently safer than gambling alone. It is proposed that players (generally) may identify more with the term 'positive play' than the term 'RG' which is frequently interpreted as being aimed at people with gambling problems, rather than all players.

  20. Effects of food ecology on social play: a laboratory simulation.

    Science.gov (United States)

    Baldwin, J D; Baldwin, J I

    1976-01-01

    A laboratory group of 8 squirrel monkeys was exposed to two experimental conditions in which food was made moderately and extremely difficult to obtain, compared with the free access conditions of baseline. Both experiments produced sharp decreased in the frequency of social play within 4 to 6 days. The stronger manipulation produced the more dramatic effect, reducing play to 1% of the baseline level (P less than .001). Neither experiment produced a total absence of play as was observed in a previous field study in southwestern Panama (Baldwin and Baldwin 1973, 1974) which suggests that the field study sampled conditions of even more severe and/or prolonged food deprivation. No pathological or dysfunctional consequences were observed in any of the circumstances where play was reduced to zero or near zero. The question is raised whether certain theories of play have overstated the case for the necessity of play experience in producing normal socialization in primates. Alternative hypotheses are presented concerning the factors that determine the frequency of play and the consequences of play versus no-play for socialization. After both experiments, the frequency of play rose to a level 50% higher than the average baseline levels of play. This "rebound" reached a peak 5 to 6 days after the termination of each experiment; and during the subsequent days the frequency of play declined to more normal levels. A reinforcement theory is presented as a possible explanation of the rebound effect.

  1. Parents' Play Beliefs and the Relationship to Children's Social Competence

    Science.gov (United States)

    Lin, Yen-Chun; Yawkey, Thomas D.

    2014-01-01

    The purpose of the study was to examine parents' play beliefs and see whether their perceptions of play impact children's social competence. A total number of 142 Taiwanese parents with different social class backgrounds participated in the survey. Results revealed that most Taiwanese parents highly agreed that play contributes to children's…

  2. Parents' Perceptions of Play: A Comparative Study of Spousal Perspectives

    Science.gov (United States)

    Warash, Barbara G.; Root, Amy E.; Devito Doris, Meghan

    2017-01-01

    Play is essential for growth and learning during early childhood. However, the current focus on academics in preschool education has resulted in less emphasis placed on play as a learning tool. In the current study, parents' value of play was investigated. Parent gender, child gender, and child age were examined as potential influences on parents'…

  3. Role Play in Counselor Education and Supervision: Innovative Ideas, Gaps, and Future Directions

    Science.gov (United States)

    Smith, Allison L.

    2009-01-01

    Ideas for using role play in counselor education have been discussed in the literature. While there are "how-to" suggestions for using role play, rather than students' personal material, or "real" play in the classroom, a lack of "how-to" articles exists for using role play in counseling supervision. Literature on role play in counselor education…

  4. Jakob Kelemina on Shakespeare's plays

    Directory of Open Access Journals (Sweden)

    Mirko Jurak

    2007-12-01

    Full Text Available Among Slovene scholars in English and German studies Jakob Kelemina (19 July 1882- 14 May 1957 has a very important  place. Janez Stanonik justly places him among the founding fathers of the University of Ljubljana (Stanonik 1966: 332. From 1920 Kelemina was professor of Germanic philology and between 1920 and 1957 he was also the Chair of the Deparment ofGermanic Languages and Literatures at the Faculty of Arts of this university. The major part of Kelemina's research was devoted to German and Austrian literatures,  German  philology, German-Slovene cultural relations, and literary theory; his work in these fields has already been discussed  by severa! Slovene scholars. However, in the first two decades of the twentieth century Kelemina also wrote severa! book reviews of Slovene and Croatian translations of Shakespeare's plays as well as three introductory essays to Slovene translations  of Shakespeare's plays. They are considered  as the first serious studies on Shakespeare in Slovenia (Moravec 1974: 437, and have not been analysed yet. Therefore this topic presents the core of my study, together with an evaluation  of Kelemina's contribution  to Slovene translations  of Shakespeare's plays done by Oton Župančič (1878-1949 during the first half of the twentieth century. Župančič's translations  became the criterion  for all further translations  of Shakespeare's dramatic works in Slovene. Župančič is stili one of our most important  poets and translators of this time and Kelemina's advice and criticism undoubtedly  also helped him to achieve such a high standard in his translations. In the central part of my study I also include some new material (e.g. Kelernina's letters, which is relevant for our understanding  of his co-operation with Oton Župančič  and other Slovene authors and critics. In order to put Kelemina's work into a historical perspective I present at the beginning of my study a brief survey of the

  5. Playing Children Adorn Ancient Porcelain

    Institute of Scientific and Technical Information of China (English)

    1995-01-01

    Porcelain is one of China’s greatest achievernents. It appeared during the Eastern Han Dynasty (25-220) and developed into three types of blue porcelain, white porcelain and colored porcelain between the Tang and Song dynasties. From the time of the Ming Dynasty (1368-1644), porcelain-making evolved, glazes and colors improved and porcelain was sold overseas. The quaint shapes and colorfully deslgned porcelain of the Ming Dynasty showed the appeal of folklife, but it was mainly used in the palace. Shown here are some pieces decorated with children at play. From these artifacts we can get an idea of the hairstyles, dress and architecture of that time.

  6. Dinosaur Peptides Suggest Mechanisms of Protein Survival

    Energy Technology Data Exchange (ETDEWEB)

    San Antonio, James D.; Schweitzer, Mary H.; Jensen, Shane T.; Kalluri, Raghu; Buckley, Michael; Orgel, Joseph P.R.O. (Harvard-Med); (IIT); (NCSU); (UPENN); (Manchester); (Orthovita)

    2011-09-16

    Eleven collagen peptide sequences recovered from chemical extracts of dinosaur bones were mapped onto molecular models of the vertebrate collagen fibril derived from extant taxa. The dinosaur peptides localized to fibril regions protected by the close packing of collagen molecules, and contained few acidic amino acids. Four peptides mapped to collagen regions crucial for cell-collagen interactions and tissue development. Dinosaur peptides were not represented in more exposed parts of the collagen fibril or regions mediating intermolecular cross-linking. Thus functionally significant regions of collagen fibrils that are physically shielded within the fibril may be preferentially preserved in fossils. These results show empirically that structure-function relationships at the molecular level could contribute to selective preservation in fossilized vertebrate remains across geological time, suggest a 'preservation motif', and bolster current concepts linking collagen structure to biological function. This non-random distribution supports the hypothesis that the peptides are produced by the extinct organisms and suggests a chemical mechanism for survival.

  7. Supervising the uncanny: the play within the play.

    Science.gov (United States)

    Leader, Carol

    2015-11-01

    The writer offers a combined experience in analysis and the performing arts to explore uncanny aspects of the unconscious subtext of the patient's inner drama; subtext which can remain hidden from view in supervision. Freud and Jung's understanding of uncanny experience is considered together with a painting from medieval alchemy and Matte Blanco's conceptions concerning the symmetrical nature of unconscious process. Theatre and the work of the theatre director and actor in approaching the multidimensional aspects of a play are then introduced. Finally clinical case material from group supervision demonstrates how the 'theatre of therapy' and the work of the supervisory couple and group promote the emergence of a more authentic conscious asymmetrical response to the patient's 'script' that can break the 'spell' of the transference/countertransference relationship. This in turn brings meaning to the underlying and implicit 'stage directions' that the patient has been unconsciously communicating. © 2015, The Society of Analytical Psychology.

  8. "Macbeth." A Play Packet To Accompany "Elementary, My Dear Shakespeare."

    Science.gov (United States)

    Engen, Barbara; Campbell, Joy

    Intended for use by elementary school teachers as a supplement to the book, "Elementary, My Dear Shakespeare," or for use by itself to produce one Shakespeare play, this play packet contains ready-to-reproduce materials for the production of "Macbeth." Materials include: staging suggestions for scenery, props, lighting, and…

  9. "Macbeth." A Play Packet To Accompany "Elementary, My Dear Shakespeare."

    Science.gov (United States)

    Engen, Barbara; Campbell, Joy

    Intended for use by elementary school teachers as a supplement to the book, "Elementary, My Dear Shakespeare," or for use by itself to produce one Shakespeare play, this play packet contains ready-to-reproduce materials for the production of "Macbeth." Materials include: staging suggestions for scenery, props, lighting, and costumes; a short…

  10. Middle school children's game playing preferences: Case studies of children's experiences playing and critiquing science-related educational games

    Science.gov (United States)

    Joseph, Dolly Rebecca Doran

    The playing of computer games is one of the most popular non-school activities of children, particularly boys, and is often the entry point to greater facility with and use of other computer applications. Children are learning skills as they play, but what they learn often does not generalize beyond application to that and other similar games. Nevertheless, games have the potential to develop in students the knowledge and skills described by national and state educational standards. This study focuses upon middle-school aged children, and how they react to and respond to computer games designed for entertainment and educational purposes, within the context of science learning. Through qualitative, case study methodology, the game play, evaluation, and modification experiences of four diverse middle-school-aged students in summer camps are analyzed. The inquiry focused on determining the attributes of computer games that appeal to middle school students, the aspects of science that appeal to middle school children, and ultimately, how science games might be designed to appeal to middle school children. Qualitative data analysis led to the development of a method for describing players' activity modes during game play, rather than the conventional methods that describe game characteristics. These activity modes are used to describe the game design preferences of the participants. Recommendations are also made in the areas of functional, aesthetic, and character design and for the design of educational games. Middle school students may find the topical areas of forensics, medicine, and the environment to be of most interest; designing games in and across these topic areas has the potential for encouraging voluntary science-related play. Finally, when including children in game evaluation and game design activities, results suggest the value of providing multiple types of activities in order to encourage the full participation of all children.

  11. TEACHING READING:PROBLEMS AND SUGGESTIONS

    Institute of Scientific and Technical Information of China (English)

    1996-01-01

    IntroductionAmong the four skills,reading has been viewed as the most basic and useful skill for Chinese learners ofEnglish.Many college students will.after leaving their English class,come into contact largely(andsometimes solely)with the written form of the language.Therefore the instruction of reading has becomevery important in English teaching Although great developments have been made both in the linguisticand pragmatic fields of reading analysis.teaching Chinese students the specific skills of reading inEnglish is still a tough problem.Many English teachers have become more and more aware of theChinese students difficulties and more and more aware of how inefficient the traditional approach is inthe design of teaching materials and leaching methods.As a result,this paper is an attempt to analysesome current theoretical achievements and suggest a revised method for teaching Chinese students.

  12. The Influence of Play Context and Adult Attitudes on Young Children's Physical Risk-Taking during Outdoor Play

    Science.gov (United States)

    Little, Helen; Wyver, Shirley; Gibson, Frances

    2011-01-01

    Many children naturally seek challenging physically active play which may involve injury-risk. Prior studies have attempted to describe the characteristics of risky play but to date none have considered factors that impact on opportunities for risky play or the likely resultant outcomes. Using semi-structured interviews and naturalistic…

  13. The Influence of Play Context and Adult Attitudes on Young Children's Physical Risk-Taking during Outdoor Play

    Science.gov (United States)

    Little, Helen; Wyver, Shirley; Gibson, Frances

    2011-01-01

    Many children naturally seek challenging physically active play which may involve injury-risk. Prior studies have attempted to describe the characteristics of risky play but to date none have considered factors that impact on opportunities for risky play or the likely resultant outcomes. Using semi-structured interviews and naturalistic…

  14. Playing Games with Quantum Mechanics

    CERN Document Server

    Phoenix, Simon J D

    2012-01-01

    We present a perspective on quantum games that focuses on the physical aspects of the quantities that are used to implement a game. If a game is to be played, it has to be played with objects and actions that have some physical existence. We call such games playable. By focusing on the notion of playability for games we can more clearly see the distinction between classical and quantum games and tackle the thorny issue of what it means to quantize a game. The approach we take can more properly be thought of as gaming the quantum rather than quantizing a game and we find that in this perspective we can think of a complete quantum game, for a given set of preferences, as representing a single family of quantum games with many different playable versions. The versions of Quantum Prisoners Dilemma presented in the literature can therefore be thought of specific instances of the single family of Quantum Prisoner's Dilemma with respect to a particular measurement. The conditions for equilibrium are given for playab...

  15. The immediate effects of therapeutic keyboard music playing for finger training in adults undergoing hand rehabilitation

    Science.gov (United States)

    Zhang, Xiaoying; Liu, Songhuai; Yang, Degang; Du, Liangjie; Wang, Ziyuan

    2016-01-01

    [Purpose] The purpose of this study was to examine the immediate effects of therapeutic keyboard music playing on the finger function of subjects’ hands through measurements of the joint position error test, surface electromyography, probe reaction time, and writing time. [Subjects and Methods] Ten subjects were divided randomly into experimental and control groups. The experimental group used therapeutic keyboard music playing and the control group used grip training. All subjects were assessed and evaluated by the joint position error test, surface electromyography, probe reaction time, and writing time. [Results] After accomplishing therapeutic keyboard music playing and grip training, surface electromyography of the two groups showed no significant change, but joint position error test, probe reaction time, and writing time obviously improved. [Conclusion] These results suggest that therapeutic keyboard music playing is an effective and novel treatment for improving joint position error test scores, probe reaction time, and writing time, and it should be promoted widely in clinics. PMID:27630419

  16. The immediate effects of therapeutic keyboard music playing for finger training in adults undergoing hand rehabilitation.

    Science.gov (United States)

    Zhang, Xiaoying; Liu, Songhuai; Yang, Degang; Du, Liangjie; Wang, Ziyuan

    2016-08-01

    [Purpose] The purpose of this study was to examine the immediate effects of therapeutic keyboard music playing on the finger function of subjects' hands through measurements of the joint position error test, surface electromyography, probe reaction time, and writing time. [Subjects and Methods] Ten subjects were divided randomly into experimental and control groups. The experimental group used therapeutic keyboard music playing and the control group used grip training. All subjects were assessed and evaluated by the joint position error test, surface electromyography, probe reaction time, and writing time. [Results] After accomplishing therapeutic keyboard music playing and grip training, surface electromyography of the two groups showed no significant change, but joint position error test, probe reaction time, and writing time obviously improved. [Conclusion] These results suggest that therapeutic keyboard music playing is an effective and novel treatment for improving joint position error test scores, probe reaction time, and writing time, and it should be promoted widely in clinics.

  17. Helping LD Students Make Transitions: Six Suggestions.

    Science.gov (United States)

    Slade, David

    1984-01-01

    Teachers and parents can help learning disabled students make transitions to mainstream settings by preparing them for change in physical conditions, instructing them in organization and time management, teaching them interpersonal skills through role-playing, and assisting them in identifying and responding to a variety of emotions. (CL)

  18. Playing Action Video Games Improves Visuomotor Control.

    Science.gov (United States)

    Li, Li; Chen, Rongrong; Chen, Jing

    2016-08-01

    Can playing action video games improve visuomotor control? If so, can these games be used in training people to perform daily visuomotor-control tasks, such as driving? We found that action gamers have better lane-keeping and visuomotor-control skills than do non-action gamers. We then trained non-action gamers with action or nonaction video games. After they played a driving or first-person-shooter video game for 5 or 10 hr, their visuomotor control improved significantly. In contrast, non-action gamers showed no such improvement after they played a nonaction video game. Our model-driven analysis revealed that although different action video games have different effects on the sensorimotor system underlying visuomotor control, action gaming in general improves the responsiveness of the sensorimotor system to input error signals. The findings support a causal link between action gaming (for as little as 5 hr) and enhancement in visuomotor control, and suggest that action video games can be beneficial training tools for driving.

  19. Sending Hidden Data via Google Suggest

    CERN Document Server

    Bialczak, Piotr; Szczypiorski, Krzysztof

    2011-01-01

    Google Suggest is a service incorporated within Google Web Search which was created to help user find the right search phrase by proposing the autocompleting popular phrases while typing. The paper presents a new network steganography method called StegSuggest which utilizes suggestions generated by Google Suggest as a hidden data carrier. The detailed description of the method's idea is backed up with the analysis of the network traffic generated by the Google Suggest to prove its feasibility. The traffic analysis was also performed to discover the occurrence of two TCP options: Window Scale and Timestamp which StegSuggest uses to operate. Estimation of method steganographic bandwidth proves that it is possible to insert 100 bits of steganogram into every suggestions list sent by Google Suggest service.

  20. The role of play in Danish child care

    DEFF Research Database (Denmark)

    Winther-Lindqvist, Ditte Alexandra

    2017-01-01

    of child care. To illustrate how play is a developmental activitity for children, an example of a social fantasy play episode is analysed in order to substantiate the claim: that children’s self-organised play-activities propels social development, authenticity and democratic values.......Children’s play is an immensely central part of child care in Scandinavia. This chapter describes how children’s play with peers and friends is supported by the pedagogical environment of Danish child care. It is argued that play is an existential project for children and that opportunites to play...... freely teaches children to become part of the social order, to become good friends and to solve differences through negotiation. Throughout the chapter the environment facilitating children’s play is illustrated with reference to typical Danish child care practices and research results on quality...

  1. Colonic fermentation may play a role in lactose intolerance in humans

    NARCIS (Netherlands)

    He, T; Priebe, MG; Harmsen, HJM; Stellaard, F; Sun, XH; Welling, GW; Vonk, RJ

    2006-01-01

    The results of our previous study suggested that in addition to the small intestinal lactase activity and transit time, colonic processing of lactose may play a role in lactose intolerance. We investigated whether colonic fermentation of lactose is correlated with lactose intolerance. After 28 Chine

  2. A laboratory analogue of mirrored-self misidentification delusion: the role of hypnosis, suggestion, and demand characteristics.

    Science.gov (United States)

    Connors, Michael H; Barnier, Amanda J; Langdon, Robyn; Cox, Rochelle E; Polito, Vince; Coltheart, Max

    2013-12-01

    Mirrored-self misidentification is the delusional belief that one's own reflection in the mirror is a stranger. In two experiments, we tested the ability of hypnotic suggestion to model this condition. In Experiment 1, we compared two suggestions based on either the delusion's surface features (seeing a stranger in the mirror) or underlying processes (impaired face processing). Fifty-two high hypnotisable participants received one of these suggestions either with hypnosis or without in a wake control. In Experiment 2, we examined the extent to which social cues and role-playing could account for participants' behaviour by comparing the responses of 14 hypnotised participants to the suggestion for impaired face processing (reals) with those of 14 nonhypnotised participants instructed to fake their responses (simulators). Overall, results from both experiments confirm that we can use hypnotic suggestion to produce a compelling analogue of mirrored-self misidentification that cannot simply be attributed to social cues or role-playing.

  3. PROBLEMS AND SUGGESTIONS FOR OFFICE FURNITURE MANUFACTURE

    Directory of Open Access Journals (Sweden)

    Cevdet Söğütlü

    2016-12-01

    Full Text Available This study aims to identify the problems encountered in production lines for office furniture manufacturers and gives suggestions to the problems. For this response, a questionnaire was designed and conducted with directors or owners of 50 office furniture manufacturers of small, medium and large scale size enterprises which were randomly selected from different cities. The questionnaire aims to focus on identifying the fundamental obstacles for production, marketing, sales and law. The data from questionnaire was calculated with frequency numbers and percentages for statistical values. In respect to the scope of dependent variables for the study, relationships between the independent variables such as the size of the company scale and Chi Square Single Analysis of Variance (ANOVA were determined. According to the results, 52% of customers constitute owners. The biggest obstacle is the lack of qualified personnel in office furniture production while 46% of customers complain about pour designs. As a result, the study concludes with specific obstacles for logistics (30%, distributions (18%, unpaid bills after delivery (28%, and unconscious of the consumer (24% in the office furniture sector.

  4. Play behaviours and play object preferences of young children with autistic disorder in a clinical play environment.

    Science.gov (United States)

    Dominguez, Anna; Ziviani, Jenny; Rodger, Sylvia

    2006-01-01

    Play is the primary occupation of childhood and provides a potentially powerful means of assessing and treating children with autistic disorder. This study utilized a cross-sectional comparison design to investigate the nature of play engagement in children with AD (n = 24), relative to typically developing children (n = 34) matched for chronological age. Play behaviours were recorded in a clinical play environment. Videotapes comprising 15 minutes of the children's spontaneous play behaviour were analysed using time-interval analysis. The particular play behaviours observed and play objects used were coded. Differences in play behaviours (p motivation.

  5. Hand kinematics of piano playing.

    Science.gov (United States)

    Furuya, Shinichi; Flanders, Martha; Soechting, John F

    2011-12-01

    Dexterous use of the hand represents a sophisticated sensorimotor function. In behaviors such as playing the piano, it can involve strong temporal and spatial constraints. The purpose of this study was to determine fundamental patterns of covariation of motion across joints and digits of the human hand. Joint motion was recorded while 5 expert pianists played 30 excerpts from musical pieces, which featured ∼50 different tone sequences and fingering. Principal component analysis and cluster analysis using an expectation-maximization algorithm revealed that joint velocities could be categorized into several patterns, which help to simplify the description of the movements of the multiple degrees of freedom of the hand. For the thumb keystroke, two distinct patterns of joint movement covariation emerged and they depended on the spatiotemporal patterns of the task. For example, the thumb-under maneuver was clearly separated into two clusters based on the direction of hand translation along the keyboard. While the pattern of the thumb joint velocities differed between these clusters, the motions at the metacarpo-phalangeal and proximal-phalangeal joints of the four fingers were more consistent. For a keystroke executed with one of the fingers, there were three distinct patterns of joint rotations, across which motion at the striking finger was fairly consistent, but motion of the other fingers was more variable. Furthermore, the amount of movement spillover of the striking finger to the adjacent fingers was small irrespective of the finger used for the keystroke. These findings describe an unparalleled amount of independent motion of the fingers.

  6. Playing shooter and driving videogames improves top-down guidance in visual search.

    Science.gov (United States)

    Wu, Sijing; Spence, Ian

    2013-05-01

    Playing action videogames is known to improve visual spatial attention and related skills. Here, we showed that playing action videogames also improves classic visual search, as well as the ability to locate targets in a dual search that mimics certain aspects of an action videogame. In Experiment 1A, first-person shooter (FPS) videogame players were faster than nonplayers in both feature search and conjunction search, and in Experiment 1B, they were faster and more accurate in a peripheral search and identification task while simultaneously performing a central search. In Experiment 2, we showed that 10 h of play could improve the performance of nonplayers on each of these tasks. Three different genres of videogames were used for training: two action games and a 3-D puzzle game. Participants who played an action game (either an FPS or a driving game) achieved greater gains on all search tasks than did those who trained using the puzzle game. Feature searches were faster after playing an action videogame, suggesting that players developed a better target template to guide search in a top-down manner. The results of the dual search suggest that, in addition to enhancing the ability to divide attention, playing an action game improves the top-down guidance of attention to possible target locations. The results have practical implications for the development of training tools to improve perceptual and cognitive skills.

  7. Psychiatric vulnerability: suggestions from animal models and role of neurotrophins.

    Science.gov (United States)

    Alleva, Enrico; Francia, Nadia

    2009-04-01

    Nerve growth factor (NGF) and brain-derived neurotrophic factor (BDNF) are well-studied neurotrophins involved in the neurogenesis, differentiation, growth and maintenance of selected peripheral and central populations of neuronal cells during development and at adulthood. Neurotrophins, in concert to hypothalamic-pituitary-adrenal (HPA) axis, play a key role in modulating brain plasticity and behavioral coping, especially during ontogenetic critical periods, when developing brain is particularly sensitive to external stimulations. Indeed, early life events, such psychophysical stress, affect NGF and BDNF levels, and induce dysregulation of the HPA axis. Thus, early life experiences can affect brain development, contributing to shape interindividual differences in vulnerability to stress or psychiatric disorders. At adulthood, intermale aggressive interactions in mice, representing a psychosocial stressful condition, has been shown to markedly alter NGF and BDNF levels both in plasma as well as in selected brain areas, including the hypothalamus and hippocampus. These results have been extended to humans, showing that blood NGF levels are enhanced in psychological contexts mainly associated to anxiety and fear, such as first skydiving experience. Recent studies indicate a role for neurotrophins also in vulnerability and resilience to stress-related neuropsychiatric disorders. Overall, these findings suggest a role of neurotrophins as factors mediating both short- and long-term experience effects on brain structure and function.

  8. PENGEMBANGAN PERMAINAN (GAME-PLAY EDUKASI GIZI BERBASIS-KOMPUTER UNTUK MURID SEKOLAH DASAR (DEVELOPMENT OF COMPUTER-BASED NUTRITIONAL EDUCATION GAME-PLAY FOR PRIMARY SCHOOL STUDENTS

    Directory of Open Access Journals (Sweden)

    Hermina Hermina

    2013-07-01

    Full Text Available ABSTRACT Background: Nutrition education in school children is considered to be effective and efficient to touch big segment in population. Objective: To develop a computer-based nutritional education game-play for primary school children. Methods: Focus group interviews (focus groups were used to obtain insight into participants’ understanding and opinions regarding the healthy eating and physical-activity. Participants consisted of pupils (year 3 to 6 and their teachers in 3 cities in West Java Province: Depok, Bekasi, and Bandung. Two primary schools in each city selected purposively based on the recommendation of Dinas Pendidikan (Education Offices. This study included 2 phases. Phase I was focus groups involved 1 pupil group and 1 teacher group of 8 to 10 participants each. Focus group sessions were noted and summarized into meaningful themes for a developed computer-based nutritional education game-play. Phase II was created and test the game-play. Results: Key concepts of the healthy eating were commonly understood, but specific knowledge was limited, especially related to the recommended dietary allowance and food servings. Game-play is develop to be played and can be understood by students and teachers easily. From the trial game-play input obtained to repair the game. So at the end of the study can be obtained prototype game-play more interesting and can be more accepted by students and teachers. Although not all suggestions for improvements can be accommodated perfectly. Conclusion: The computer-based nutritional education game-play can be cheerfully used by year 1 to 6 of primary school children to enrich their knowledge about how much food should they eat a day based on their body needs. [Penel Gizi Makan 2010, 33(2: 161-172]   Keywords: computer-based nutritional education, game-play, primary school children, teachers

  9. Are You Suggesting That's My Hand? The Relation Between Hypnotic Suggestibility and the Rubber Hand Illusion.

    Science.gov (United States)

    Walsh, E; Guilmette, D N; Longo, M R; Moore, J W; Oakley, D A; Halligan, P W; Mehta, M A; Deeley, Q

    2015-01-01

    Hypnotic suggestibility (HS) is the ability to respond automatically to suggestions and to experience alterations in perception and behavior. Hypnotically suggestible participants are also better able to focus and sustain their attention on an experimental stimulus. The present study explores the relation between HS and susceptibility to the rubber hand illusion (RHI). Based on previous research with visual illusions, it was predicted that higher HS would lead to a stronger RHI. Two behavioral output measures of the RHI, an implicit (proprioceptive drift) and an explicit (RHI questionnaire) measure, were correlated against HS scores. Hypnotic suggestibility correlated positively with the implicit RHI measure contributing to 30% of the variation. However, there was no relation between HS and the explicit RHI questionnaire measure, or with compliance control items. High hypnotic suggestibility may facilitate, via attentional mechanisms, the multisensory integration of visuoproprioceptive inputs that leads to greater perceptual mislocalization of a participant's hand. These results may provide insight into the multisensory brain mechanisms involved in our sense of embodiment.

  10. Children's active play: self-reported motivators, barriers and facilitators

    Directory of Open Access Journals (Sweden)

    Rowan Brockman

    2011-06-01

    Full Text Available Physical activity has important benefits for children's physical health and mental wellbeing, but many children do not meet recommended levels. Research suggests that active play has the potential to make a valuable contribution to children's overall physical activity, whilst providing additional cognitive, social and emotional benefits. However, relatively little is known about the determinants of UK children's active play. Understanding these factors provides the critical first step in developing interventions to increase children's active play, and therefore overall physical activity. Eleven focus groups were conducted with 77, 10-11 year old children from four primary schools in Bristol, UK. Focus groups examined: (i factors which motivate children to take part in active play; (ii factors which limit children's active play and (iii factors which facilitate children's active play. All focus groups were audio-taped and transcribed verbatim. Data were analysed using a thematic approach. Children were motivated to engage in active play because they perceived it to be enjoyable, to prevent boredom, to have physical and mental health benefits and to provide freedom from adult control, rules and structure. However, children's active play was constrained by a number of factors, including rainy weather and fear of groups of teenagers in their play spaces. Some features of the physical environment facilitated children's active play, including the presence of green spaces and cul-de-sacs in the neighbourhood. Additionally, children's use of mobile phones when playing away from home was reported to help to alleviate parents' safety fears, and therefore assist children's active play. Children express a range of motivational and environmental factors that constrain and facilitate their active play. Consideration of these factors should improve effectiveness of interventions designed to increase active play.

  11. FCJ-175 Humans at play in the Anthropocene

    Directory of Open Access Journals (Sweden)

    Troy Innocent

    2015-06-01

    Full Text Available The arrival of the Anthropocene recognises the significant global impact of human activity on the Earth’s ecosystems. Building on Huizingia’s understanding of the relationship between play and culture, this essay explores the role that play could have in survival strategies or to provide awareness of the impact of human processes in the Anthropocene. In this worldview, play has a primary function in culture through its role in modelling modes of human survival: simulation is good tool for understanding the impact of systems on the world; play enables the possibility to become adaptive and ‘hack’ the world as conditions change; and lastly, play suggests that a changed philosophical perspective may offer an evolutionary edge for survival in a changing world. Drawing on Lévy, Bogost, Harman and Parikka strategies for play are explored using micronations and pervasive games; demonstrated and illustrated by analysis of games from recent experience within the Micronation of Ludea.

  12. Preschoolers’ free play - connections with emotional and social functioning

    Directory of Open Access Journals (Sweden)

    Guida Veiga

    2016-04-01

    Full Text Available Play has an important role in various aspects of children’s development. However, time for free play has declined substantially over the last decades. To date, few studies have focused on the relationship between opportunities for free play and children’s social functioning. The aims of this study are to examine whether children´s free play is related to their social functioning and whether this relationship is mediated by children´s emotional functioning. Seventy-eight children (age, 55- 77 months were tested on their theory of mind and emotion understanding. Parents reported on their children’s time for free play, empathic abilities, social competence and externalizing behaviors. The main findings showed that free play and children’s theory of mind are negatively related to externalizing behaviors. Empathy was strongly related to children’s social competence, but free play and social competence were not associated. Less time for free play is related to more disruptive behaviors in preschool children, however certain emotional functioning skills influence these behaviors independently of the time children have for free play. These outcomes suggest that free play might help to prevent the development of disruptive behaviors, but future studies should further examine the causality of this relationship.

  13. A role-play Rorschach procedure.

    Science.gov (United States)

    Bricklin, B

    1975-10-01

    Rorschach responses of three subjects were used to stimulate the type of role-playing popularized by Fritz Perls' Gestalt therapy. The standard Rorschachs were given first. Afterwards, each subject was presented with certain of his or her own images as a stimulus for the role-playing. The subjects consisted of a 19-year-old female with severe anxiety attacks, an 11-year-old lad diagnosed as having minimal cerebral dysfunction, and a 46-year-old man who had undergone two years of successful psychotherapy. It is proposed that the resulting data are valuable in expanding and clarifying the psychological meaning of the Rorschach images. Further, the procedure can be utilized, if desired, as a spur to therapeutic involvement.

  14. Interrogative suggestibility and perceptual motor performance.

    Science.gov (United States)

    Gudjonsson, G H

    1984-04-01

    This study investigates the relationship between interrogative suggestibility, as measured by the Gudjonsson Suggestibility Scale, and Arrow-Dot scores. The tendency of subjects (25 men and 25 women, mean age 30.2 yr.) to alter their answers once interpersonal pressure had been applied correlated significantly with poor Arrow-Dot Ego functioning.

  15. Query term suggestion in academic search

    NARCIS (Netherlands)

    Verberne, S.; Sappelli, M.; Kraaij, W.

    2014-01-01

    In this paper, we evaluate query term suggestion in the context of academic professional search. Our overall goal is to support scientists in their information seeking tasks. We set up an interactive search system in which terms are extracted from clicked documents and suggested to the user before e

  16. Query term suggestion in academic search

    NARCIS (Netherlands)

    Verberne, S.; Sappelli, M.; Kraaij, W.

    2014-01-01

    In this paper, we evaluate query term suggestion in the context of academic professional search. Our overall goal is to support scientists in their information seeking tasks. We set up an interactive search system in which terms are extracted from clicked documents and suggested to the user before

  17. Maltreated Children's Memory: Accuracy, Suggestibility, and Psychopathology

    Science.gov (United States)

    Eisen, Mitchell L.; Goodman, Gail S.; Qin, Jianjian; Davis, Suzanne; Crayton, John

    2007-01-01

    Memory, suggestibility, stress arousal, and trauma-related psychopathology were examined in 328 3- to 16-year-olds involved in forensic investigations of abuse and neglect. Children's memory and suggestibility were assessed for a medical examination and venipuncture. Being older and scoring higher in cognitive functioning were related to fewer…

  18. [Adipocytokines: factors with various suggested functions].

    Science.gov (United States)

    Zhu, Ye; Huang, Dejia

    2010-04-01

    Fat accumulation has been shown to play important roles in the development of obesity-related disorders such as atherosclerosis, diabetes mellitus and hypertension. Recent studies have shown that fat tissue is not a simple energy storage organ, but exerts important endocrine functions. These are achieved predominantly through release of adipocytokines, which include several novel molecules released by adipocytes like leptin, resistin, adiponectin or visfatin, as well as some more classical cytokines released possibly by inflammatory cells, like TNF-alpha and IL-6. Adipocytokines may affect cardiovascular, hepatic, muscular and metabolic function. In this review, the recent research work of adipocytokines will be discussed.

  19. A Topic Model Approach to Representing and Classifying Football Plays

    KAUST Repository

    Varadarajan, Jagannadan

    2013-09-09

    We address the problem of modeling and classifying American Football offense teams’ plays in video, a challenging example of group activity analysis. Automatic play classification will allow coaches to infer patterns and tendencies of opponents more ef- ficiently, resulting in better strategy planning in a game. We define a football play as a unique combination of player trajectories. To this end, we develop a framework that uses player trajectories as inputs to MedLDA, a supervised topic model. The joint maximiza- tion of both likelihood and inter-class margins of MedLDA in learning the topics allows us to learn semantically meaningful play type templates, as well as, classify different play types with 70% average accuracy. Furthermore, this method is extended to analyze individual player roles in classifying each play type. We validate our method on a large dataset comprising 271 play clips from real-world football games, which will be made publicly available for future comparisons.

  20. Play and Community in the Classroom.

    Science.gov (United States)

    King, Nechie R.

    1997-01-01

    Children recognize two kinds of classroom play: instrumental play organized by teachers for academic purposes; and illicit play stressing surreptitious, unsanctioned activities like whispering and clowning around. Each is associated with a particular form of classroom community. This article considers how the nature of classroom play influences…

  1. Teatro! Hispanic Plays for Young People.

    Science.gov (United States)

    Vigil, Angel

    This collection of 14 folk drama scripts is drawn from the Hispanic culture and traditions of the American Southwest and designed for use in educational settings. The plays are short, simple, and easy to produce. A single play can fill a class period, while several plays grouped together would make a school assembly. Six plays, intended for grades…

  2. The development of early sociodramatic play

    NARCIS (Netherlands)

    Deunk, M.I.; Berenst, J.; de Glopper, C.M.

    2008-01-01

    In this article we study the beginnings of sociodramatic play. We examine the pretend play interactions of a Dutch girl, Peggy, and focus on her transition into sociodramatic play. Initially, Peggy interprets only some elements of her play interactions at the pretend level. At age 2;9, Peggy shows s

  3. Teatro! Hispanic Plays for Young People.

    Science.gov (United States)

    Vigil, Angel

    This collection of 14 folk drama scripts is drawn from the Hispanic culture and traditions of the American Southwest and designed for use in educational settings. The plays are short, simple, and easy to produce. A single play can fill a class period, while several plays grouped together would make a school assembly. Six plays, intended for grades…

  4. Evaluative Intervention Research in Child's Play.

    Science.gov (United States)

    Yawkey, Thomas Daniels; Fox, Franklin Daniel

    1981-01-01

    Evaluative intervention research studies in pretend play are investigations that examine the potential of imaginative play in young children to demonstrate a relationship between play and cognitive, social, and emotional growth. A review of the research indicates that children who engage in imaginative play yield higher test scores than those in…

  5. Superman Comes to Preschool: Superhero TV Play.

    Science.gov (United States)

    Ritchie, Kathleen E.; Johnson, Zita M.

    Systematic efforts at the Arizona State Child Study Laboratory were successful in replacing children's undesirable superhero play with other types of sociodramatic play. Teachers found superhero play undesirable because it was aggressive and noisy and was accompanied by an increase in random activity. Observations indicated that superhero play had…

  6. Conceptualizing the Play Policies in Preschool Curriculums

    Science.gov (United States)

    Sener, Tulin

    2013-01-01

    This research attempted to describe the play policies in preschool institutions in Ankara, Turkey. The aim of this study is to determine the approaches of the preschools to the children's play. "Play Policy Questionnaire" administered to all directors and teachers of 20 public preschools and 20 private preschools. Play policy of…

  7. Strategies for Family Facilitation of Play Dates

    Science.gov (United States)

    Chambers, Cynthia R.; Horn, Eva M.

    2010-01-01

    Play dates can serve several functions for young children, including children with social difficulties, such as developmental delays, behavioral disorders, autism spectrum disorders, and shyness. Play dates provide children with additional opportunities to be around peers and to practice skills associated with peer play interactions. Play dates…

  8. Suggestions for Preview in Learning English

    Institute of Scientific and Technical Information of China (English)

    Sun Na

    2015-01-01

    Among the factors which affect the efficiency of learning English, preview stands out as an increasingly significant one in English studying.Some constructive suggestions about the preview are given to apply in the preview of English.

  9. FDA Suggests Limits on Lead in Cosmetics

    Science.gov (United States)

    ... page: https://medlineplus.gov/news/fullstory_162726.html FDA Suggests Limits on Lead in Cosmetics Agency notes ... the authority to enforce such a limit, the FDA recommended in a draft guidance issued Thursday that ...

  10. The development of fatigue during match-play tennis.

    Science.gov (United States)

    Reid, Machar; Duffield, Rob

    2014-04-01

    Data describing the activity profile and physiological characteristics of tennis match-play are extensive. However, these data have generally provided descriptive accounts of the one-off match-play of amateur or lowly ranked professional players lasting tennis match-play, particularly in the men's game where matches can last >5 h. Furthermore, there is a distinct lack of evidence-based insight regarding the manifestation of fatigue within and between tennis matches, notwithstanding that skeletal muscle function has been reported to reduce following prolonged match-play. Moreover, it is evident that match-play evokes pronounced and prolonged physiological, neuromuscular and psychological perturbations that may be exacerbated with consecutive days of match-play. Separate to these internal load responses, a collection of non-uniform movement and technical performance changes are reported, though rarely from match-play data. Consequently, direct or causal links between altered physiological or muscle contractile function and subsequent match-play outcomes are lacking. Indeed, emerging evidence seems to infer that players adjust their game strategy, and the resultant execution of stroke play, to accommodate any such deterioration in physiological function. The purpose of this review was to discuss the available literature in terms of the physiological, mechanical and psychological responses that occur during prolonged match-play in the context of their likely effect on match-play performance.

  11. Psychiatrists' Perceptions of Role-Playing Games.

    Science.gov (United States)

    Lis, Eric; Chiniara, Carl; Biskin, Robert; Montoro, Richard

    2015-09-01

    The literature has seen a surge in research on the mental health impacts of technologies such as Facebook, video games, and massively-multiplayer online role-playing games such as World of Warcraft, but little is known regarding the mental health impact of non-video role-playing games, such as Dungeons & Dragons. The present study examines how psychiatrists' perceive role-playing games and whether they play them. Psychiatrists at a tertiary care centre in Canada completed a questionnaire assessing history of playing role-playing games and whether they associate them with psychopathology. Forty-eight psychiatrists responded. Twenty-three percent have played a role-playing game over their lifetimes. Twenty-two percent believed there was an association between psychopathology and role-playing games. A majority of psychiatrists who responded do not associate role-playing games with psychopathology. Implications for clinical practice and future research are discussed.

  12. Finger Forces in Clarinet Playing

    Directory of Open Access Journals (Sweden)

    Alex Hofmann

    2016-08-01

    Full Text Available Clarinettists close and open multiple tone holes to alter the pitch of the tones. Their fingering technique must be fast, precise, and coordinated with the tongue articulation. In this empirical study, finger force profiles and tongue techniques of clarinet students (N = 17 and professional clarinettists (N = 6 were investigated under controlled performance conditions. First, in an expressive-performance task, eight selected excerpts from the first Weber Concerto were performed. These excerpts were chosen to fit in a 2 x 2 x 2 design (register: low--high; tempo: slow--fast, dynamics: soft--loud. There was an additional condition controlled by the experimenter, which determined the expression levels (low--high of the performers. Second, a technical-exercise task, an isochronous 23-tone melody was designed that required different effectors to produce the sequence (finger-only, tongue-only, combined tongue-finger actions. The melody was performed in three tempo conditions (slow, medium, fast in a synchronization-continuation paradigm. Participants played on a sensor-equipped Viennese clarinet, which tracked finger forces and reed oscillations simultaneously. From the data, average finger force (Fmean and peak force (Fmax were calculated. The overall finger forces were low (Fmean = 1.17 N, Fmax = 3.05 N compared to those on other musical instruments (e.g. guitar. Participants applied the largest finger forces during the high expression level performance conditions (Fmean = 1.21 N.For the technical exercise task, timing and articulation information were extracted from the reed signal. Here, the timing precision of the fingers deteriorated the timing precision of the tongue for combined tongue-finger actions, especially for faster tempi. Although individual finger force profiles were overlapping, the group of professional players applied less finger force overall (Fmean = 0.54 N. Such sensor instruments provide useful insights into player

  13. Finger Forces in Clarinet Playing.

    Science.gov (United States)

    Hofmann, Alex; Goebl, Werner

    2016-01-01

    Clarinettists close and open multiple tone holes to alter the pitch of the tones. Their fingering technique must be fast, precise, and coordinated with the tongue articulation. In this empirical study, finger force profiles and tongue techniques of clarinet students (N = 17) and professional clarinettists (N = 6) were investigated under controlled performance conditions. First, in an expressive-performance task, eight selected excerpts from the first Weber Concerto were performed. These excerpts were chosen to fit in a 2 × 2 × 2 design (register: low-high; tempo: slow-fast, dynamics: soft-loud). There was an additional condition controlled by the experimenter, which determined the expression levels (low-high) of the performers. Second, a technical-exercise task, an isochronous 23-tone melody was designed that required different effectors to produce the sequence (finger-only, tongue-only, combined tongue-finger actions). The melody was performed in three tempo conditions (slow, medium, fast) in a synchronization-continuation paradigm. Participants played on a sensor-equipped Viennese clarinet, which tracked finger forces and reed oscillations simultaneously. From the data, average finger force (F mean ) and peak force (F max ) were calculated. The overall finger forces were low (F mean = 1.17 N, F max = 3.05 N) compared to those on other musical instruments (e.g., guitar). Participants applied the largest finger forces during the high expression level performance conditions (F mean = 1.21 N). For the technical exercise task, timing and articulation information were extracted from the reed signal. Here, the timing precision of the fingers deteriorated the timing precision of the tongue for combined tongue-finger actions, especially for faster tempi. Although individual finger force profiles were overlapping, the group of professional players applied less finger force overall (F mean = 0.54 N). Such sensor instruments provide useful insights into player

  14. The functional anatomy of suggested limb paralysis.

    Science.gov (United States)

    Deeley, Quinton; Oakley, David A; Toone, Brian; Bell, Vaughan; Walsh, Eamonn; Marquand, Andre F; Giampietro, Vincent; Brammer, Michael J; Williams, Steven C R; Mehta, Mitul A; Halligan, Peter W

    2013-02-01

    Suggestions of limb paralysis in highly hypnotically suggestible subjects have been employed to successfully model conversion disorders, revealing similar patterns of brain activation associated with attempted movement of the affected limb. However, previous studies differ with regard to the executive regions involved during involuntary inhibition of the affected limb. This difference may have arisen as previous studies did not control for differences in hypnosis depth between conditions and/or include subjective measures to explore the experience of suggested paralysis. In the current study we employed functional magnetic resonance imaging (fMRI) to examine the functional anatomy of left and right upper limb movements in eight healthy subjects selected for high hypnotic suggestibility during (i) hypnosis (NORMAL) and (ii) attempted movement following additional left upper limb paralysis suggestions (PARALYSIS). Contrast of left upper limb motor function during NORMAL relative to PARALYSIS conditions revealed greater activation of contralateral M1/S1 and ipsilateral cerebellum, consistent with the engagement of these regions in the completion of movements. By contrast, two significant observations were noted in PARALYSIS relative to NORMAL conditions. In conjunction with reports of attempts to move the paralysed limb, greater supplementary motor area (SMA) activation was observed, a finding consistent with the role of SMA in motor intention and planning. The anterior cingulate cortex (ACC, BA 24) was also significantly more active in PARALYSIS relative to NORMAL conditions - suggesting that ACC (BA 24) may be implicated in involuntary, as well as voluntary inhibition of prepotent motor responses.

  15. Play in adulthood. A developmental consideration.

    Science.gov (United States)

    Colarusso, C A

    1993-01-01

    This paper is about normal development, addressing the basic characteristics and evolution of play throughout life, with particular emphasis on the nature of play in adulthood. Although the psychoanalytic literature on play in childhood is extensive, undoubtedly because of its relevance to child analysis, very little has been written on the subject of adult play or on the relationship between adult play and its childhood antecedents.

  16. The motivation of children to play an active video game.

    Science.gov (United States)

    Chin A Paw, Marijke J M; Jacobs, Wietske M; Vaessen, Ellen P G; Titze, Sylvia; van Mechelen, Willem

    2008-04-01

    The purpose of this pilot study was to evaluate the effect of a weekly multiplayer class on the motivation of children aged 9-12 years to play an interactive dance simulation video game (IDSVG) at home over a period of 12 weeks. A sample of 27 children was randomly assigned to (1) a home group instructed to play the IDSVG at home; (2) a multiplayer group instructed to play the IDSVG at home and to participate in a weekly IDSVG multiplayer class. Participants were asked to play the IDSVG as often as they liked and report the playing time daily on a calendar for a 12-week period. Motivation to play was assessed by the playing duration of IDSVG in minutes and the dropout during the study. Mean age of the 16 children who completed the study was 10.6+/-0.8 years. During the 12-week intervention period, the multiplayer group played approximately twice as many minutes (901min) as the home group (376min, p=0.13). Dropout was significantly (p=0.02) lower in the multiplayer group (15%) than in the home group (64%). Our findings suggest that multiplayer classes may increase children's motivation to play interactive dance simulation video games.

  17. Why People Play: Artificial Lives Acquiring Play Instinct to Stabilize Productivity

    Directory of Open Access Journals (Sweden)

    Shinichi Tamura

    2012-01-01

    Full Text Available We propose a model to generate a group of artificial lives capable of coping with various environments which is equivalent to a set of requested task, and likely to show that the plays or hobbies are necessary for the group of individuals to maintain the coping capability with various changes of the environment as a whole. This may be an another side of saying that the wide variety of the abilities in the group is necessary, and if the variety in a species decreased, its species will be extinguished. Thus, we show some simulation results, for example, in the world where more variety of abilities are requested in the plays, performance of the whole world becomes stable and improved in spite of being calculated only from job tasks, and can avoid the risk of extinction of the species. This is the good effect of the play.

  18. Scaffolded filmmaking in PlayOFF

    DEFF Research Database (Denmark)

    Philipsen, Heidi

    2012-01-01

    described. But when it comes to the process of creating films we find almost no scientifically based research or qualifying designs for stimulating creativity. While other media researchers focus on successful films, I find it crucial to study the idea-making, team work and other conditions behind...... and Romania - competed. This kind of contest is, in my point of view, valuable to research in order to know more of how motivation, flow and creative ways of thinking can be initiated through filmmaking. Creative competences, environments, educations, classes etc. is in constant demand. Despite of that, only...... the productions. This article is based on an empirical study of film processes in PlayOFF 2010 and -11, and I will point out how these findings could be used in developing creativity. Based on my empirical studies I will suggest a learning design for scaffolded filmmaking and propose some ideas of how to transfer...

  19. Scaffolded filmmaking in PlayOFF

    DEFF Research Database (Denmark)

    Philipsen, Heidi

    2012-01-01

    and Romania - competed. This kind of contest is, in my point of view, valuable to research in order to know more of how motivation, flow and creative ways of thinking can be initiated through filmmaking. Creative competences, environments, educations, classes etc. is in constant demand. Despite of that, only...... described. But when it comes to the process of creating films we find almost no scientifically based research or qualifying designs for stimulating creativity. While other media researchers focus on successful films, I find it crucial to study the idea-making, team work and other conditions behind...... the productions. This article is based on an empirical study of film processes in PlayOFF 2010 and -11, and I will point out how these findings could be used in developing creativity. Based on my empirical studies I will suggest a learning design for scaffolded filmmaking and propose some ideas of how to transfer...

  20. Impulsivity, self-control, and hypnotic suggestibility.

    Science.gov (United States)

    Ludwig, V U; Stelzel, C; Krutiak, H; Prunkl, C E; Steimke, R; Paschke, L M; Kathmann, N; Walter, H

    2013-06-01

    Hypnotic responding might be due to attenuated frontal lobe functioning after the hypnotic induction. Little is known about whether personality traits linked with frontal functioning are associated with responsiveness to hypnotic suggestions. We assessed whether hypnotic suggestibility is related to the traits of self-control and impulsivity in 154 participants who completed the Brief Self-Control Scale, the Self-Regulation Scale, the Barratt Impulsiveness Scale (BIS-11), and the Harvard Group Scale of Hypnotic Susceptibility (HGSHS:A). BIS-11 non-planning impulsivity correlated positively with HGSHS:A (Bonferroni-corrected). Furthermore, in the best model emerging from a stepwise multiple regression, both non-planning impulsivity and self-control positively predicted hypnotic suggestibility, and there was an interaction of BIS-11 motor impulsivity with gender. For men only, motor impulsivity tended to predict hypnotic suggestibility. Hypnotic suggestibility is associated with personality traits linked with frontal functioning, and hypnotic responding in men and women might differ. Copyright © 2013 Elsevier Inc. All rights reserved.

  1. The play behavior of hearing-impaired kindergarten children.

    Science.gov (United States)

    Cornelius, G; Hornett, D

    1990-10-01

    This exploratory study examined the cognitive and social play behaviors of hearing-impaired kindergarten children with regard to classroom instructional mode and communication strategies. Two classes were observed--one using sign communication and the other using an oral-based method of communication. Functional, constructive, dramatic, and social play behaviors were observed and documented. Statistically significant differences were found between the two groups of children with regard to social and dramatic play as well as with regard to levels of aggression. For example, children in the sign-based class demonstrated higher levels of social play behavior and lower levels of aggression than the children in the oral-based class. Guidelines and strategies to help children initiate and sustain play are suggested.

  2. The Non-linear Trajectory of Change in Play Profiles of Three Children in Psychodynamic Play Therapy

    Science.gov (United States)

    Halfon, Sibel; Çavdar, Alev; Orsucci, Franco; Schiepek, Gunter K.; Andreassi, Silvia; Giuliani, Alessandro; de Felice, Giulio

    2016-01-01

    Aim: Even though there is substantial evidence that play based therapies produce significant change, the specific play processes in treatment remain unexamined. For that purpose, processes of change in long-term psychodynamic play therapy are assessed through a repeated systematic assessment of three children’s “play profiles,” which reflect patterns of organization among play variables that contribute to play activity in therapy, indicative of the children’s coping strategies, and an expression of their internal world. The main aims of the study are to investigate the kinds of play profiles expressed in treatment, and to test whether there is emergence of new and more adaptive play profiles using dynamic systems theory as a methodological framework. Methods and Procedures: Each session from the long-term psychodynamic treatment (mean number of sessions = 55) of three 6-year-old good outcome cases presenting with Separation Anxiety were recorded, transcribed and coded using items from the Children’s Play Therapy Instrument (CPTI), created to assess the play activity of children in psychotherapy, generating discrete and measurable units of play activity arranged along a continuum of four play profiles: “Adaptive,” “Inhibited,” “Impulsive,” and “Disorganized.” The play profiles were clustered through K-means Algorithm, generating seven discrete states characterizing the course of treatment and the transitions between these states were analyzed by Markov Transition Matrix, Recurrence Quantification Analysis (RQA) and odds ratios comparing the first and second halves of psychotherapy. Results: The Markov Transitions between the states scaled almost perfectly and also showed the ergodicity of the system, meaning that the child can reach any state or shift to another one in play. The RQA and odds ratios showed two trends of change, first concerning the decrease in the use of “less adaptive” strategies, second regarding the reduction of play

  3. Playing vs. nonplaying aerobic training in tennis: physiological and performance outcomes.

    Directory of Open Access Journals (Sweden)

    Vincent Pialoux

    Full Text Available This study compared the effects of playing and nonplaying high intensity intermittent training (HIIT on physiological demands and tennis stroke performance in young tennis players. Eleven competitive male players (13.4 ± 1.3 years completed both a playing and nonplaying HIIT session of equal distance, in random order. During each HIIT session, heart rate (HR, blood lactate, and ratings of perceived exertion (RPE were monitored. Before and after each HIIT session, the velocity and accuracy of the serve, and forehand and backhand strokes were evaluated. The results demonstrated that both HIIT sessions achieved an average HR greater than 90% HRmax. The physiological demands (average HR were greater during the playing session compared to the nonplaying session, despite similar lactate concentrations and a lower RPE. The results also indicate a reduction in shot velocity after both HIIT sessions; however, the playing HIIT session had a more deleterious effect on stroke accuracy. These findings suggest that 1 both HIIT sessions may be sufficient to develop maximal aerobic power, 2 playing HIIT sessions provide a greater physiological demand with a lower RPE, and 3 playing HIIT has a greater deleterious effect on stroke performance, and in particular on the accuracy component of the ground stroke performance, and should be incorporated appropriately into a periodization program in young male tennis players.

  4. Playing vs. nonplaying aerobic training in tennis: physiological and performance outcomes.

    Science.gov (United States)

    Pialoux, Vincent; Genevois, Cyril; Capoen, Arnaud; Forbes, Scott C; Thomas, Jordan; Rogowski, Isabelle

    2015-01-01

    This study compared the effects of playing and nonplaying high intensity intermittent training (HIIT) on physiological demands and tennis stroke performance in young tennis players. Eleven competitive male players (13.4 ± 1.3 years) completed both a playing and nonplaying HIIT session of equal distance, in random order. During each HIIT session, heart rate (HR), blood lactate, and ratings of perceived exertion (RPE) were monitored. Before and after each HIIT session, the velocity and accuracy of the serve, and forehand and backhand strokes were evaluated. The results demonstrated that both HIIT sessions achieved an average HR greater than 90% HRmax. The physiological demands (average HR) were greater during the playing session compared to the nonplaying session, despite similar lactate concentrations and a lower RPE. The results also indicate a reduction in shot velocity after both HIIT sessions; however, the playing HIIT session had a more deleterious effect on stroke accuracy. These findings suggest that 1) both HIIT sessions may be sufficient to develop maximal aerobic power, 2) playing HIIT sessions provide a greater physiological demand with a lower RPE, and 3) playing HIIT has a greater deleterious effect on stroke performance, and in particular on the accuracy component of the ground stroke performance, and should be incorporated appropriately into a periodization program in young male tennis players.

  5. Opsin clines in butterflies suggest novel roles for insect photopigments.

    Science.gov (United States)

    Frentiu, Francesca D; Yuan, Furong; Savage, Wesley K; Bernard, Gary D; Mullen, Sean P; Briscoe, Adriana D

    2015-02-01

    Opsins are ancient molecules that enable animal vision by coupling to a vitamin-derived chromophore to form light-sensitive photopigments. The primary drivers of evolutionary diversification in opsins are thought to be visual tasks related to spectral sensitivity and color vision. Typically, only a few opsin amino acid sites affect photopigment spectral sensitivity. We show that opsin genes of the North American butterfly Limenitis arthemis have diversified along a latitudinal cline, consistent with natural selection due to environmental factors. We sequenced single nucleotide (SNP) polymorphisms in the coding regions of the ultraviolet (UVRh), blue (BRh), and long-wavelength (LWRh) opsin genes from ten butterfly populations along the eastern United States and found that a majority of opsin SNPs showed significant clinal variation. Outlier detection and analysis of molecular variance indicated that many SNPs are under balancing selection and show significant population structure. This contrasts with what we found by analysing SNPs in the wingless and EF-1 alpha loci, and from neutral amplified fragment length polymorphisms, which show no evidence of significant locus-specific or genome-wide structure among populations. Using a combination of functional genetic and physiological approaches, including expression in cell culture, transgenic Drosophila, UV-visible spectroscopy, and optophysiology, we show that key BRh opsin SNPs that vary clinally have almost no effect on spectral sensitivity. Our results suggest that opsin diversification in this butterfly is more consistent with natural selection unrelated to spectral tuning. Some of the clinally varying SNPs may instead play a role in regulating opsin gene expression levels or the thermostability of the opsin protein. Lastly, we discuss the possibility that insect opsins might have important, yet-to-be elucidated, adaptive functions in mediating animal responses to abiotic factors, such as temperature or photoperiod.

  6. Is there an association between temporomandibular disorders and playing a musical instrument? A review of literature.

    Science.gov (United States)

    Attallah, M M; Visscher, C M; van Selms, M K A; Lobbezoo, F

    2014-07-01

    Temporomandibular disorders (TMDs) have a multifactorial etiology. Among others, parafunctions and oral habits have been suggested as important initiating and perpetuating factors. Playing a musical instrument that loads the masticatory system, like wind instruments and the violin or viola, has been suggested to be part of this group of etiological factors. However, the evidence base for this suggestion is lacking. Therefore, the aim of this study was to review the literature on the possible association between playing a musical instrument and developing and/or having a TMD. A PubMed search, using the query ['Music'(Mesh) AND 'Craniomandibular Disorders'(Mesh)], yielded 19 articles, 14 of which were included in this review. Six of 14 papers had a case-control or pre-test-post-test design; the remaining eight papers were case reports of expert opinions. The former papers were analysed and tabulated according to the PICO (Patient/population-Intervention-Control/comparison-Outcome/results) system; the latter ones were only summarised and tabulated. All articles with a case-control or pre-test-post-test design suggested a possible association between TMD and playing a musical instrument, especially the violin and viola. However, no clear-cut conclusion could be drawn as to whether playing a musical instrument is directly associated with TMD, or only in combination with other factors. More and better research on this topic is needed, as to enable a better counselling and possibly even a better treatment of the suffering musician.

  7. Suggestions for Structuring a Research Article

    Science.gov (United States)

    Klein, James D.; Reiser, Robert A.

    2014-01-01

    Researchers often experience difficulty as they attempt to prepare journal articles that describe their work. The purpose of this article is to provide researchers in the field of education with a series of suggestions as to how to clearly structure each section of a research manuscript that they intend to submit for publication in a scholarly…

  8. Three Suggestions to Improve Medical English Teaching

    Institute of Scientific and Technical Information of China (English)

    黄佳丽

    2012-01-01

    As a kind of ESP,medical English teaching has an important impact on both English teachers and medical students.A good medical English teaching can help the medical students to improve themselves smoothly and easily in the medical area.In this article,three suggestions were provided for the medical English teachers to improve their English teaching in medical field.

  9. Integrating Composition and Literature: Some Practical Suggestions.

    Science.gov (United States)

    Daiker, Donald A.

    This paper suggests that it is possible to construct a course that integrates the teaching of composition with the teaching of literature without allowing the secondary goal of heightened literary understanding to overwhelm the primary goal of improved expository writing. It presents a syllabus for a four-week unit on Ernest Hemingway's "The Sun…

  10. Suggestions on Training MTI Translators and Interpreters

    Institute of Scientific and Technical Information of China (English)

    徐岩

    2013-01-01

    This article gives a brief review of the current state of training MTI translators and interpreters.After analyzing the problems that exist in course of the training,the author,as a student of MTI,puts forth some suggestions to improve the MTI training in colleges and universities to train practical translators and interpreters from the point of view of learning.

  11. Cable Television Report and Suggested Ordinance.

    Science.gov (United States)

    League of California Cities, Sacramento.

    Guidelines and suggested ordinances for cable television regulation by local governments are comprehensively discussed in this report. The emphasis is placed on franchising the cable operator. Seventeen legal aspects of franchising are reviewed, and an exemplary ordinance is presented. In addition, current statistics about cable franchising in…

  12. BJUT at TREC 2015 Contextual Suggestion Track

    Science.gov (United States)

    2015-11-20

    of Technology, Beijing 100124, China 2. Beijing Key Laboratory of Trusted Computing, Beijing 100124, China 3. National Engineering Laboratory for...CTISCP, Beijing 100124, China ⇤yangzhen@bjut.edu.cn Abstract In this paper we described our efforts for TREC contextual suggestion task. Our goal of this

  13. Leadership Theories--Managing Practices, Challenges, Suggestions

    Science.gov (United States)

    Hawkins, Cheryl

    2009-01-01

    A shortage of community college executives due to the number of retirements occurring among current leaders is predicted. An examination of three leadership theories--servant-leadership, business leadership and transformational leadership--suggests techniques for potential community college leaders. Servant-leaders focus on the needs of their…

  14. Physics Courses--Some Suggested Case Studies

    Science.gov (United States)

    Swetman, T. P.

    1972-01-01

    To communicate the relevance and excitement of science activity to students, the use of more imaginative, and even openly speculative, case studies in physics courses is suggested. Some useful examples are Magnetic Monopoles, Constants, Black Holes, Antimatter, Zero Mass Particles, Tachyons, and the Bootstrap Hypothesis. (DF)

  15. Overview of the SBS 2016 Suggestion Track

    DEFF Research Database (Denmark)

    Koolen, Marijn; Bogers, Toine; Jaap, Kamps

    2016-01-01

    The goal of the SBS 2016 Suggestion Track is to evaluate approaches for supporting users in searching collections of books who express their information needs both in a query and through example books. The track investigates the complex nature of relevance in book search and the role of traditional...

  16. Studies and Suggestions on Prewriting Activities

    Science.gov (United States)

    Zheng, Shigao; Dai, Weiping

    2012-01-01

    This paper studies and suggests the need for writing instruction by which students can experience writing as a creative process in exploring and communicating meaning. The prewriting activities generate ideas which can encourage a free flow of thoughts and help students discover both what they want to say and how to say it on paper. Through the…

  17. Qualitative Research Articles: Guidelines, Suggestions and Needs

    Science.gov (United States)

    Crescentini, Alberto; Mainardi, Giuditta

    2009-01-01

    Purpose: The purpose of this paper is to give ideas and suggestions to avoid some typical problems of qualitative articles. The aim is not to debate quality in qualitative research but to indicate some practical solutions. Design/methodology/approach: The paper discusses the design of qualitative research and the structure of a qualitative article…

  18. Teaching Software Engineering: Problems and Suggestions

    Directory of Open Access Journals (Sweden)

    Osama Shata

    2011-01-01

    Full Text Available Teaching Software Engineering is a challenging task. This paper presents some problems encountered during teaching the course of software engineering to computer science and computer engineering students for few offerings. We present problems encountered and which are related to its title and contents and present suggested solutions.

  19. Brain changes after learning to read and play music

    OpenAIRE

    Stewart, Lauren; Henson, Rik; Kampe, Knut; Walsh, Vincent; Turner, Robert; Frith, Uta

    2003-01-01

    Musically naive participants were scanned before and after a period of 15 weeks during which they were taught to read music and play the keyboard. When participants played melodies from musical notation after training, activation was seen in a cluster of voxels within the bilateral superior parietal cortex. A subset of these voxels were activated in a second experiment in which musical notation was present, but irrelevant for task performance. These activations suggest that music reading invo...

  20. Gender differences in preschool children's play

    OpenAIRE

    Tarman Starc, Ana

    2015-01-01

    The goal of the final thesis is to shed some light on gender-based differences which can be observed in the way preschool children (aged 3 to 6) play, focusing on differences in the type of play, the size of play groups of boys and girls as well as differences in their playing behaviour with special focus on prosocial and aggressive behaviour. Moreover, the educators' attitude towards play is examined, i.e. how they intervene in the play of boy and girls. In the theoretical part the key c...

  1. Play as production – production as game?

    DEFF Research Database (Denmark)

    Eichberg, Henning

    2015-01-01

    “play” and “game” are, and of their social as well as political significance. At the municipal level, the city of Odense – “city of Hans Christian Andersen” – is branding itself as “city of play”. On the international level, Danish play-related products have expanded on the world market. In the field....... In contrast to the established understanding of play as per definition being “unproductive”, play also shows a productive power. Modernity has dissociated play and production, defining play as unproductive, and work as not-playful, and giving competitive sport priority as the ritual of industrial modernity...

  2. Let's play hunt the particle

    CERN Multimedia

    Hogan, J

    2003-01-01

    A team at the LHC are running a competition using a simulated a set of 600,000 results that could conceivably be produced by the collider within a few days. The data describes particle debris created when beams of protons are fired at each other down the LHC's tunnels. The goal of the competition is to give the physicists practice at spotting the most significant or intriguing events that have been deliberately hidden within this data set (1/2 page).

  3. The development of fatigue during match-play tennis

    Science.gov (United States)

    Reid, Machar; Duffield, Rob

    2014-01-01

    Data describing the activity profile and physiological characteristics of tennis match-play are extensive. However, these data have generally provided descriptive accounts of the one-off match-play of amateur or lowly ranked professional players lasting 5 h. Furthermore, there is a distinct lack of evidence-based insight regarding the manifestation of fatigue within and between tennis matches, notwithstanding that skeletal muscle function has been reported to reduce following prolonged match-play. Moreover, it is evident that match-play evokes pronounced and prolonged physiological, neuromuscular and psychological perturbations that may be exacerbated with consecutive days of match-play. Separate to these internal load responses, a collection of non-uniform movement and technical performance changes are reported, though rarely from match-play data. Consequently, direct or causal links between altered physiological or muscle contractile function and subsequent match-play outcomes are lacking. Indeed, emerging evidence seems to infer that players adjust their game strategy, and the resultant execution of stroke play, to accommodate any such deterioration in physiological function. The purpose of this review was to discuss the available literature in terms of the physiological, mechanical and psychological responses that occur during prolonged match-play in the context of their likely effect on match-play performance. PMID:24668384

  4. Forms of vitality play in infancy.

    Science.gov (United States)

    Español, Silvia; Martínez, Mauricio; Bordoni, Mariana; Camarasa, Rosario; Carretero, Soledad

    2014-12-01

    In this paper we report a qualitative study based on the constant comparative method to initiate the systematic study of forms of vitality play. This is an unnoticed non-figurative play frame linked to early social play and temporal arts in which child and adult elaborate the dynamics of their own movements and sounds in a repetition-variation form. In the introduction we present the theoretical underpinnings and the sporadic observations we have done in previous studies. Then, by the iterative observations of the recorded material of a longitudinal case study on play during the third year of life, we generated the general category of forms of vitality play and four subcategories of display modes of forms of vitality play (improvised forms of vitality play, ritualized forms of vitality play, forms of vitality play combined with pretend play, and forms of vitality play combined with role playing) which are illustrated with descriptive narratives. We discuss the properties of the developed categories, the limits of the present study, and the need to continue systematizing the research on this playful activity.

  5. Heading in soccer: dangerous play?

    Science.gov (United States)

    Spiotta, Alejandro M; Bartsch, Adam J; Benzel, Edward C

    2012-01-01

    Soccer is the world's most popular sport and unique in that players use their unprotected heads to intentionally deflect, stop, or redirect the ball for both offensive and defensive strategies. Headed balls travel at high velocity pre- and postimpact. Players, coaches, parents, and physicians are justifiably concerned with soccer heading injury risk. Furthermore, risk of long-term neurocognitive and motor deficits caused by repetitively heading a soccer ball remains unknown. We review the theoretical concerns, the results of biomechanical laboratory experiments, and the available clinical data regarding the effects of chronic, subconcussive head injury during heading in soccer.

  6. Correlation Between Ability on Playing Tetris and GPA

    Directory of Open Access Journals (Sweden)

    Aprilia Ratna Christanti

    2014-10-01

    Full Text Available The goal of this study is to determine the correlation between ability on playing Tetris and GPA of Soegijapranata Catholic University, Department of Information System students against the dexterity in playing Tetris. The research has been done using experiment method on ten Information System students who have various grade points. They played Tetris, 30 minutes each, for three consecutive days. The results showed that: First, eight out of the ten students improved their agility. It can be seen from the increasing scores and levels; Second, the coefficient correlation between student grade point and dexterity in playing Tetris is by 62%. Keywords Ability, grade point average, Tetris

  7. Role-playing for more realistic technical skills training.

    Science.gov (United States)

    Nikendei, C; Zeuch, A; Dieckmann, P; Roth, C; Schäfer, S; Völkl, M; Schellberg, D; Herzog, W; Jünger, J

    2005-03-01

    Clinical skills are an important and necessary part of clinical competence. Simulation plays an important role in many fields of medical education. Although role-playing is common in communication training, there are no reports about the use of student role-plays in the training of technical clinical skills. This article describes an educational intervention with analysis of pre- and post-intervention self-selected student survey evaluations. After one term of skills training, a thorough evaluation showed that the skills-lab training did not seem very realistic nor was it very demanding for trainees. To create a more realistic training situation and to enhance students' involvement, case studies and role-plays with defined roles for students (i.e. intern, senior consultant) were introduced into half of the sessions. Results of the evaluation in the second term showed that sessions with role-playing were rated significantly higher than sessions without role-playing.

  8. Simple nonlinear models suggest variable star universality

    CERN Document Server

    Lindner, John F; Kia, Behnam; Hippke, Michael; Learned, John G; Ditto, William L

    2015-01-01

    Dramatically improved data from observatories like the CoRoT and Kepler spacecraft have recently facilitated nonlinear time series analysis and phenomenological modeling of variable stars, including the search for strange (aka fractal) or chaotic dynamics. We recently argued [Lindner et al., Phys. Rev. Lett. 114 (2015) 054101] that the Kepler data includes "golden" stars, whose luminosities vary quasiperiodically with two frequencies nearly in the golden ratio, and whose secondary frequencies exhibit power-law scaling with exponent near -1.5, suggesting strange nonchaotic dynamics and singular spectra. Here we use a series of phenomenological models to make plausible the connection between golden stars and fractal spectra. We thereby suggest that at least some features of variable star dynamics reflect universal nonlinear phenomena common to even simple systems.

  9. Cajal's brief experimentation with hypnotic suggestion.

    Science.gov (United States)

    Stefanidou, Maria; Solà, Carme; Kouvelas, Elias; del Cerro, Manuel; Triarhou, Lazaros C

    2007-01-01

    Spanish histologist Santiago Ramón y Cajal, one of the most notable figures in Neuroscience, and winner, along with Camillo Golgi, of the 1906 Nobel Prize in Physiology or Medicine for his discoveries on the structure of the nervous system, did not escape experimenting with some of the psychiatric techniques available at the time, mainly hypnotic suggestion, albeit briefly. While a physician in his thirties, Cajal published a short article under the title, "Pains of labour considerably attenuated by hypnotic suggestion" in Gaceta Médica Catalana. That study may be Cajal's only documented case in the field of experimental psychology. We here provide an English translation of the original Spanish text, placing it historically within Cajal's involvement with some of the key scientific and philosophical issues at the time.

  10. Maternal touch moderates sex differences in juvenile social play behavior.

    Directory of Open Access Journals (Sweden)

    Michelle N Edelmann

    Full Text Available Additional somatosensory contact of preterm human infants improves a variety of developmental assessment scores, but less is known about its lasting consequences. In rodents, maternal contact may influence the programming of juvenile social play behavior. Therefore, we used a paradigm where we can control the levels of somatosensory contact associated with maternal care. We find that additional somatosensory contact of offspring can have lasting consequences on juvenile social play behavior in a sex-dependent manner. Specifically, additional somatosensory stimuli reduced male social play behavior, but did not change female play behavior. We then examined if this additional infant contact altered some neurobiological substrates associated with play within the juvenile amygdala. Control males had lower levels of 5HT2a receptor mRNA levels contrasted to females; however, similar to its sex-dependent effect on juvenile social play, males that received additional somatosensory contact had higher serotonin 5HT2a receptor mRNA levels than control males. No difference was found in females. As serotonin signaling typically opposes juvenile play behavior, these data suggest that maternal touch can program lasting differences in juvenile social play and 5HT2a receptors mRNA levels within the juvenile amygdala.

  11. Maternal touch moderates sex differences in juvenile social play behavior.

    Science.gov (United States)

    Edelmann, Michelle N; Demers, Catherine H; Auger, Anthony P

    2013-01-01

    Additional somatosensory contact of preterm human infants improves a variety of developmental assessment scores, but less is known about its lasting consequences. In rodents, maternal contact may influence the programming of juvenile social play behavior. Therefore, we used a paradigm where we can control the levels of somatosensory contact associated with maternal care. We find that additional somatosensory contact of offspring can have lasting consequences on juvenile social play behavior in a sex-dependent manner. Specifically, additional somatosensory stimuli reduced male social play behavior, but did not change female play behavior. We then examined if this additional infant contact altered some neurobiological substrates associated with play within the juvenile amygdala. Control males had lower levels of 5HT2a receptor mRNA levels contrasted to females; however, similar to its sex-dependent effect on juvenile social play, males that received additional somatosensory contact had higher serotonin 5HT2a receptor mRNA levels than control males. No difference was found in females. As serotonin signaling typically opposes juvenile play behavior, these data suggest that maternal touch can program lasting differences in juvenile social play and 5HT2a receptors mRNA levels within the juvenile amygdala.

  12. Pyridoxine dependent epilepsy: a suggestive electroclinical pattern

    OpenAIRE

    1999-01-01

    AIMS—To determine if there is an electroencephalographic pattern suggestive of pyridoxine dependent epilepsy that could be used to improve the chances of early diagnosis.
METHODS—A retrospective study was made of all the clinical records and electroencephalograms of neonates identified with pyridoxine dependent seizures between 1983 and 1994, at this hospital. Neonates whose seizures began after more than 28 days of life were excluded; in all, five patients from four fami...

  13. Suggestions for Improving Translation Teaching Methods

    Institute of Scientific and Technical Information of China (English)

    宋蕾

    2016-01-01

    In the traditional translation teaching mode, the teacher is the main body of classroom, the teachers often explain too much and give few opportunities to students to practice. Even in terms of observation and evaluation of translation, it is also basically teacher-centered, so there is rare opportunity and time for students to debate and to express their own views. So the author gives some suggestions on solving this problem.

  14. Setting Sight on Role Playing: To Accommodate or to Repudiate?

    Directory of Open Access Journals (Sweden)

    Ika Apriani Fata

    2016-11-01

    Full Text Available To set sight on role play by means to look at EFL teacher’s experience and students’ perspectives of role play (RP technique enactment in teaching speaking by using qualitative design. This research was a qualitative study. It was discharged at a Senior high school in Banda Aceh, Indonesia. It provided work for the instrument of observation sheet, field notes and interview guide, and also questionnaire. The methodology designated the combination of four mountainsides to expose in-depth the urgency of role play in which applied since 1936. The result of interview was exposed that the English teacher claimed that role play was a technique applied to promote speaking and it was corroborated by the result of field note. Likewise, regarding students’ perspective depicted that the students indeed agreed on themselves of the usefulness of role play to enhance their speaking skill and motivation. Thus, Students asserted that the learning was more fun and enjoyable through role play itself. It is merely found in this research study that role playing can accommodate students’ need and teacher’s side in English language teaching. Nevertheless, this article applies a small subject as the participant. Therefore, the researchers recommended to have a deep look at reasoning students’ point of view in terms of role play technique implementation in non-English class. And see ascertains how beneficial it is in terms of role play (RP in a large classroom.

  15. Happy Festivus! Parody as playful consumer resistance

    DEFF Research Database (Denmark)

    Mikkonen, Ilona; Bajde, Domen

    2013-01-01

    Drawing upon literary theory, play and consumer resistance literature, we conceptualize consumer parodic resistance – a resistant form of play that critically refunctions dominant consumption discourses and marketplace ideologies. We explore parodic resistance empirically by analyzing Festivus...

  16. Play the Immune System Defender Game

    Science.gov (United States)

    ... Questionnaire The Immune System Play the Immune System Game About the game Granulocytes, macrophages and dendritic cells are immune cells ... last will in Paris. Play the Blood Typing Game Try to save some patients and learn about ...

  17. 77 FR 52272 - Safety Standard for Play Yards

    Science.gov (United States)

    2012-08-29

    ... F406-12a, ``Standard Consumer Safety Specification for Non-Full-Size Baby Cribs/Play Yards.'' The draft... ``a supported sleep surface that attaches to a non-full-size crib or play yard designed to convert the... hazard that resulted in the death of the infant. The requirement and test method apply only to...

  18. Acute Effects of Exercise, Physically Active Video Game Play, and Inactive Video Game Play on Executive Functioning Skills in Children

    OpenAIRE

    Flynn, Rachel Marie

    2013-01-01

    Interactive media plays a central role in children's lives, however limited research has examined the impact of interactive media on children's cognitive development. Past research has suggested that exercise and video game play can improve executive functioning (EF) skills in both the short and long term. EF is a cluster of higher order cognitive skills, including selective attention and inhibition, which work together to coordinate higher order functioning. Interventions that improve EF ...

  19. Neural contributions to flow experience during video game playing.

    Science.gov (United States)

    Klasen, Martin; Weber, René; Kircher, Tilo T J; Mathiak, Krystyna A; Mathiak, Klaus

    2012-04-01

    Video games are an exciting part of new media. Although game play has been intensively studied, the underlying neurobiology is still poorly understood. Flow theory is a well-established model developed to describe subjective game experience. In 13 healthy male subjects, we acquired fMRI data during free play of a video game and analyzed brain activity based on the game content. In accordance with flow theory, we extracted the following factors from the game content: (i) balance between ability and challenge; (ii) concentration and focus; (iii) direct feedback of action results; (iv) clear goals; and (v) control over the situation/activity. We suggest that flow is characterized by specific neural activation patterns and that the latter can be assessed-at least partially-by content factors contributing to the emergence of flow. Each of the content factors was characterized by specific and distinguishable brain activation patterns, encompassing reward-related midbrain structures, as well as cognitive and sensorimotor networks. The activation of sensory and motor networks in the conjunction analyses underpinned the central role of simulation for flow experience. Flow factors can be validated with functional brain imaging which can improve the understanding of human emotions and motivational processes during media entertainment.

  20. Influence of a Prolonged Tennis Match Play on Serve Biomechanics.

    Science.gov (United States)

    Martin, Caroline; Bideau, Benoit; Delamarche, Paul; Kulpa, Richard

    2016-01-01

    The aim of this study was to quantify kinematic, kinetic and performance changes that occur in the serve throughout a prolonged tennis match play. Serves of eight male advanced tennis players were recorded with a motion capture system before, at mid-match, and after a 3-hour tennis match. Before and after each match, electromyographic data of 8 upper limb muscles obtained during isometric maximal voluntary contraction were compared to determine the presence of muscular fatigue. Vertical ground reaction forces, rating of perceived exertion, ball speed, and ball impact height were measured. Kinematic and upper limb kinetic variables were computed. The results show decrease in mean power frequency values for several upper limb muscles that is an indicator of local muscular fatigue. Decreases in serve ball speed, ball impact height, maximal angular velocities and an increase in rating of perceived exertion were also observed between the beginning and the end of the match. With fatigue, the majority of the upper limb joint kinetics decreases at the end of the match. No change in timing of maximal angular velocities was observed between the beginning and the end of the match. A prolonged tennis match play may induce fatigue in upper limb muscles, which decrease performance and cause changes in serve maximal angular velocities and joint kinetics. The consistency in timing of maximal angular velocities suggests that advanced tennis players are able to maintain the temporal pattern of their serve technique, in spite of the muscular fatigue development.

  1. DigiFys : The interactive play landscape

    OpenAIRE

    Waern, Annika; Back, Jon; Sallnäs Pysander, Eva-Lotta; Heefer, Jasper; Rau, Andreas; Paget, Susan; Petterson, Linda

    2015-01-01

    The DigiFys project explores the design of interactive landscapes for children's outdoor play. The project combines landscape architecture with design of interactive technology, working towards designs that support children in their everyday play activity, close to home. In the creative lab session, we want to co-design the play landscape together with local children. The focus is on acquiring a perspective on similarities and differences between the children’s play culture in Sweden where th...

  2. Creative interactive play for disabled children

    DEFF Research Database (Denmark)

    Marti, Patrizia; Pollini, Alessandro; Rullo, Alessia

    2009-01-01

    The workshop addresses the emerging field of research on robotics, assistive technologies and interaction design promoting play for physically, visually, and hearing impaired children and for emotionally and mentally handicapped children. Interactive devices including toys, pets and educational...... tools as well as interactive collaborative environments may represent a unique opportunity for disable children to full engage in play and have fun. The Creative Interactive Play workshop presents a collection of innovative interactive technologies and case studies for inclusive play and discusses...

  3. Large Acrobatic Play Pilgrimage to the West

    Institute of Scientific and Technical Information of China (English)

    马洁

    2006-01-01

    Hosted by Ministry of Culture and Guangzhou Municipal People's Government,Guangzhou Bureau of Culture organized a list of first-class singing and dancing and acrobatic plays in Guangzhou in September 2006. Among these plays, large original acrobatic play Pilgrimage to the West of Guangzhou Acrobatic Troupe went on the stage during October 12th and November 5th.

  4. Game Playing: Negotiating Rules and Identities

    Science.gov (United States)

    Winther-Lindqvist, Ditte

    2009-01-01

    Beginning with Lev Vygotsky's long-established assertion that the play of children always involves both imaginary play and rules of behavior, this article argues for a theoretical framework that connects such play with the construction of social identities in kindergarten peer groups. It begins with a discussion of Ivy Schousboe's model of the…

  5. Content Analysis of Block Play Literature.

    Science.gov (United States)

    Conrad, Annabel

    This study examined research on children's block play, using content analysis to review 75 documents that focused on such play. Each document was coded by type (empirical study or nonempirical article) and by 15 topics and 76 subtopics grouped into 4 broad categories: (1) environment/ecology; (2) block play and the school curriculum; (3) block…

  6. Curious Play: Children's Exploration of Nature

    Science.gov (United States)

    Gurholt, Kirsti Pedersen; Sanderud, Jostein Rønning

    2016-01-01

    This article explores the concept of "curious play" as a theoretical framework to understand and communicate children's experiences of free play in nature. The concept emerged interactively from three sources of inspiration: an ethnographically inspired study of children playing in nature; as a critique of the concept of "risky…

  7. Playing Fair: An Essential Element in Contracting

    Science.gov (United States)

    Peeler, Tom

    2012-01-01

    Playing fair has a value with which people are all familiar. From the sandboxes of childhood and the competitive sports of youth to the business transactions of adulthood, people have been told how important it is to play fair. Playing fair in contracting is not only essential, it's the legal and ethical thing to do. In this article, the author…

  8. Play as Education in the School Curriculum.

    Science.gov (United States)

    Ediger, Marlow

    Friedrich Froebel, an early advocate of the use of play in kindergarten teaching, argued that the ultimate goal of education was developing the creative person. According to Froebel, teachers could promote creativity through play by using gifts, occupations, and mother play songs. By contrast, Johann Herbart called for a subject centered…

  9. Play under Siege: A Historical Overview

    Science.gov (United States)

    Zigler, Edward F.; Bishop-Josef, Sandra J.

    2009-01-01

    In this updated version of their chapter from "Children's Play: The Roots of Reading" (published by ZERO TO THREE in 2004), the authors describe the recent attack on play, in both early childhood and elementary education. They provide a historical overview of the contentious relationship between play and cognitive development. The authors stress…

  10. The Longitudinal Association Between Competitive Video Game Play and Aggression Among Adolescents and Young Adults.

    Science.gov (United States)

    Adachi, Paul J C; Willoughby, Teena

    2016-11-01

    The longitudinal association between competitive video game play and aggression among young adults and adolescents was examined. Young adults (N = 1,132; Mage  = 19 years) were surveyed annually over 4 years about their video game play and aggression, and data from a 4-year longitudinal study of adolescents (N = 1,492; Mage  = 13 years) was reanalyzed. The results demonstrated a longitudinal association between competitive video game play and aggressive behavior among both age groups. In addition, competitive video game play predicted higher levels of aggressive affect over time, which, in turn, predicted higher levels of aggressive behavior over time, suggesting that aggressive affect was a mechanism of this link. These findings highlight the importance of investigating competitive elements of video game play that may predict aggression over time. © 2016 The Authors. Child Development © 2016 Society for Research in Child Development, Inc.

  11. Is Heading in Youth Soccer Dangerous Play?

    Science.gov (United States)

    O'Kane, John W

    2016-01-01

    Soccer is among the most popular youth sports with over 3 million youth players registered in the U.S. Soccer is unique in that players intentionally use their head to strike the ball, leading to concerns that heading could cause acute or chronic brain injury, especially in the immature brains of children. Pub Med search without date restriction was conducted in November 2014 and August 2015 using the terms soccer and concussion, heading and concussion, and youth soccer and concussion. 310 articles were identified and reviewed for applicable content specifically relating to youth athletes, heading, and/or acute or chronic brain injury from soccer. Soccer is a low-risk sport for catastrophic head injury, but concussions are relatively common and heading often plays a role. At all levels of play, concussions are more likely to occur in the act of heading than with other facets of the game. While concussion from heading the ball without other contact to the head appears rare in adult players, some data suggests children are more susceptible to concussion from heading primarily in game situations. Contributing factors include biomechanical forces, less developed technique, and the immature brain's susceptibility to injury. There is no evidence that heading in youth soccer causes any permanent brain injury and there is limited evidence that heading in youth soccer can cause concussion. A reasonable approach based on U.S. Youth Soccer recommendations is to teach heading after age 10 in controlled settings, and heading in games should be delayed until skill acquisition and physical maturity allow the youth player to head correctly with confidence.

  12. Child's play: the creativity of older adults.

    Science.gov (United States)

    Capps, Donald

    2012-09-01

    In this article, I discuss Paul W. Pruyser's view presented in his article "An Essay on Creativity" (Pruyser in Bull Menninger Clin 43:294-353, 1979) that creative persons manifest early childhood qualities of playfulness, curiosity, and pleasure seeking and that adaptation is itself a form of creativity. I then discuss his article "Creativity in Aging Persons" (Pruyser in Bull Menninger Clin 51:425-435, 1987) in which he presents his view that aging itself is a potentially creative process, that creativity among older adults is not limited to the talented few, and that older adulthood has several specific features that are conducive to creativity. Significant among these features are object loss (especially involving human relationships) and functional loss (due to the vicissitudes of aging). Noting his particular emphasis on object loss and its role in late-life creativity, I focus on functional loss, and I emphasize the importance of adaptation in sustaining the creativity of older adults who experience such loss. I illustrate this adaptation by considering well-known painters who in late life suffered visual problems common to older adults. I suggest that in adapting to their visual problems these artists drew on the early childhood qualities (playfulness, curiosity and pleasure seeking) that all creative persons possess and that they are therefore illustrative for other older adults who are experiencing functional losses. I conclude with Erik H. Erikson's (Toys and reasons: stages in the ritualization of experience, W. W. Norton, New York, 1977) and Paul W. Pruyser's (Pastor Psychol 35:120-131, 1986) reflections on the relationship between seeing and hoping.

  13. Are 50-khz calls used as play signals in the playful interactions of rats? III. The effects of devocalization on play with unfamiliar partners as juveniles and as adults.

    Science.gov (United States)

    Kisko, Theresa M; Euston, David R; Pellis, Sergio M

    2015-04-01

    When playing, rats emit 50-kHz calls which may function as play signals. A previous study using devocalized rats provides support for the hypothesis that 50-kHz function to promote and maintain playful interactions (Kisko et al., 2015). However, in that study, all pairs were cage mates and familiar with each other's playful tendencies that could have attenuated the role of play signals. The present study uses unfamiliar pairs to eliminate any chance for such attenuation. Four hypotheses about how 50-kHz calls could act as play signals were tested, that (1) they maintain the playful mood of the partner, (2) they are used to locate partners, (3) they attract play partners and (4) they reduce the risk of playful encounters from escalating to serious fights. Predictions arising from the first three hypotheses, tested in juveniles, were not supported, suggesting that, for juveniles, 50-kHz calls are not facilitating playful interactions as play signals. The fourth hypothesis, however, was supported in adults, but not in juveniles, in that unfamiliar adult males were more likely to escalate playful encounters into serious fights when one partner was devocalized. These findings suggest that vocalizations at most have a minor role in juvenile play but serve a more central role in modulating adult interactions between strangers, allowing for the tactical mitigation of the risk of aggression.

  14. Plays Plays

    Directory of Open Access Journals (Sweden)

    Maria Jandyra Cunha

    2008-04-01

    Full Text Available In spite of presenting his drama in a completely inovating way, Richard Morris writes about the same Universal themes that have been worrying his companion playwriters:life and death, love and war. He uses archetypes which are very well known in Literature such as "Time's winged chariot", the ostrich, the drunkard, the dog, and many others. Morris dresses his plot with a modern gown by hinting fairly new issues (doping, John Lennon - Ioko Ono television, Volkswagen, poor people's rights, women's rights and yet he expresses a longing for bygone days or, at least, he is a eulo gizer of the past "our time".

  15. Didactic Experiments Suggest Enhanced Learning Outcomes

    DEFF Research Database (Denmark)

    Pals Svendsen, Lisbet

    2011-01-01

    The article discusses a didactic experiment carried out at an MA programme at The Copenhagen Business School. The experiment aimed at encouraging students to take charge of their learning processes via a course programme design that would motivate students to take an active part in choosing...... and presenting material in the language studied, just as they were encouraged to systematically use evaluation processes to enhance learning outcomes. Eventually, increased grade point averages suggested that the experiment was successful. The article also mentions subsequent revisions to the original format...

  16. Suggestions for Implementing Flipped Classroom in China

    Institute of Scientific and Technical Information of China (English)

    周婷

    2016-01-01

    Educators in the twenty-first century are constantly adopting new technologies and pedagogies. Flipped Classroom Model is one of the most promising approaches to transforming learning experiences, which has been applied to both K-12 edu-cation and higher education at home and abroad. Influenced by culture and learning styles, the effectiveness and concrete imple-mentation strategies of this teaching model is different in different countries. How to localize the model in China is an important question for educators to think about. The paper makes suggestions for implementing Flipped Classroom in China, aiming at helping teachers to flip their classrooms successfully.

  17. Responding to hypnotic and nonhypnotic suggestions: performance standards, imaginative suggestibility, and response expectancies.

    Science.gov (United States)

    Meyer, Eric C; Lynn, Steven Jay

    2011-07-01

    This study examined the relative impact of hypnotic inductions and several other variables on hypnotic and nonhypnotic responsiveness to imaginative suggestions. The authors examined how imaginative suggestibility, response expectancies, motivation to respond to suggestions, and hypnotist-induced performance standards affected participants' responses to both hypnotic and nonhypnotic suggestions and their suggestion-related experiences. Suggestions were administered to 5 groups of participants using a test-retest design: (a) stringent performance standards; (b) lenient performance standards; (c) hypnosis test-retest; (d) no-hypnosis test-retest; and (e) no-hypnosis/hypnosis control. The authors found no support for the influence of a hypnotic induction or performance standards on responding to suggestions but found considerable support for the role of imaginative suggestibility and response expectancies in predicting responses to both hypnotic and nonhypnotic suggestions.

  18. Executive function predicts the development of play skills for verbal preschoolers with autism spectrum disorders.

    Science.gov (United States)

    Faja, Susan; Dawson, Geraldine; Sullivan, Katherine; Meltzoff, Andrew N; Estes, Annette; Bernier, Raphael

    2016-12-01

    Executive function and play skills develop in early childhood and are linked to cognitive and language ability. The present study examined these abilities longitudinally in two groups with autism spectrum disorder-a group with higher initial language (n = 30) and a group with lower initial language ability (n = 36). Among the lower language group, concurrent nonverbal cognitive ability contributed most to individual differences in executive function and play skills. For the higher language group, executive function during preschool significantly predicted play ability at age 6 over and above intelligence, but early play did not predict later executive function. These results suggested that factors related to the development of play and executive function differ for subgroups of children with different language abilities and that early executive function skills may be critical in order for verbal children with autism to develop play. Autism Res 2016, 9: 1274-1284. © 2016 International Society for Autism Research, Wiley Periodicals, Inc. © 2016 International Society for Autism Research, Wiley Periodicals, Inc.

  19. SpaceWire Plug and Play

    Science.gov (United States)

    Rakow, Glenn; McGuirk, Patrick; Kimmery, Clifford; Jaffe, Paul

    2006-01-01

    The ability to rapidly deploy inexpensive satellites to meet tactical goals has become an important goal for military space systems. In fact, Operationally Responsive Space (ORS) has been in the spotlight at the highest levels. The Office of the Secretary of Defense (OSD) has identified that the critical next step is developing the bus standards and modular interfaces. Historically, satellite components have been constructed based on bus standards and standardized interfaces. However, this has not been done to a degree, which would allow the rapid deployment of a satellite. Advancements in plug-and-play (PnP) technologies for terrestrial applications can serve as a baseline model for a PnP approach for satellite applications. Since SpaceWire (SpW) has become a de facto standard for satellite high-speed (greater than 200Mbp) on-board communications, it has become important for SpW to adapt to this Plug and Play (PnP) environment. Because SpW is simply a bulk transport protocol and lacks built-in PnP features, several changes are required to facilitate PnP with SpW. The first is for Host(s) to figure out what the network looks like, i.e., how pieces of the network, routers and nodes, are connected together; network mapping, and to receive notice of changes to the network. The second is for the components connected to the network to be understood so that they can communicate. The first element, network topology mapping & change of status indication, is being defined (topic of this paper). The second element describing how components are to communicate has been defined by ARFL with the electronic data sheets known as XTEDS. The first element, network mapping, is recent activities performed by Air Force Research Lab (ARFL), Naval Research Lab (NRL), NASA and US industry (Honeywell, Clearwater, FL, and others). This work has resulted in the development of a protocol that will perform the lower level functions of network mapping and Change Of Status (COS) indication

  20. The Richness of Open-ended Play - Rules, feedback and adaptation mechanisms in intelligent play environments

    Directory of Open Access Journals (Sweden)

    Pepijn Rijnbout

    2015-11-01

    Full Text Available How can we design intelligent play environments for open-ended play that support richness in play? Rich play can be described as ongoing play that changes over time in character, form and nature. This paper elaborates on our initial insights on how rules and goals develop from interaction opportunities of the system, based on two pilot studies with an interactive play environment for open-ended play. Furthermore we will discuss the roles of feedback and adaptation mechanisms in the environment. Those system properties will change the interaction opportunities to match with the current situation in the play environment and to support richness in play.

  1. Playing life away: Videogames and personality structure.

    Directory of Open Access Journals (Sweden)

    Leones do Couto G.

    2014-09-01

    Full Text Available This study aims to fill a gap in the current research on the personality organization of frequent videogame users. The scientific literature in this area refers only to the existence of risk factors that increase the likelihood of abusing videogames and their negative consequences on the mental health of users (Gentile et al., 2011; Lemmens, Valkenburg, & Peter, 2011; Rehbein & Baier, 2013. In this study, a sample of patients who reported spending an excessive amount of their time playing videogames were recruited from Instituto Quintino Aires–Lisbon/Oporto and took the Rorschach Personality Test (Exner, 1993, 1995. Two other samples—one consisting of patients who reported not playing videogames, and the other of patients who were discharged from the institution after psychotherapy—also took part in the study. The patients in the first sample revealed less exposure to the relational sources of stress that are necessary for socioemotional development and less interest in others than did patients in the other samples. Other results regarding the personality structure of the subjects in the three samples are compared and discussed in light of cultural-historical psychology.

  2. Gender differences in emotional responses to cooperative and competitive game play.

    Directory of Open Access Journals (Sweden)

    J Matias Kivikangas

    Full Text Available Previous research indicates that males prefer competition over cooperation, and it is sometimes suggested that females show the opposite behavioral preference. In the present article, we investigate the emotions behind the preferences: Do males exhibit more positive emotions during competitive than cooperative activities, and do females show the opposite pattern? We conducted two experiments where we assessed the emotional responses of same-gender dyads (in total 130 participants, 50 female during intrinsically motivating competitive and cooperative digital game play using facial electromyography (EMG, skin conductance, heart rate measures, and self-reported emotional experiences. We found higher positive emotional responses (as indexed by both physiological measures and self-reports during competitive than cooperative play for males, but no differences for females. In addition, we found no differences in negative emotions, and heart rate, skin conductance, and self-reports yielded contradictory evidence for arousal. These results support the hypothesis that males not only prefer competitive over cooperative play, but they also exhibit more positive emotional responses during them. In contrast, the results suggest that the emotional experiences of females do not differ between cooperation and competition, which implies that less competitiveness does not mean more cooperativeness. Our results pertain to intrinsically motivated game play, but might be relevant also for other kinds of activities.

  3. Gender differences in emotional responses to cooperative and competitive game play.

    Science.gov (United States)

    Kivikangas, J Matias; Kätsyri, Jari; Järvelä, Simo; Ravaja, Niklas

    2014-01-01

    Previous research indicates that males prefer competition over cooperation, and it is sometimes suggested that females show the opposite behavioral preference. In the present article, we investigate the emotions behind the preferences: Do males exhibit more positive emotions during competitive than cooperative activities, and do females show the opposite pattern? We conducted two experiments where we assessed the emotional responses of same-gender dyads (in total 130 participants, 50 female) during intrinsically motivating competitive and cooperative digital game play using facial electromyography (EMG), skin conductance, heart rate measures, and self-reported emotional experiences. We found higher positive emotional responses (as indexed by both physiological measures and self-reports) during competitive than cooperative play for males, but no differences for females. In addition, we found no differences in negative emotions, and heart rate, skin conductance, and self-reports yielded contradictory evidence for arousal. These results support the hypothesis that males not only prefer competitive over cooperative play, but they also exhibit more positive emotional responses during them. In contrast, the results suggest that the emotional experiences of females do not differ between cooperation and competition, which implies that less competitiveness does not mean more cooperativeness. Our results pertain to intrinsically motivated game play, but might be relevant also for other kinds of activities.

  4. Science Teachers' Perceptions of the Relationship Between Game Play and Inquiry Learning

    Science.gov (United States)

    Mezei, Jessica M.

    The implementation of inquiry learning in American science classrooms remains a challenge. Teachers' perceptions of inquiry learning are predicated on their past educational experiences, which means outdated methods of learning may influence teachers' instructional approaches. In order to enhance their understanding and ultimately their implementation of inquiry learning, teachers need new and more relevant models. This study takes a preliminary step exploring the potential of game play as a valuable experience for science teachers. It has been proposed that game play and inquiry experiences can embody constructivist processes of learning, however there has been little work done with science teachers to systematically explore the relationship between the two. Game play may be an effective new model for teacher education and it is important to understand if and how teachers relate game playing experience and knowledge to inquiry. This study examined science teachers' game playing experiences and their perceptions of inquiry experiences and evaluated teacher's recognition of learning in both contexts. Data was collected through an online survey (N=246) and a series of follow-up interviews (N=29). Research questions guiding the study were: (1) What is the nature of the relationship between science teachers' game experience and their perceptions of inquiry? (2) How do teachers describe learning in and from game playing as compared with inquiry science learning? and (3) What is the range of similarities and differences teachers articulate between game play and inquiry experiences?. Results showed weak quantitative links between science teachers' game experiences and their perceptions of inquiry, but identified promising game variables such as belief in games as learning tools, game experiences, and playing a diverse set of games for future study. The qualitative data suggests that teachers made broad linkages in terms of parallels of both teaching and learning. Teachers

  5. I Play Roles, Therefore I Am

    DEFF Research Database (Denmark)

    Sandvik, Kjetil; Waade, Anne Marit

    2007-01-01

    -reflecting activity is getting an increasingly growing attention from the media, and the fact that educators, teachers, and development consultants have discovered the potential inherent in role-playing, both as an idea and a strategy. In this essay, we place leisure role-playing in a broader perspective, not only...... in relation to actual phenomena in mediatized popular culture (such as computer games) or to storytelling in organizations, but also in relation to role-playing as a tradition and theoretical consideration within education, theatre, and the social sciences. The points and discussions are based on our book......The attention paid to live-action role-playing and other forms of leisure role-playing has exploded over the past few years, both due to the fact that the role-playing community continues to attract a lot of new members, the fact that role-playing as a creative, self-organizing and self...

  6. Learning by Playing with Digital Technology

    DEFF Research Database (Denmark)

    Benjaminsen, Nana

    2006-01-01

    This paper presupposes the notion that there is potential for the integration of play into primary and secondary school activities, because it can stimulate and support the formal as well as informal learning that takes place in school. Digital technology could be a driver for this integration...... Construction Games in Schools. The project is an exploration of how elements of play can be integrated in a technology-based learning environment. I will use examples of empirical data gathered during spring 2006 to demonstrate that play can function as a useful learning strategy, and also point out barriers...... for the integration of play in schools, because play activities conflict with the existing school structure on a fundamental level. The paper will end with a discussion where I question what type of learning environment the play oriented product Lego Robolab generates, and explore how play as a part of a learning...

  7. Communities of Play - a collective unfolding

    DEFF Research Database (Denmark)

    Thorsted, Ann Charlotte

    2016-01-01

    support organizations in solving present day challenges, such as learning, communication, innovation and collaboration. But before talking about solving anything, this paper argues – primarily through the perspective of Gadamer – that it is equally intriguing to look into what play as a universal life......This paper discusses the role of play in organizations and its ability to create a community of play regarded as a group of people deeply engaged in play. The elaboration is based on an empirical study of adults playing in the Danish international toy company LEGO. The study confirms that play can....... By introducing the new term ‘community of play’ into the discussion of play among adults in organizational contexts, the paper tries to spark an existential inquiry into the more intangible and human aspects of organizations....

  8. Physical Characteristics Of Female Basketball Players According To Playing Position

    Directory of Open Access Journals (Sweden)

    Kucsa Richard

    2015-05-01

    Full Text Available Physical characteristics play an important role in the selection of young basketball players and the progress in their playing performance. The aim of the study was to analyze differences in chosen physical characteristics of Slovak U17 female basketball players with respect to their playing positions. We assumed, that there will be statistically significant differences between playing positions in each performance tests results. Chosen characteristics were analyzed for 14 players (mean/SD, age 16.34±0.82; body height 179.72±8.04 cm; body weight 67.62±7.10 kg; body fat 16.59±2.04 %; VO2max 46.20±4.71 ml.kg−1.min−1 according to their playing positions (guard, forward, center. Five specific performance tests for each player were conducted as a 3/4 Basketball court sprint, 10 × 5m Shuttle test, Lane agility drill, No-step vertical jump and Maximum vertical jump. The differences in tests results by playing positions were evaluated by one-way ANOVA. There were no significant differences found in results of chosen performance tests between playing positions (p>.05. In spite of fact, that there were no significant differences, we found interesting results between playing positions in physical characteristics. Guards had better results in speed (3.73±0.16 s, quickness (17.43±0.56 s and both lower-body power tests (47.16±3.06 cm; 57.00±3.40 cm than forwards and centers. Forwards had the best results in agility test (12.54±0.43 s. The results of this study produce useful information about physical characteristics of young basketball players according to their playing position and help to diagnose and improve their performance.

  9. Chest magnetic resonance imaging: a protocol suggestion

    Directory of Open Access Journals (Sweden)

    Bruno Hochhegger

    2015-12-01

    Full Text Available Abstract In the recent years, with the development of ultrafast sequences, magnetic resonance imaging (MRI has been established as a valuable diagnostic modality in body imaging. Because of improvements in speed and image quality, MRI is now ready for routine clinical use also in the study of pulmonary diseases. The main advantage of MRI of the lungs is its unique combination of morphological and functional assessment in a single imaging session. In this article, the authors review most technical aspects and suggest a protocol for performing chest MRI. The authors also describe the three major clinical indications for MRI of the lungs: staging of lung tumors; evaluation of pulmonary vascular diseases; and investigation of pulmonary abnormalities in patients who should not be exposed to radiation.

  10. Chest magnetic resonance imaging: a protocol suggestion*

    Science.gov (United States)

    Hochhegger, Bruno; de Souza, Vinícius Valério Silveira; Marchiori, Edson; Irion, Klaus Loureiro; Souza Jr., Arthur Soares; Elias Junior, Jorge; Rodrigues, Rosana Souza; Barreto, Miriam Menna; Escuissato, Dante Luiz; Mançano, Alexandre Dias; Araujo Neto, César Augusto; Guimarães, Marcos Duarte; Nin, Carlos Schuler; Santos, Marcel Koenigkam; Silva, Jorge Luiz Pereira e

    2015-01-01

    In the recent years, with the development of ultrafast sequences, magnetic resonance imaging (MRI) has been established as a valuable diagnostic modality in body imaging. Because of improvements in speed and image quality, MRI is now ready for routine clinical use also in the study of pulmonary diseases. The main advantage of MRI of the lungs is its unique combination of morphological and functional assessment in a single imaging session. In this article, the authors review most technical aspects and suggest a protocol for performing chest MRI. The authors also describe the three major clinical indications for MRI of the lungs: staging of lung tumors; evaluation of pulmonary vascular diseases; and investigation of pulmonary abnormalities in patients who should not be exposed to radiation. PMID:26811555

  11. Extant mammal body masses suggest punctuated equilibrium

    Science.gov (United States)

    Mattila, Tiina M; Bokma, Folmer

    2008-01-01

    Is gradual microevolutionary change within species simultaneously the source of macroevolutionary differentiation between species? Since its first publication, Darwin's original idea that phenotypic differences between species develop gradually over time, as the accumulation of small selection-induced changes in successive generations has been challenged by palaeontologists claiming that, instead, new species quickly acquire their phenotypes to remain virtually unchanged until going extinct again. This controversy, widely known as the ‘punctuated equilibrium’ debate, remained unresolved, largely owing to the difficulty of distinguishing biological species from fossil remains. We analysed body masses of 2143 existing mammal species on a phylogeny comprising 4510 (i.e. nearly all) extant species to estimate rates of gradual (anagenetic) and speciational (cladogenetic) evolution. Our Bayesian estimates from mammals as well as separate sub-clades such as primates and carnivores suggest that gradual evolution is responsible for only a small part of body size variation between mammal species. PMID:18595835

  12. 高校人事管理问题探析及相应建议--基于人事争议的问卷调查结果%Investigation and Suggestions of Problems in the Personnel Administration in Universities---conclusions based on the results of questionnaires into personnel controversies

    Institute of Scientific and Technical Information of China (English)

    施节敏

    2014-01-01

    Nowadays, there is an increasing need of solving the problems in the human resources of institutes of higher education. For building up a modern institution and constitution in universities legally and democratically, we must be face the problems seriously. Through questionnaires that cover more than 60 institutions across the country and our careful analysis and summary, we found that the main problems are the over-expanding administration, a lack of respect for de-mocracy, defective management system, insufficient administration and imbalance of teaching, researching and morality. Based on these, we provide 6 suggestions to diminish disputes on human resources so as to build a harmonious cam-pus.%高校人事管理存在的问题,是高校建立现代大学制度、制定大学章程,实现高校依法治校、民主办学必须面对的问题。通过对全国60所高校的问卷调查的分析总结,得出结论:高校人事管理中存在的主要问题是高校行政权力泛化、民主权得不到充分尊重,高校的制度不完善、管理不到位以及没有摆正“师德、教学、科研”三者之间的关系。由此提出了避免和减少高校人事争议的六条建议。

  13. Games people play: How video games improve probabilistic learning.

    Science.gov (United States)

    Schenk, Sabrina; Lech, Robert K; Suchan, Boris

    2017-09-29

    Recent research suggests that video game playing is associated with many cognitive benefits. However, little is known about the neural mechanisms mediating such effects, especially with regard to probabilistic categorization learning, which is a widely unexplored area in gaming research. Therefore, the present study aimed to investigate the neural correlates of probabilistic classification learning in video gamers in comparison to non-gamers. Subjects were scanned in a 3T magnetic resonance imaging (MRI) scanner while performing a modified version of the weather prediction task. Behavioral data yielded evidence for better categorization performance of video gamers, particularly under conditions characterized by stronger uncertainty. Furthermore, a post-experimental questionnaire showed that video gamers had acquired higher declarative knowledge about the card combinations and the related weather outcomes. Functional imaging data revealed for video gamers stronger activation clusters in the hippocampus, the precuneus, the cingulate gyrus and the middle temporal gyrus as well as in occipital visual areas and in areas related to attentional processes. All these areas are connected with each other and represent critical nodes for semantic memory, visual imagery and cognitive control. Apart from this, and in line with previous studies, both groups showed activation in brain areas that are related to attention and executive functions as well as in the basal ganglia and in memory-associated regions of the medial temporal lobe. These results suggest that playing video games might enhance the usage of declarative knowledge as well as hippocampal involvement and enhances overall learning performance during probabilistic learning. In contrast to non-gamers, video gamers showed better categorization performance, independently of the uncertainty of the condition. Copyright © 2017 Elsevier B.V. All rights reserved.

  14. Suggested revision for west mexican archeological sequences.

    Science.gov (United States)

    Long, S V; Taylor, R E

    1966-12-16

    A review of the radiocarbon dates and published and unpublished archeological data from the West Mexican states of Sinaloa, Nayarit, Jalisco, and Colima has resulted in a revised tentative chronology for West Mexico.

  15. Concussions and Risk Within Cultural Contexts of Play.

    Science.gov (United States)

    Torres Colón, Gabriel Alejandro; Smith, Sharia; Fucillo, Jenny

    2017-06-01

    Concussions are a type of traumatic injury caused by a jolting of the brain that disrupts normal brain function, and multiple concussions can lead to serious long-term health consequences. In this article, we examine the relationship between college students' understanding of concussions and their willingness to continue playing despite the possibility of sustaining multiple head injuries. We use a mixed-methods approach that includes participant observation, cultural domain analysis, and structured interviews. Our research finds that students hold a robust cognitive understanding of concussion yet discursively frame concussions as skeletomuscular injuries. More importantly, students affirm the importance of playing sports for themselves and others, so their decisions to risk multiple concussions must be understood within cultural and biocultural contexts of meaningful social play. We suggest that peoples' decision to risk multiple head injuries should be understood as a desire for meaningful social play rather than an uninformed health risk.

  16. Effect of Playful Balancing Training - A Pilot Randomized Controlled Trial

    DEFF Research Database (Denmark)

    Lund, Henrik Hautop; Jessen, Jari Due

    2013-01-01

    We used the modular playware in the form of modular interactive tiles for playful training of community-dwelling elderly with balancing problem. During short-term play on the modular interactive tiles, the elderly were playing physical, interactive games that were challenging their dynamic balance......, agility, endurance, and sensor-motoric reaction. A population of 12 elderly (average age: 79) with balancing problems (DGI average score: 18.7) was randomly assigned to control group or tiles training group, and tested before and after intervention. The tiles training group had statistical significant...... increase in balancing performance (DGI score: 21.3) after short-term playful training with the modular interactive tiles, whereas the control group remained with a score indicating balancing problems and risk of falling (DGI score: 16.6). The small pilot randomized controlled trial suggests...

  17. The Human-Fostered Gorilla Koko Shows Breath Control in Play with Wind Instruments

    Directory of Open Access Journals (Sweden)

    Marcus Perlman

    2012-11-01

    Full Text Available Breath control is critical to the production of spoken language and commonly postulated as a unique human adaptation specifically for this function. In contrast, non-human primates are often assumed to lack volitional control over their vocalizations, and implicitly, their breath. This paper takes an embodied perspective on the development of breath control in a human-fostered gorilla, examining her sound play with musical wind instruments. The subject Koko was video recorded in her play with plastic recorders, harmonicas and whistles. The results show that Koko exercises volitional control over her breath during instrument play. More generally, the findings suggest that all great apes share the potential to develop breath control, and that the original adaptive value of breath control was its flexible development for the service of behaviors that happened to be useful within particular sociocultural and physical environments.

  18. Experimental plug and play quantum coin flipping

    Science.gov (United States)

    Pappa, Anna; Jouguet, Paul; Lawson, Thomas; Chailloux, André; Legré, Matthieu; Trinkler, Patrick; Kerenidis, Iordanis; Diamanti, Eleni

    2014-04-01

    Performing complex cryptographic tasks will be an essential element in future quantum communication networks. These tasks are based on a handful of fundamental primitives, such as coin flipping, where two distrustful parties wish to agree on a randomly generated bit. Although it is known that quantum versions of these primitives can offer information-theoretic security advantages with respect to classical protocols, a demonstration of such an advantage in a practical communication scenario has remained elusive. Here we experimentally implement a quantum coin flipping protocol that performs strictly better than classically possible over a distance suitable for communication over metropolitan area optical networks. The implementation is based on a practical plug and play system, developed by significantly enhancing a commercial quantum key distribution device. Moreover, we provide combined quantum coin flipping protocols that are almost perfectly secure against bounded adversaries. Our results offer a useful toolbox for future secure quantum communications.

  19. Exploration of Opinion-aware Approach to Contextual Suggestion

    Science.gov (United States)

    2014-11-01

    currently valid OMB control number. 1. REPORT DATE NOV 2014 2. REPORT TYPE 3. DATES COVERED 00-00-2014 to 00-00-2014 4. TITLE AND SUBTITLE...suggestion are crawled. Approximately 60,442 candidate sug- gestions are crawled for all contexts, resulting in average 1208 candidate suggestions per

  20. Leishmania major: Parasite Interactions Suggesting Sexuality

    Directory of Open Access Journals (Sweden)

    Sousa Maria Auxiliadora de

    1997-01-01

    Full Text Available In five experiments, Leishmania (Leishmania major (MRHO/SU/59/P-strain grew poorly when seeded in FYTS medium supplemented with 15% fetal calf serum, but presented several peculiar pairs of promastigotes diametrically opposed and attached at their posterior ends (5.8-13.5%. As seen in Giemsa-stained smears, a ring-like line and/or an enlargement, generally occurred at the parasite junction. A close proximity of nuclei, which sometimes were difficult to distinguish from each other, was also observed at this junction. Several of these pairs appeared to be composed of fused cells in which the nuclei could be apparently fused, as shown by fluorescence microscopy to detect ß-tubulin and DNA, and by scanning electron microscopy. Under other culture conditions these pairs were absent or occurred at very low rates (0.2-2.2%. Such pairs differ markedly from longitudinally dividing cells and resemble those described in two other Leishmania species, as well as in Herpetomonas megaseliae and Phytomonas davidi, suggesting steps of a putative sexual process

  1. Pattern Genes Suggest Functional Connectivity of Organs

    Science.gov (United States)

    Qin, Yangmei; Pan, Jianbo; Cai, Meichun; Yao, Lixia; Ji, Zhiliang

    2016-05-01

    Human organ, as the basic structural and functional unit in human body, is made of a large community of different cell types that organically bound together. Each organ usually exerts highly specified physiological function; while several related organs work smartly together to perform complicated body functions. In this study, we present a computational effort to understand the roles of genes in building functional connection between organs. More specifically, we mined multiple transcriptome datasets sampled from 36 human organs and tissues, and quantitatively identified 3,149 genes whose expressions showed consensus modularly patterns: specific to one organ/tissue, selectively expressed in several functionally related tissues and ubiquitously expressed. These pattern genes imply intrinsic connections between organs. According to the expression abundance of the 766 selective genes, we consistently cluster the 36 human organs/tissues into seven functional groups: adipose & gland, brain, muscle, immune, metabolism, mucoid and nerve conduction. The organs and tissues in each group either work together to form organ systems or coordinate to perform particular body functions. The particular roles of specific genes and selective genes suggest that they could not only be used to mechanistically explore organ functions, but also be designed for selective biomarkers and therapeutic targets.

  2. [Evidence that suggest the reality of reincarnation].

    Science.gov (United States)

    Bonilla, Ernesto

    2015-06-01

    Worldwide, children can be found who reported that they have memories of a previous life. More than 2,500 cases have been studied and their specifications have been published and preserved in the archives of the Division of Perceptual Studies at the University of Virginia (United States). Many of those children come from countries where the majority of the inhabitants believe in reincarnation, but others come from countries with different cultures and religions that reject it. In many cases, the revelations of the children have been verified and have corresponded to a particular individual, already dead. A good number of these children have marks and birth defects corresponding to wounds on the body of his previous personality. Many have behaviors related to their claims to their former life: phobias, philias, and attachments. Others seem to recognize people and places of his supposed previous life, and some of their assertions have been made under controlled conditions. The hypothesis of reincarnation is controversial. We can never say that it does not occur, or will obtain conclusive evidence that it happens. The cases that have been described so far, isolated or combined, do not provide irrefutable proof of reincarnation, but they supply evidence that suggest its reality.

  3. Suggested use of vaccines in diabetes

    Directory of Open Access Journals (Sweden)

    Jothydev Kesavadev

    2012-01-01

    Full Text Available Diabetes has emerged as a disease of major public health importance in India affecting the rich and the poor alike. Conventionally, comprehensive diabetes management is aimed at preventing micro and macro vascular complications. However, morbidity and mortality due to infections are also significant. In developing countries like India, the concept of adult immunization is far from reality. Recently the H1N1 pandemic has triggered the necessity for considering immunization in all age groups for the prevention of vaccine-preventable fatal infectious diseases. Considering the economics of immunization in a developing country, providing free vaccines to all adults may not be a practical solution, although the free universal immunization program for children is in existence for several decades. There is no consensus on the use of vaccines in diabetes subjects in India. However, there are some clinics offering routine pneumococcal, influenza and other vaccinations. Patients with diabetes have a deranged immune system making them more prone for infections. Hospitalization and death due to pneumococcal disease and influenza are higher in diabetes patients. They, like other healthy individuals, have a normal humoral response to vaccination with clinically significant benefits. The American Diabetes Association, Advisory Committee on Immunization Practices, Centers for Disease Control and Prevention, World Health Organization, United Kingdom Guidelines and a number of other scientific organizations have well defined guidelines for vaccination in diabetes. In this article we make some suggestions for clinicians in India, regarding use of vaccines in subjects with diabetes.

  4. Therapeutic suggestion has not effect on postoperative morphine requirements.

    Science.gov (United States)

    van der Laan, W H; van Leeuwen, B L; Sebel, P S; Winograd, E; Baumann, P; Bonke, B

    1996-01-01

    This study was designed to confirm the effect of therapeutic intraoperative auditory suggestion on recovery from anesthesia, to establish the effect of preoperative suggestion, and to assess implicit memory for intraoperative information using an indirect memory task. Sixty consenting unpremedicated patients scheduled for elective gynecologic surgery were randomly divided into three equal groups: Group 1 received a tape of therapeutic suggestions preoperatively, and the story of Robinson Crusoe intraoperatively; Group 2 heard the story of Peter Pan preoperatively and therapeutic suggestions intraoperatively; Group 3 heard the Crusoe story preoperatively and the Peter Pan story intraoperatively. A standardized anesthetic technique was used with fentanyl, propofol, isoflurane, and nitrous oxide. After surgery, all patients received patient-controlled analgesia (PCA) with a standardized regimen. In the 24 h postsurgery, morphine use was recorded every 6 h and at 24 h an indirect memory test (free association) was used to test for memory of the stories. Anxiety scores were measured before surgery and at 6 and 24 h postsurgery. There were no significant differences between groups for postoperative morphine use, pain or nausea scores, anxiety scores, or days spent in hospital after surgery. Seven of 20 patients who heard the Pan story intraoperative gave a positive association with the word "Hook," whereas 2 of 20 who did not hear the story gave such an association. Indirect memory for the Pan story was established using confidence interval (CI) analysis. (The 95% CI for difference in proportion did not include zero). No indirect memory for the Crusoe story could be demonstrated. This study did not confirm previous work which suggested that positive therapeutic auditory suggestions, played intraoperatively, reduced PCA morphine requirements. In contrast, a positive implicit memory effect was found for a story presented intraoperatively.

  5. Employee suggestion programs: the rewards of involvement.

    Science.gov (United States)

    Mishra, J M; McKendall, M

    1993-09-01

    Successful ESPs are the products of a great deal of effort by managers, administrators, teams, individuals, and reviewers, who are all striving to achieve the goals of increased profitability and enhanced employee involvement. A review of the literature indicates that there are several prescriptions that will increase the likelihood of a successful ESP (see the box). Today's American business prophets sound ceaseless calls to arms in the name of "world class performance," "global competitiveness," "total quality management," and a variety of other buzz terms. A burgeoning industry has evolved that promises, through speeches, teleconferences, seminars, and consulting contracts, to teach American organizations how to achieve excellence. In the face of a sputtering economy and unrelenting competitive pressure, today's managers must translate these laudatory ideals into hands-on reality without sacrificing the firm's profit margin to experimentation. If any idea can help an organization achieve improvement through a workable program, then that idea and that program deserve real consideration. An ESP represents an opportunity to tap the intelligence and resourcefulness of an organization's employees, and by doing so, reap significant cost savings. Those companies and managers that have an ESP program uniformly list economic advantages first when describing the benefits of their employee suggestion programs. But there is another deeper and longer term benefit inherent in an ESP. These programs allow employees to become involved in their organization; they drive deaccession to lower levels, they give employees more responsibility, they foster creative approaches to work, and they encourage creativity in pursuit of company goals.(ABSTRACT TRUNCATED AT 250 WORDS)

  6. 六种临床诊断酶学测定参考方法的应用及国际比对结果分析%Application of reference methods suggested by IFCC and analysis of the 2006 ring trial results

    Institute of Scientific and Technical Information of China (English)

    王涛; 齐丽丽; 刘海燕; 田真; 何振坤; 李淑葵; 但万春; 徐国宾

    2008-01-01

    (CRMs)represented an efficient tool to assess the analytic performance for the verification of trueness and in two labs.The measurement accuracy of the assays for catalytic activity concentrations of 6 enzymes [alanine aminotransferase(ALT),aspartate aminotransferase(AST),lactate dehydrogenase(LDH),creatine kinase(CK),gamma-glutamyhransferase(GGT),amylase(AMY)]was further verified and validated by international ring trial program.Results The within-laboratory variations of 6 enzymes in both of the reference lab were ranged from 0.5%-1.9%.Their results showed fully agreement with deviation less than 2.1%.The value of CRM was in the tolerant limit and analytic accuracy was verified.The results of four enzymes(ALT,AST,GGT,AMY)lay within (x)±s.However,the result of CK and LDH lay within (x)±2s.Except sample A for the LDH testing,we did not find any deviation variable in the detection of other enzymes.Conclusions The reference methods for the measurement of catalytic activity of enzymes(ALT,AST,LDH,CK,GGT,AMY)at 37℃ in the two labs by use of two sets of apparatus systems of PE and Agilent have been established and these methods showed excellent stability and accuracy.

  7. Suggestions for writing high quality scientific papers

    Institute of Scientific and Technical Information of China (English)

    Marc Fisher

    2011-01-01

    @@ Writing a good scientific paper that will be accepted by a high quality journal requires careful planning and preparation.The process actually begins with the design and performance of the study to be reported upon in the paper.The main sections of the paper which include the introduction,methods,results and discussion are actually components of the planning and execution of the study to be reported.

  8. Seasonal and locational variations in children's play: implications for wellbeing.

    Science.gov (United States)

    Ergler, Christina R; Kearns, Robin A; Witten, Karen

    2013-08-01

    Physical activity, through independent outdoor play, has come to the fore as a way to improve children's health through it fostering healthy mental and social as well as physiological development. However, in many high-income countries children's autonomous play opportunities have diminished due to urban intensification and declining parental license. Regardless of this trend, children's play varies across countries, cities, cultures and seasons. This paper offers new insights into the complexities of play as a vital aspect of children's wellbeing. Within the context of New Zealand - whose citizens generally regard themselves as outdoor people - this paper explores why 'play' might resonate differently across localities and seasons. We contrast the play affordances provided by Auckland's central city (dominated by apartment living) with Beach Haven, a suburban area. We employed a multi-method approach and included 20 children and their parents who were recruited through school and summer holiday programs embracing different gender and ethnicities to reflect the general cultural mix of the respective neighbourhoods. We advance two arguments. First, we suggest that the rarity of children playing outdoors unsupervised normalises supervised indoor play and reduces children's opportunities to see outdoor play as an alternative to interior or supervised pastimes. Second, we follow Bourdieu's theory of practice to argue that the regard parents and children have towards outdoor play reflects locally constituted beliefs about what is seasonally 'appropriate' children's activity. We found that extra-curricular activities and supervised excursions are undertaken in the central city all year around and only vary between social groups by the type of destination. In the suburb, independent outdoor play in summer represents children's main business after school in ways that enhance their environmental literacy and potential future health gain. For others these symbolic values

  9. Empowered to Play: A Case Study Describing the Impact of Powered Mobility on the Exploratory Play of Disabled Children.

    Science.gov (United States)

    Sonday, Amshuda; Gretschel, Pam

    2016-03-01

    Exploratory play is one of the most vital ways in which children learn about their environment and develop. It is well documented that limited mobility restricts a child's ability to engage in their environment through exploratory play. In this study, a qualitative, collective case study design explored the impact of powered mobility on the exploratory play of two children with physical disabilities. Data were collected from the children, their parents and their siblings through participant observation and in-depth, informal interviews. This paper focuses on two themes: Opportunity to Play revealed how powered mobility increased opportunities for the children to become more actively engaged in exploratory play with others across a wider array of contexts, and My Child was Transformed highlighted significant changes in the affect and motivation of each child, which seemed to be linked to their increased internal control over their play choices. The findings suggest that the provision of powered mobility is a key contributor promoting the participation of physically disabled children in exploratory play. Because of undergraduate curricular constraints, a limitation of this study was that data were only confined to 2 months; affecting the depth of data gained that prolonged engagement would have offered. The study recommends for occupational therapy practice that occupational therapists advocate for easier access to powered mobility through governmental and policy means. The study also recommends further research be conducted on the experiences of the caregivers on how these powered mobility devices have influenced their day-to-day occupations.

  10. The Art of Playful Mobility in Museums

    DEFF Research Database (Denmark)

    Froes, Isabel Cristina G.; Walker, Kevin

    2012-01-01

    Many of us interact with other people in online games and social networks, through multiple digital devices. But harnessing playful and mobile activities for museum learning is mostly undeveloped. In this chapter we explore play as a structure to support visitor learning, drawing from international...... research in museums and interaction design. We argue that play and mobility provide museums with ready-made structures and concepts which help them plan for visitor learning....

  11. Metacognition of agency is reduced in high hypnotic suggestibility.

    Science.gov (United States)

    Terhune, Devin B; Hedman, Love R A

    2017-11-01

    A disruption in the sense of agency is the primary phenomenological feature of response to hypnotic suggestions but its cognitive basis remains elusive. Here we tested the proposal that distorted volition during response to suggestions arises from poor metacognition pertaining to the sources of one's control. Highly suggestible and control participants completed a motor task in which performance was reduced through surreptitious manipulations of cursor lag and stimuli speed. Highly suggestible participants did not differ from controls in performance or metacognition of performance, but their sense of agency was less sensitive to cursor lag manipulations, suggesting reduced awareness that their control was being manipulated. These results indicate that highly suggestible individuals have aberrant metacognition of agency and may be a valuable population for studying distortions in the sense of agency. Copyright © 2017 Elsevier B.V. All rights reserved.

  12. The plays and arts of surveillance: studying surveillance as entertainment

    NARCIS (Netherlands)

    Albrechtslund, Anders; Dubbeld, L.

    2006-01-01

    This paper suggests a direction in the development of Surveillance Studies that goes beyond current attention for the caring, productive and enabling aspects of surveillance practices. That is, surveillance could be considered not just as positively protective, but even as a comical, playful,

  13. Basal ganglia play a crucial role in decision making

    OpenAIRE

    Thibaut, Florence

    2016-01-01

    Many studies have suggested that the striatum, located at the interface of the cortico-basal ganglia-thalamic circuit, consists of separate circuits that serve distinct functions It plays an important role in motor planning, value processing, and decision making.

  14. A GENERALIZED VERSION OF PLAY FAIR CIPHER

    Directory of Open Access Journals (Sweden)

    Jitendra Choudhary

    2013-06-01

    Full Text Available In this paper, we have generalized and modified the play fair cipher. We have introduced confusion and diffusion. The cryptanalysis carried out in this analysis has shown that the proposed play fair cipher is a strong one. The role of cryptography in today’s world is increasing day by day. Information is flowing from are place to another on the network. One most common cryptography technique is substitution cipher. Play fair is most common substitution cipher. In this paper, we present a generalized version of play fair ciphers. Encryption/decryption is a very popular task. We also explain the fundamentals of sequential cryptography.

  15. FAIR PLAY I N TURKISH SOCIAL LIFE

    Directory of Open Access Journals (Sweden)

    Mikail TEL

    2014-07-01

    Full Text Available We can say that we start hearing term of fair play since last 30 years in our country. While it is a sportive term it also represents respectfulness toward all mutual rights, symbol of being just and honest also we can determine it as basic moral values wh ich needs to be practise. Expression and teaching of Fair play fact starts with family and it needs to be thought as a life discipline which should appear in society. Term of Fair play isn‟t only an organizing term for sportive interrelations it also ne eds to be taken as a cultural fact. It is a way of life. Term of Fair play is a way of thinking and acting so it is is above all of sport branches. It is behaviors and emotions which are accepted as conditions of being a perfect human being by Turkish society. Purpose of this study is to investigate perspective of Turkish society toward Fair play and find lived / real fair play events to set as sample. Term of Fair play, cultural values among Turkish society and real Fair play events had been studied carefully within the theorical scope. This research is a theorical study. Screening the resources used as method for this study. Tried to investigate works, articles and researches had been done about this field and interpret the facts which can be acc epted as sample for Fair play.

  16. An effective suggestion method for keyword search of databases

    KAUST Repository

    Huang, Hai

    2016-09-09

    This paper solves the problem of providing high-quality suggestions for user keyword queries over databases. With the assumption that the returned suggestions are independent, existing query suggestion methods over databases score candidate suggestions individually and return the top-k best of them. However, the top-k suggestions have high redundancy with respect to the topics. To provide informative suggestions, the returned k suggestions are expected to be diverse, i.e., maximizing the relevance to the user query and the diversity with respect to topics that the user might be interested in simultaneously. In this paper, an objective function considering both factors is defined for evaluating a suggestion set. We show that maximizing the objective function is a submodular function maximization problem subject to n matroid constraints, which is an NP-hard problem. An greedy approximate algorithm with an approximation ratio O((Formula presented.)) is also proposed. Experimental results show that our suggestion outperforms other methods on providing relevant and diverse suggestions. © 2016 Springer Science+Business Media New York

  17. Suggested isosbestic wavelength calibration in clinical analyses.

    Science.gov (United States)

    Hoxter, G

    1979-01-01

    I recommend the use of isosbestic points for conveniently checking the wavelength scale of spectrophotometers in the ultraviolet and visible regions. Colorimetric pH indicators, hemoglobin derivatives, and other radiation-absorbing substances that are convertible into stable isomers of different absorption spectra provide a means for calibrating many different wavelengths by comparing the absorptivities of these isomers in equimolar solutions. The method requires no special precautions and results are independent of substance concentration and temperature between 4 and 45 degrees C. Isosbestic calibration may be important for (e.g.) coenzyme-dependent dehydrogenase activity determinations and in quality assurance programs.

  18. Models of Disability in Children’s Pretend Play: Measurement of Cognitive Representations and Affective Expression Using the Affect in Play Scale

    Science.gov (United States)

    Federici, Stefano; Meloni, Fabio; Catarinella, Antonio; Mazzeschi, Claudia

    2017-01-01

    Play is a natural mode of children’s expression and constitutes a fundamental aspect of their life. Cognitive, affective, and social aspects can be assessed through play, considered as a “window” to observe a child’s functioning. According to Russ’s model, cognitive and affective components and their reciprocal connections can be assessed through the Affect in Play Scale (APS). The aim of the present study was to investigate children’s representations of the three main models of disability (medical, social, and biopsychosocial) and how these models affected cognitive and affective components of children’s play. Sixty-three children, aged 6–10 years, were assessed by means of the APS. Participants were randomly assigned to one of two APS task orders: the standard APS task followed by the modified APS task (including a wheelchair toy), or vice versa. The standard and modified APS sessions were coded according to the APS system. The modified APS sessions were also coded for the model of disability expressed by children. A one-way ANOVA conducted on the APS affective and cognitive indexes revealed an effect of condition on the affective components of play and no effect on cognitive components and variety of affect as assessed by the APS. In addition, when children are involved in pretend play from which concepts of disability emerge, these concepts are almost exclusively related to the medical model of disability. Results suggested implications for intervention with children in educational contexts that aim to teach children about disability. PMID:28572778

  19. Body signals during social play in free-ranging rhesus macaques (Macaca mulatta): A systematic analysis.

    Science.gov (United States)

    Yanagi, Akie; Berman, Carol M

    2014-02-01

    Social play involves one of the most sophisticated types of communication, that is, the use of play signals. Most primate research on play signals has focused on the use of the play face. However, some species appear to exhibit a variety of play signals. For example, rhesus monkeys (Macaca mulatta) have been reported to use body movements or postures that might have signal value during social play, in addition to the play face. However, it is not clear whether these body signals actually meet several criteria necessary to label them as "play signals." Here we examine the forms and possible functions of seven candidate signals that we observed exclusively during social play contexts among free-ranging rhesus monkeys on Cayo Santiago. We aim to (1) distinguish them from actual play behavior (play involving contact or chasing) using loglinear analysis and (2) determine whether they predict playful behavior using modified PC-MC methods. Two candidate signals did not resemble any behaviors used in actual play. The other five signals contained elements that lasted longer or increased their conspicuousness over similar play behaviors, suggesting ritualized characteristics. Youngsters were likely to initiate contact or chasing play significantly sooner after candidate signals than in their absence. Thus, these candidate signals appear to meet critical criteria of signals that promote, moderate or facilitate play. As such, these findings open the door to questions about why multiple play signals have evolved. © 2013 Wiley Periodicals, Inc.

  20. Hepatitis B in Bangladesh: Further Suggestions

    Directory of Open Access Journals (Sweden)

    Mohammad Shafiul Jamal

    2006-06-01

    Full Text Available Iread with great interest Rashid and Rafiq's article published in the spring issue of this journal(1. The authors not only highlighted the shortcomings of the current hepatitis B vaccination strategy in Bangladesh but also prescribed awonderful policy, which is felt to be both costeffective and befitting with the country's existing programme on immunization. To complement thisI would like to add few more points: ||l|| Most neonates mount an immune response, which is believed to be adequate to reduce their risk of perinatal Hepatitis B Virus (HBV acquisition after vaccination(2. Though the pre-term babies (<37 weeks show a slower response than the term (||“||37 weeks babies, immunogenicity, which is inversely proportional to the gestational age, can be improved by increasing the vaccine dosage (2,3. l| Timing first dose of hepatitis B vaccine with BCG probably has a positive interaction: administration of BCG at the time of HBV vaccine priming at birth markedly increases the cytokines as well as ntibody responses to HBV vaccine(4. This astonishing finding might suggest that BCG has a synergistic effect on hepatitis B vaccination. Bangladesh is reported to have a very high (94% coverage of BCG vaccine(5; the uptake of HBV vaccine can be equally improved by timing it with BCG.l| The present infant vaccination policy will leave adolescents unguarded and hence nationwide prevention of the disease will be delayed. A recent survey unveils that available infrastructure in Bangladesh has sufficient spare capacity to sustain storage of an increased quantity of vaccines(5. To make good use of this unused legroom adolescent vaccination should be started along with infant vaccination. Countries such as Spain and Portugal have both neonatal and adolescent vaccination programmes in place, since 1993 and 2000 respectively, and these countries will be able to end the adolescent programme once the first immunised newborn cohort has reached the target age of the

  1. Are Galaxy Clusters Suggesting an Accelerating Universe?

    CERN Document Server

    Lima, J A S; Cunha, J V; 10.1063/1.3462638

    2010-01-01

    The present cosmic accelerating stage is discussed through a new kinematic method based on the Sunyaev- Zel'dovich effect (SZE) and X-ray surface brightness data from galaxy clusters. By using the SZE/X-ray data from 38 galaxy clusters in the redshift range $0.14 \\leq z \\leq 0.89 $ [Bonamente et al., Astrop. J. {\\bf 647}, 25 (2006)] it is found that the present Universe is accelerating and that the transition from an earlier decelerating to a late time accelerating regime is relatively recent. The ability of the ongoing Planck satellite mission to obtain tighter constraints on the expansion history through SZE/X-ray angular diameters is also discussed. Our results are fully independent on the validity of any metric gravity theory, the possible matter- energy contents filling the Universe, as well as on the SNe Ia Hubble diagram from which the presenting accelerating stage was inferred.

  2. Suggestibility under Pressure: Theory of Mind, Executive Function, and Suggestibility in Preschoolers

    Science.gov (United States)

    Karpinski, Aryn C.; Scullin, Matthew H.

    2009-01-01

    Eighty preschoolers, ages 3 to 5 years old, completed a 4-phase study in which they experienced a live event and received a pressured, suggestive interview about the event a week later. Children were also administered batteries of theory of mind and executive function tasks, as well as the Video Suggestibility Scale for Children (VSSC), which…

  3. Virtual Playgrounds? Assessing the Playfulness of Massively Multiplayer Online Role-Playing Games

    Science.gov (United States)

    Graham, Kerrie Lewis

    2010-01-01

    Millions of children and adults devote much of their leisure time to playing massively multiplayer online role-playing games (MMORPGs). Most observers commonly categorize computer games as a play activity, but this article asks whether MMORPGs contain activities that might not be play. The author examines the phenomenon of online gaming and…

  4. Play and Adversity: How the Playful Mammalian Brain Withstands Threats and Anxieties

    Science.gov (United States)

    Siviy, Stephen M.

    2010-01-01

    Most mammals play, but they do so in a dangerous world. The dynamic relationship between the stresses created by their world and the activity of play helps to explain the evolution of play in mammals, as the author demonstrates in evidence garnered from experiments that introduce elements of fear to rats at play. The author describes the resulting…

  5. Playing and teaching english to adults

    OpenAIRE

    Cuervo Ballén Víctor Manuel; Reyes Oscar Orlando; Torres Díaz Sandra Patricia; Urrea de Garcés Lucila

    2009-01-01

    This project tried to answer the query: Can adult students (who have not studied English before) speak English if they are given the opportunities to do it? The high school subjects in question belong to Instituto San Fernando Ferrini. Subjects study at night and they have not studied English before so they were afraid. Results suggested that changing parameters such as speaking in English most of the time and including dynamic activities such as games could help adult students feel better ab...

  6. Beyond self-selection in video game play: an experimental examination of the consequences of massively multiplayer online role-playing game play.

    Science.gov (United States)

    Smyth, Joshua M

    2007-10-01

    There is burgeoning interest in the study of video games. Existing work is limited by the use of correlational designs and is thus unable to make causal inferences or remove self-selection biases from observed results. The recent development of online, socially integrated video games (massively multiplayer online role-playing games [MMORPGs]) has created a new experience for gamers. This randomized, longitudinal study examined the effects of being assigned to play different video game types on game usage, health, well-being, sleep, socializing, and academics. One hundred 18- to 20-year-old participants (73% male; 68% Caucasian) were randomly assigned to play arcade, console, solo computer, or MMORPG games for 1 month. The MMORPG group differed significantly from other groups after 1 month, reporting more hours spent playing, worse health, worse sleep quality, and greater interference in "real-life" socializing and academic work. In contrast, this group also reported greater enjoyment in playing, greater interest in continuing to play, and greater acquisition of new friendships. MMORPGs represent a different gaming experience with different consequences than other types of video games and appear to pose both unique risks and benefits from their use.

  7. Radiographic adenoid evaluation - suggestion of referral parameters

    Directory of Open Access Journals (Sweden)

    Murilo F.N. Feres

    2014-06-01

    Full Text Available OBJECTIVE: this study aimed to evaluate the usefulness of current radiographic measurements, which were originally conceived to evaluate adenoid hypertrophy, as potential referral parameters. METHODS: children aged from 4 to 14 years, of both genders, who presented nasal obstruction complaints, were subjected to cavum radiography. Radiographic examinations (n = 120 were evaluated according to categorical and quantitative parameters, and data were compared to gold-standard videonasopharyngoscopic examination, regarding accuracy (sensitivity, negative predictive value, specificity, and positive predictive value. RESULTS: radiographic grading systems presented low sensitivity for the identification of patients with two-thirds choanal space obstruction. However, some of these parameters presented relatively high specificity rates when three-quarters adenoid obstruction was the threshold of interest. Amongst the quantitative variables, a mathematical model was found to be more suitable for identifying patients with more than two-thirds obstruction. CONCLUSION: this model was shown to be potentially useful as a screening tool to include patients with, at least, two-thirds adenoid obstruction. Moreover, one of the categorical parameters was demonstrated to be relatively more useful, as well as a potentially safer assessment tool to exclude patients with less than three-quarters obstruction, to be indicated for adenoidectomy.

  8. Playing with Technology: Is It All Bad?

    Science.gov (United States)

    Slutsky, Ruslan; Slutsky, Mindy; DeShelter, Lori M.

    2014-01-01

    Technology now plays a very large role in the way children of all ages play. Children want access to technology, so parents and teachers must determine the best ways to present it to them. Computers are a popular form of technology for children as young as age three. With that in mind, computer games should be problem-solving oriented and…

  9. Executive Functions Development and Playing Games

    Science.gov (United States)

    Petty, Ana Lucia; de Souza, Maria Thereza C. Coelho

    2012-01-01

    The aim of this paper is to discuss executive functions and playing games, considering Piaget's work (1967) and the neuropsychological framework (Barkley, 1997, 2000; Cypel, 2007). Two questions guide the discussion: What are the intersections between playing games and the development of executive functions? Can we stimulate children with learning…

  10. Playing with Technology: Is It All Bad?

    Science.gov (United States)

    Slutsky, Ruslan; Slutsky, Mindy; DeShelter, Lori M.

    2014-01-01

    Technology now plays a very large role in the way children of all ages play. Children want access to technology, so parents and teachers must determine the best ways to present it to them. Computers are a popular form of technology for children as young as age three. With that in mind, computer games should be problem-solving oriented and…

  11. Play Therapy with Emotionally Damaged Adolescents.

    Science.gov (United States)

    Wilson, Kate; Ryan, Virginia

    2002-01-01

    This article argues that non-directive play therapy offers an approach that is well suited to addressing adolescent concerns. The argument is illustrated by two accounts of therapy that show how a more traditional non-directive counseling approach was combined with play therapy by the adolescents themselves, allowing exploration of emotional…

  12. Play: Dormant Issues and New Perspectives.

    Science.gov (United States)

    Vandenberg, Brian

    1981-01-01

    Discusses the role of play in development from both cultural-evolutionary and ontogenetic-historical perspectives. These perspectives illuminate how play and imitation are important for the developing individual who is seen as influencing a changing cultural environment. (Author/RH)

  13. Using Role Play to Debate Animal Testing

    Science.gov (United States)

    Agell, Laia; Soria, Vanessa; Carrió, Mar

    2015-01-01

    The use of animals in biomedical research is a socio-scientific issue in which decision-making is complicated. In this article, we describe an experience involving a role play activity performed during school visits to the Barcelona Biomedical Research Park (PRBB) to debate animal testing. Role playing games require students to defend different…

  14. Indoor and Outdoor Play in Preschool Programs

    Science.gov (United States)

    Kroeker, Julia

    2017-01-01

    The purpose of this study was to explain children's indoor and outdoor play in preschool programs in terms of teacher interaction, peer interaction and task orientation. Children's indoor and outdoor play behaviors were compared using the Individualized Classroom Assessment Scoring System (inCLASS). Findings included significant differences on…

  15. Developing a virtual piano playing environment

    NARCIS (Netherlands)

    Broersen, Alexander; Nijholt, Anton; Petrushin, V.; Kommers, P.A.M.; Kinshuk, X.; Galeev, I.

    2002-01-01

    In this paper the framework for a multimedia platform called ADRI is described which aids in playing the piano. A 3D-piano with visualisation of notes was built in a virtual environment and connected with a real synthesizer using Midi to interact with a user. Multiple users can play together on the

  16. From online to offline game/play

    DEFF Research Database (Denmark)

    Clausen, Thea Juhl Roloff

    2014-01-01

    Children love to play digital games. But how should we relate to children's use of digital games. When children play they use signs from online games into offline games. There will in the paper be pointed out, media pedagogy weaknesses and strengths. And the media didactic challenges that pedagog...

  17. Moving educational role-play beyond entertainment

    DEFF Research Database (Denmark)

    Duus Henriksen, Thomas

    2010-01-01

    Educational role-play has long proved an effective tool for consultants trying to develop the skills that employees are using for performing certain job functions. However, while educational role-play often is presented as an entertaining means for learning, such insistence on making learning gam...

  18. Believable bots can computers play like people?

    CERN Document Server

    2012-01-01

    This book shows how to create believable bots that play computer games and discusses the implications of making them appear human. It examines significant issues in AI: Is a bot that plays like a person intelligent? Does it have emotions? Is it conscious?

  19. Developing a virtual piano playing environment

    NARCIS (Netherlands)

    Petrushin, V.; Broersen, Alexander; Kommers, Petrus A.M.; Nijholt, Antinus; Kinshuk, X.; Galeev, I.

    2002-01-01

    In this paper the framework for a multimedia platform called ADRI is described which aids in playing the piano. A 3D-piano with visualisation of notes was built in a virtual environment and connected with a real synthesizer using Midi to interact with a user. Multiple users can play together on the

  20. The Thing's the Play: Doing "Hamlet."

    Science.gov (United States)

    Sowder, Wilbur H., Jr.

    1993-01-01

    Argues for the use of film in the teaching of William Shakespeare's "Hamlet" because the play was meant to be seen and heard and not just read. Outlines a method of teaching the play by which students select a scene and perform it. Gives an example of a successful student performance. (HB)

  1. Using Role Play to Debate Animal Testing

    Science.gov (United States)

    Agell, Laia; Soria, Vanessa; Carrió, Mar

    2015-01-01

    The use of animals in biomedical research is a socio-scientific issue in which decision-making is complicated. In this article, we describe an experience involving a role play activity performed during school visits to the Barcelona Biomedical Research Park (PRBB) to debate animal testing. Role playing games require students to defend different…

  2. Role Playing Research before Dungeons and Dragons

    DEFF Research Database (Denmark)

    Lieberoth, Andreas

    of Dungeons and Dragons the hobby community quickly took up this more serious mantle as well. Looking to a few unfortunate cases, and the obvious psychological power of role playing experience, many came to believe that role playing can have a profound psychological impact, but few evidence based studies have...... the effects of roleplaying – long before LARP and Dungeons and Dragons....

  3. Restaurant Role-Play in Psychology

    Science.gov (United States)

    Borya, Anthony

    2013-01-01

    Research methods is perceived as a technical and difficult topic by some students. Using role-play to teach it can make it more accessible, meaningful and engaging. Role-playing the familiar roles of customer and waiting staff at a restaurant and discussing the variables that may affect the size of tips can help students to learn some of the key…

  4. The Thing's the Play: Doing "Hamlet."

    Science.gov (United States)

    Sowder, Wilbur H., Jr.

    1993-01-01

    Argues for the use of film in the teaching of William Shakespeare's "Hamlet" because the play was meant to be seen and heard and not just read. Outlines a method of teaching the play by which students select a scene and perform it. Gives an example of a successful student performance. (HB)

  5. Playing extensive form games in parallel

    NARCIS (Netherlands)

    S. Ghosh; R. Ramanujam; S. Simon

    2010-01-01

    Consider a player playing against different opponents in two extensive form games simultaneously. Can she then have a strategy in one game using information from the other? The famous example of playing chess against two grandmasters simultaneously illustrates such reasoning. We consider a simple dy

  6. Moving educational role-play beyond entertainment

    DEFF Research Database (Denmark)

    Duus Henriksen, Thomas

    2010-01-01

    Educational role-play has long proved an effective tool for consultants trying to develop the skills that employees are using for performing certain job functions. However, while educational role-play often is presented as an entertaining means for learning, such insistence on making learning gam...

  7. Agentive and Communitarian Play in Early Childhood

    Science.gov (United States)

    Dmytro, Dana; Kubiliene, Neringa; Cameron, Catherine Ann

    2014-01-01

    Play has long been recognised as a vehicle by which significant developmental advances occur during early childhood. Children use play to explore their relationships, their psychosocial skills, and their environment, and through their experiences, they begin to adopt specific capacities and values that have an impact on future socio-emotional and…

  8. Role Engagement and Anonymity in Synchronous Online Role Play

    Directory of Open Access Journals (Sweden)

    Sarah Cornelius

    2011-06-01

    Full Text Available Role play activities provide opportunities for learners to adopt unfamiliar roles, engage in interactions with others, and get involved in realistic tasks. They are often recommended to foster the development of soft skills and a wider perspective of the world. Such activities are widely used as an online teaching approach, with examples ranging from the simple use of email to the employment of virtual worlds and Web 2.0 technologies.This paper provides a case study of a role play activity which employs real-time anonymous discussion forums and aims to improve our understanding of effective role play and the impact of anonymity. This role play has been effective in educating learners about different perspectives on the issue of Quality in Further Education. The context and implementation of the role play are outlined, and the learners’ interactions and experiences are explored using an investigative analysis of discussion transcripts and semi-structured interviews with participants. The findings suggest that role engagement and anonymity are important components for success in synchronous online role play. Evidence is presented that provides an insight into the factors which encourage role engagement, including prior experiences and contributions from peers. The impact of anonymity is also explored since many participants did not regard the study environment as real and attempted to identify their peers.

  9. PERSONALITY AND CHARACTER PREFERENCE IN ROLE-PLAYING GAMES

    Directory of Open Access Journals (Sweden)

    Pedro José Ramos-Villagrasa

    2010-11-01

    Full Text Available In role-playing games players perform participative and episodic stories. Personality is a psychological construct associated with decision processes in many aspects of life. In this study, we analyzed if Big Five Personality Factors were related to game character preferences in the role-playing game “Dungeons & Dragons”. Results show that Personality is related only in the decision of character’s class. We also study the relationship between Personality and plots in role-playing games (action, intrigue, mystery, and personal relationships. Finally, recommendations to further investigation were given.

  10. Gathering Ideas Online: Results of the Navy Personnel Command (NPC) Telework Virtual Suggestion Box

    Science.gov (United States)

    2012-08-01

    participate in telecommuting (another term for telework), and in 2001, the Under Secretary of Defense memorandum provided a policy for telework within...through shared computers), the desire to go “green” (e.g., less driving of employees), increased productivity (e.g., working while quarantined, working...Manpower, Personnel, Training and Education Telecommuting (Telework) Program (CHNAVPERSNOTE 5330). Washington, DC: Author. Commander, Navy

  11. Scientific education and European citizenship. Suggestions and results from the European project SEDEC (Italian original version

    Directory of Open Access Journals (Sweden)

    Roberto Ceriani

    2007-09-01

    Full Text Available Two concepts seemingly distant from each other, scientific education and European citizenship, have been the basis for "SEDEC - Science Education for the Development of European Citizenship", a European project funded by the European Commission in the framework of the Socrates/Comenius programme, aiming at producing training material addressed to European teachers. Started in autumn 2005, the project will end in 2008 with an in-service training course for European teachers and educators.

  12. Scans Suggest IQ Scores Reflect Brain Structure Research Results Reignite Intelligence Controversy

    Institute of Scientific and Technical Information of China (English)

    Jim; Giles; 苏庆伟

    2006-01-01

    头大就意味着大智慧吗?美国科学家最近的一项研究结果给出了否定的答案。科学家们对300多名研究对象在他们从儿童到青少年发育时期进行了跟踪调查,研究表明,智力与大脑皮层厚度的变化轨迹而不是与大脑的容积有关。根据智商测试,得分较高的一组在早期大脑皮层有一个厚度迅速增加的阶段。然而,很多人对智商测试一直存有争议,这一研究结果是否会改变他们的看法呢?

  13. Bronchopulmonary Carcinoids causing Cushing Syndrome: Results from a Multicentric Study Suggesting a More Aggressive Behavior.

    Science.gov (United States)

    Lococo, Filippo; Margaritora, Stefano; Cardillo, Giuseppe; Filosso, Perluigi; Novellis, Pierluigi; Rapicetta, Cristian; Carleo, Francesco; Bora, Giulia; Cesario, Alfredo; Stefani, Alessandro; Rossi, Giulio; Paci, Massimiliano

    2016-03-01

    Cushing syndrome (CS) caused by bronchopulmonary carcinoids (BCs) is a very rare entity. The aim of this study was to revisit the features of a multicenter clinical series to identify significant prognostic factors. From January 2002 to December 2013, the clinical and pathological data of 23 patients (treated in five different institutions) were retrospectively reviewed. Survival analysis was performed to explore the relative weight of potential prognostic factors. Median age and male/female ratio were 48 years and 14/9, respectively. Most (> 80%) of the patients presented with CS-related symptoms at diagnosis. Tumor location was peripheral in 13 patients (57%) and central in 10 (43%). All patients but two (treated with chemotherapy) underwent surgical resection with curative intent. Definitive cyto/histology was indicative of typical carcinoid (TC) in 16 cases (70%) and atypical carcinoid (AC) in 7 cases (30%). A complete remission of CS was obtained in 16 cases (70%). Lymph nodal involvement was detected in 11 cases (48%), with N2 disease occurring in 7 (∼ 30% of all cases). Four patients (22%) experienced a relapse of the disease after radical surgery. Overall 5-year survival (long-term survival, LTS) was 60%, better in TCs when compared with AC (LTS: 66 v s. 48%, p = 0.28). Log-rank analysis identified ECOG performance status, cTNM and cN staging, pTNM and pN staging, persistence of CS and relapses (local p = 0.006; distant p = 0.001) as significant prognostic factors in this cohort of patients. BCs causing CS are characterized by a high rate of lymph-nodal involvement, a suboptimal prognosis (5-year survival = 60%, 66% in TCs) and a remarkable risk of relapse even after radical resection. Advanced stage, lymph-nodal involvement and the persisting of the CS after treatment correlate with a poor prognosis. Georg Thieme Verlag KG Stuttgart · New York.

  14. How Much Do We Know about the Importance of Play in Child Development? Review of Research.

    Science.gov (United States)

    Tsao, Ling-Ling

    2002-01-01

    Discusses children's play in conjunction with intellectual development, language, and social benefits. Suggests that play develops personality, encourages personal relations, stimulates creativity, adds to happiness, and advances learning. Encourages parents and teachers to provide children with richly varied play experiences to promote cognition,…

  15. Beyond Banning War and Superhero Play: Meeting Children's Needs in Violent Times.

    Science.gov (United States)

    Levin, Diane E.

    2003-01-01

    Details reasons for children's fascination with war play, and teachers' concerns about such play. Asserts that although the best strategy is to reduce the amount of violence children see, children need to find ways to work out the violence they do see. Offers suggestions for addressing children's violent play, including promoting imaginative and…

  16. Haha, Aha, Ah: A Model for Playful Curricular Inquiry and Evaluation.

    Science.gov (United States)

    Iverson, Barbara K.

    This paper discusses playfulness and creativity and draws educational implications. The suggestions in the paper are intended to provide a rationale for incorporating foolish interludes, humor, flexibility, and the playful side of human nature into classrooms to stimulate creative thinking in young people today. Play is described as a mode of…

  17. The Role of Structural Characteristics in Problematic Video Game Play: An Empirical Study

    Science.gov (United States)

    King, Daniel L.; Delfabbro, Paul H.; Griffiths, Mark D.

    2011-01-01

    The research literature suggests that the structural characteristics of video games may play a considerable role in the initiation, development and maintenance of problematic video game playing. The present study investigated the role of structural characteristics in video game playing behaviour within a sample of 421 video game players aged…

  18. Interacting Cannabinoid and Opioid Receptors in the Nucleus Accumbens Core Control Adolescent Social Play

    OpenAIRE

    Antonia Manduca; Olivier Lassalle; Marja Sepers; Patrizia Campolongo; Vincenzo Cuomo; Marsicano Giovanni; Brigitte Kieffer; Louk Vanderschuren; Viviana Trezza; olivier Jacques José MANZONI

    2016-01-01

    Social play behavior is a highly rewarding, developmentally important form of social interaction in young mammals. However, its neurobiological underpinnings remain incompletely understood. Previous work has suggested that opioid and endocannabinoid neurotransmission interact in the modulation of social play. Therefore, we combined behavioral, pharmacological, electrophysiological and genetic approaches to elucidate the role of the endocannabinoid 2-arachidonoylglycerol (2-AG) in social play,...

  19. Influences of Technology-Related Playful Activity and Thought on Moral Development

    Science.gov (United States)

    Bergen, Doris; Davis, Darrel

    2011-01-01

    Many early developmental theorists such as Freud, Erikson, Piaget, and Vygotsky suggested that play--which the authors of this article define as both playful activity and playful thought--had the power to influence the moral emotions, behaviors, and reasoning of children. More recent researchers have also found evidence of moral development in…

  20. Older-Adult Playfulness: An Innovative Construct and Measurement for Healthy Aging Research

    Science.gov (United States)

    Yarnal, Careen; Qian, Xinyi

    2011-01-01

    Few studies of adult playfulness exist, but limited research on older adults and playfulness suggests that playfulness in later life improves cognitive, emotional, social, and psychological functioning and healthy aging overall. Older adults represent a rapidly growing segment of the U.S. population, underscoring the need to understand the aging…

  1. Effects of playing a violent video game as male versus female avatar on subsequent aggression in male and female players.

    Science.gov (United States)

    Yang, Grace S; Huesmann, L Rowell; Bushman, Brad J

    2014-01-01

    Previous research has shown that violent video games can increase aggression in players immediately after they play. The present research examines the effects of one subtle cue within violent video games that might moderate these effects-whether the avatar is male or female. One common stereotype is that males are more aggressive than females. Thus, playing a violent video game as a male avatar, compared to a female avatar, should be more likely to prime aggressive thoughts and inclinations in players and lead to more aggressive behavior afterwards. Male and female university students (N = 242) were randomly assigned to play a violent video game as a male or female avatar. After gameplay, participants gave an ostensible partner who hated spicy food hot sauce to eat. The amount of hot sauce given was used to measure aggression. Consistent with priming theory, results showed that both male and female participants who played a violent game as a male avatar behaved more aggressively afterwards than those who played as female avatar. The priming effects of the male avatar were somewhat stronger for male participants than for female participants, suggesting that male participants identified more with the male avatar than did the female participants. These results are particularly noteworthy because they are consistent with another recent experiment showing that playing a violent game as an avatar with a different stereotypically aggressive attribute (black skin color) stimulates more aggression than playing as an avatar without the stereotypically aggressive attribute (Yang et al., 2014, Social Psychological and Personality Science).

  2. Using suggestion to model different types of automatic writing.

    Science.gov (United States)

    Walsh, E; Mehta, M A; Oakley, D A; Guilmette, D N; Gabay, A; Halligan, P W; Deeley, Q

    2014-05-01

    Our sense of self includes awareness of our thoughts and movements, and our control over them. This feeling can be altered or lost in neuropsychiatric disorders as well as in phenomena such as "automatic writing" whereby writing is attributed to an external source. Here, we employed suggestion in highly hypnotically suggestible participants to model various experiences of automatic writing during a sentence completion task. Results showed that the induction of hypnosis, without additional suggestion, was associated with a small but significant reduction of control, ownership, and awareness for writing. Targeted suggestions produced a double dissociation between thought and movement components of writing, for both feelings of control and ownership, and additionally, reduced awareness of writing. Overall, suggestion produced selective alterations in the control, ownership, and awareness of thought and motor components of writing, thus enabling key aspects of automatic writing, observed across different clinical and cultural settings, to be modelled.

  3. Brain changes after learning to read and play music.

    Science.gov (United States)

    Stewart, Lauren; Henson, Rik; Kampe, Knut; Walsh, Vincent; Turner, Robert; Frith, Uta

    2003-09-01

    Musically naive participants were scanned before and after a period of 15 weeks during which they were taught to read music and play the keyboard. When participants played melodies from musical notation after training, activation was seen in a cluster of voxels within the bilateral superior parietal cortex. A subset of these voxels were activated in a second experiment in which musical notation was present, but irrelevant for task performance. These activations suggest that music reading involves the automatic sensorimotor translation of a spatial code (written music) into a series of motor responses (keypresses).

  4. Lebesgue-Stieltjes measures and the play operator

    Energy Technology Data Exchange (ETDEWEB)

    Recupero, V [Politecnico di Torino, Dipartimento di Matematica Corso Duca degli Abruzzi, 24, 10129 Torino (Italy)], E-mail: vincenzo.recupero@polito.it

    2008-11-01

    The play operator with variable characteristics and BV inputs is usually defined by means of an integral variational inequality which involves a suitable version of the Kurzweil integral. We propose here a new formulation which makes use of the Lebesgue-Stieltjes integral. In this way we can apply standard results of measure theory and obtain simpler proofs. Keywords: play operator, Lebesgue-Stieltjes measures, hysteresis, variational inequalities, functions of bounded variation.

  5. Hotel Employees' Japanese Language Experiences: Implications and Suggestions.

    Science.gov (United States)

    Makita-Discekici, Yasuko

    1998-01-01

    Analyzes the Japanese language learning experiences of 13 hotel employees in Guam. Results of the study present implications and suggestions for a Japanese language program for the hotel industry. The project began as a result of hotel employees frustrations when they were unable to communicate effectively with their Japanese guests. (Auth/JL)

  6. Belief in the paranormal and suggestion in the seance room.

    Science.gov (United States)

    Wiseman, Richard; Greening, Emma; Smith, Matthew

    2003-08-01

    In Experiment 1, participants took part in a fake seance. An actor suggested that a table was levitating when, in fact, it remained stationary. After the seance, approximately one third of participants incorrectly reported that the table had moved. Results also showed a significant relationship between the reported movement of the table and belief in the paranormal, with a greater percentage of believers than disbelievers, reporting that the table had moved. Experiment 2 varied whether the suggestion was consistent, or inconsistent, with participants' belief in the paranormal. Results again showed that believers were more susceptible to suggestion than disbelievers, but only when the suggestion was consistent with their belief in the paranormal. Approximately one fifth of participants believed that the fake seances contained genuine paranormal phenomena.

  7. Links between Preschool Children's Social Skills and Observed Pretend Play in Outdoor Childcare Environments

    Science.gov (United States)

    Li, Jiayao; Hestenes, Linda L.; Wang, Yudan C.

    2016-01-01

    As one of the most advanced play forms in childhood, pretend play often demonstrates positive associations with children's development. However, results from research that examines the association between social skills and pretend play are mixed, especially when the complexity of pretend play is taken into account. Moreover, few studies on pretend…

  8. Using Video Modeling to Teach Young Children with Autism Developmentally Appropriate Play and Connected Speech

    Science.gov (United States)

    Scheflen, Sarah Clifford; Freeman, Stephanny F. N.; Paparella, Tanya

    2012-01-01

    Four children with autism were taught play skills through the use of video modeling. Video instruction was used to model play and appropriate language through a developmental sequence of play levels integrated with language techniques. Results showed that children with autism could successfully use video modeling to learn how to play appropriately…

  9. Using Video Modeling to Teach Young Children with Autism Developmentally Appropriate Play and Connected Speech

    Science.gov (United States)

    Scheflen, Sarah Clifford; Freeman, Stephanny F. N.; Paparella, Tanya

    2012-01-01

    Four children with autism were taught play skills through the use of video modeling. Video instruction was used to model play and appropriate language through a developmental sequence of play levels integrated with language techniques. Results showed that children with autism could successfully use video modeling to learn how to play appropriately…

  10. "If I Am Not Doing My Own Playing Then I Am Not Able to Truly Share the Gift of Play with Children": Using Poststructuralism and Care Ethics to Examine Future Early Childhood Educators' Relationships with Play in Adulthood

    Science.gov (United States)

    Nicholson, Julie; Shimpi, Priya Mariana; Rabin, Colette

    2014-01-01

    The current sociopolitical context of schooling is positioning play as incongruous with children's academic learning. As a result, teacher educators must increasingly guide future early childhood professionals to develop the skills and knowledge necessary to become effective play advocates. This includes articulating the value of play across…

  11. Design of Piano -playing Robotic Hand

    Directory of Open Access Journals (Sweden)

    Lin Jen-Chang

    2013-09-01

    Full Text Available Unlike the market slowdown of industrial robots, service & entertainment robots have been highly regarded by most robotics reseach and market research agencies. In this study we developed a music playing robot (which can also work as a service robot for public performance. The research is mainly focused on the mechanical and electrical control of piano-playing robot, the exploration of correlations among music theory, rhythm and piano keys, and eventually the research on playing skill of keyboard instrument. The piano-playing robot is capable of control linear motor, servo-motor and pneumatic devices in accordance with the notes and rhythm in order to drive the mechanical structure to proper positions for pressing the keys and generating music. The devices used for this robot are mainly crucial components produced by HIWIN Technology Corp. The design of robotic hand is based on the direction of anthropomorphic hand such that five fingers will be used for playing piano. The finger actuations include actions of finger rotation, finger pressing, and finger lifting; time required for these 3 stages must meet the requirement of rhythm. The purpose of entertainment robot can be achieved by playing electric piano with robotic hand, and we hope this research can contribute to the development of domestic entertainment music playing robots.

  12. Epistemological Suggestions in „Entropy Low and Economic Process”

    Directory of Open Access Journals (Sweden)

    Emil Dinga

    2006-06-01

    Full Text Available The paper is aimed to derive, on criticism basis (following, especially, the critic rationalism, as method, epistemological suggestions from the crucial work of Nicholas Georgescu-Roegen, “The Entropy Law and the Economic Process”, in order to these suggestions or challenges constitute going points for further logical assessments or polemical debates. By this way, four basic epistemological suggestions are identified: a inconsistency between the analytical description of the economic process and its evolutionist nature (that implies qualitative changes; b logical and epistemological bases for the possibility of a theoretical economic science (i.e. of a theory of the economic science; c impact of the qualitative changes of the economic process on the non-linearity of the economic models for prognosis; d logics, based on the entropy law, to pass off the rationality of optimality and to enter the rationality of sustainability. Each of these suggestions (explicit or implicit mentioned in the evocated work plays as rational, for the authors, to formulate epistemological assessments, critics or proposals for solutions aimed at to pass over the arisen epistemological or methodological problems. The authors believe that the entropic paradigm proposed by Nicholas Georgescu-Roegen for the economic epistemology and methodology is one of the most interesting, from the philosophic and logic points of view, having abundant resources to open a re-conceptualization of the logical bases of the economic science, to rethink the theoreticity of the sciences that study fields where evolutive processes are going, and to think, with more maturity, to the way in which the human rationality could answer the challenges the entropy law arises.

  13. Epistemological Suggestions in „Entropy Low and Economic Process”

    Directory of Open Access Journals (Sweden)

    Emil Dinga

    2006-04-01

    Full Text Available The paper is aimed to derive, on criticism basis (following, especially, the critic rationalism, as method, epistemological suggestions from the crucial work of Nicholas Georgescu-Roegen, “The Entropy Law and the Economic Process”, in order to these suggestions or challenges constitute going points for further logical assessments or polemical debates. By this way, four basic epistemological suggestions are identified: a inconsistency between the analytical description of the economic process and its evolutionist nature (that implies qualitative changes; b logical and epistemological bases for the possibility of a theoretical economic science (i.e. of a theory of the economic science; c impact of the qualitative changes of the economic process on the non-linearity of the economic models for prognosis; d logics, based on the entropy law, to pass off the rationality of optimality and to enter the rationality of sustainability. Each of these suggestions (explicit or implicit mentioned in the evocated work plays as rational, for the authors, to formulate epistemological assessments, critics or proposals for solutions aimed at to pass over the arisen epistemological or methodological problems. The authors believe that the entropic paradigm proposed by Nicholas Georgescu-Roegen for the economic epistemology and methodology is one of the most interesting, from the philosophic and logic points of view, having abundant resources to open a re-conceptualization of the logical bases of the economic science, to rethink the theoreticity of the sciences that study fields where evolutive processes are going, and to think, with more maturity, to the way in which the human rationality could answer the challenges the entropy law arises.

  14. Enhancing business intelligence by means of suggestive reviews.

    Science.gov (United States)

    Qazi, Atika; Raj, Ram Gopal; Tahir, Muhammad; Cambria, Erik; Syed, Karim Bux Shah

    2014-01-01

    Appropriate identification and classification of online reviews to satisfy the needs of current and potential users pose a critical challenge for the business environment. This paper focuses on a specific kind of reviews: the suggestive type. Suggestions have a significant influence on both consumers' choices and designers' understanding and, hence, they are key for tasks such as brand positioning and social media marketing. The proposed approach consists of three main steps: (1) classify comparative and suggestive sentences; (2) categorize suggestive sentences into different types, either explicit or implicit locutions; (3) perform sentiment analysis on the classified reviews. A range of supervised machine learning approaches and feature sets are evaluated to tackle the problem of suggestive opinion mining. Experimental results for all three tasks are obtained on a dataset of mobile phone reviews and demonstrate that extending a bag-of-words representation with suggestive and comparative patterns is ideal for distinguishing suggestive sentences. In particular, it is observed that classifying suggestive sentences into implicit and explicit locutions works best when using a mixed sequential rule feature representation. Sentiment analysis achieves maximum performance when employing additional preprocessing in the form of negation handling and target masking, combined with sentiment lexicons.

  15. Enhancing Business Intelligence by Means of Suggestive Reviews

    Science.gov (United States)

    Qazi, Atika

    2014-01-01

    Appropriate identification and classification of online reviews to satisfy the needs of current and potential users pose a critical challenge for the business environment. This paper focuses on a specific kind of reviews: the suggestive type. Suggestions have a significant influence on both consumers' choices and designers' understanding and, hence, they are key for tasks such as brand positioning and social media marketing. The proposed approach consists of three main steps: (1) classify comparative and suggestive sentences; (2) categorize suggestive sentences into different types, either explicit or implicit locutions; (3) perform sentiment analysis on the classified reviews. A range of supervised machine learning approaches and feature sets are evaluated to tackle the problem of suggestive opinion mining. Experimental results for all three tasks are obtained on a dataset of mobile phone reviews and demonstrate that extending a bag-of-words representation with suggestive and comparative patterns is ideal for distinguishing suggestive sentences. In particular, it is observed that classifying suggestive sentences into implicit and explicit locutions works best when using a mixed sequential rule feature representation. Sentiment analysis achieves maximum performance when employing additional preprocessing in the form of negation handling and target masking, combined with sentiment lexicons. PMID:25054188

  16. Enhancing Business Intelligence by Means of Suggestive Reviews

    Directory of Open Access Journals (Sweden)

    Atika Qazi

    2014-01-01

    Full Text Available Appropriate identification and classification of online reviews to satisfy the needs of current and potential users pose a critical challenge for the business environment. This paper focuses on a specific kind of reviews: the suggestive type. Suggestions have a significant influence on both consumers’ choices and designers’ understanding and, hence, they are key for tasks such as brand positioning and social media marketing. The proposed approach consists of three main steps: (1 classify comparative and suggestive sentences; (2 categorize suggestive sentences into different types, either explicit or implicit locutions; (3 perform sentiment analysis on the classified reviews. A range of supervised machine learning approaches and feature sets are evaluated to tackle the problem of suggestive opinion mining. Experimental results for all three tasks are obtained on a dataset of mobile phone reviews and demonstrate that extending a bag-of-words representation with suggestive and comparative patterns is ideal for distinguishing suggestive sentences. In particular, it is observed that classifying suggestive sentences into implicit and explicit locutions works best when using a mixed sequential rule feature representation. Sentiment analysis achieves maximum performance when employing additional preprocessing in the form of negation handling and target masking, combined with sentiment lexicons.

  17. I Play Roles, Therefore I Am

    DEFF Research Database (Denmark)

    Sandvik, Kjetil; Waade, Anne Marit

    2007-01-01

    -reflecting activity is getting an increasingly growing attention from the media, and the fact that educators, teachers, and development consultants have discovered the potential inherent in role-playing, both as an idea and a strategy. In this essay, we place leisure role-playing in a broader perspective, not only...... in relation to actual phenomena in mediatized popular culture (such as computer games) or to storytelling in organizations, but also in relation to role-playing as a tradition and theoretical consideration within education, theatre, and the social sciences. The points and discussions are based on our book...

  18. 黑莓PlayBook 4G

    Institute of Scientific and Technical Information of China (English)

    2011-01-01

    黑莓的PlayBook平板电脑之前已经有过介绍.在CES2011展会上.RIM公司公布了支持4G技术的PlayBook平板。该产品为Sprint定制.预计将于今夏上市。PlayBook4G采用1GHz主频双核处理器,搭配1GB内存和黑莓平板系统.支持AdobeFlashPlayer101、AdobeMobile AIR和HTML5技术。

  19. Plug-and-play, single-chip photoplethysmography.

    Science.gov (United States)

    Chandrasekar, Deepak; Arnetz, Bengt; Levy, Philip; Basu, Amar S

    2012-01-01

    Remote patient monitoring (RPM) relies on low-cost, low-power, wearable sensors for continuous physiological assessment. Photoplethysmographic (PPG) sensors generally require >10 components, occupy an area >300 mm(2), consume >10 mW power, and cost >$20 USD. Although the principle of PPG sensing is straightforward, in practice, a robust implementation requires a careful design including optical alignment, analog circuits, ambient light cancellation, and power management. This paper reports the first use of digital optical proximity sensors (OPS) for "plug-and-play" PPG. OPS have traditionally been used for distance sensing in smartphones and factory automation. Here we show that a digital OPS can perform PPG functions in a single 4×4 mm package which also provides a direct digital interface to a microcontroller. By exploiting its key features, a digital OPS can provide substantial performance advantages over existing state-of-the-art PPGs, including: i) 10X lower power consumption (200 µW) due to pulse operation; ii) high signal to noise ratio (>90), as a result of built-in optical barriers, filters, and ambient light cancellation; iii) 10X lower cost ($2 USD); and iv) 12X smaller area. We show single wavelength PPG measurements in multiple anatomical locations, including fingertips and earlobes. The results suggest that a digital OPS can provide an elegant solution for battery-powered, wearable physiological monitors. To the authors' knowledge, this is the smallest and lowest power PPG sensor reported to date.

  20. Some Suggestions on High School English Classroom Teaching about Life Practice

    Institute of Scientific and Technical Information of China (English)

    Cao Le

    2016-01-01

    As a forefront of student learning, English classroom plays a very crucial role throughout students’ learning process. Teachers must lead students to grasp the classroom, so that students can gain something important in the classroom, and learn efficiency, so as to receive significant results. However, high school English teaching today still has lots of problem: simply focus on teaching instead of students’ own studying, pay more attention to instill the knowledge but ignore the importance of cultivation. This results in students' lacking interests in studying English, what’s more,the classes are also boring. So the traditional teaching methods are in great need of reform, updated and improved. Only the teachers are able to connect the English class to the real life, can students be more interested in the classroom. Here are some suggestions, for reference purposes only.