WorldWideScience

Sample records for playing 10-pin bowling

  1. Tea Bowl: Imperfect Harmony

    OpenAIRE

    Mehring, Gretchen A; Greater Lafayette Museum of Art,

    1998-01-01

    These tea bowls, with their intimate scale and individual personalities, simultaneeously offer an apprectiation of the past and the contemporary. The subtle beauty of traditional-style bowls contrasts with the more exuberant contemporary idiom, raising an awareness of the role that art has, and can play, in everyday life.

  2. National Science Bowl | NREL

    Science.gov (United States)

    Science Bowl National Science Bowl The Department of Energy's Office of Science sponsors the National Science Bowl competition. This fun, fast-paced academic tournament tests the brainpower of middle and high school student teams on science and math topics. The National Science Bowl provides an

  3. Bowls Club

    CERN Multimedia

    Bowls Club

    2014-01-01

    Bowls Club Pour la 18ème année consécutive se déroulait le  "Challenge Claude CARTERET". Vingt trois personnes ont repondues "présent" et comme d'habitude dans une superbe ambiance, les trois parties avec à chaque fois un changement de partenaire se déroulaient avec acharnement. Notre juge arbitre Claude JOUVE applaudissait les gagnants qui étaient au nombre de quatre à avoir gagné  3 parties et étaient départagés par le goal-avérage. 1er : David JOUVE avec moins d'entraînement que le papa et son oncle mais qui est un battant 2ème: christian JOUVE (oncle de David) qui se fait donc coiffer au goal-avérage 3ème : Un nouveau venu très talentueux et adroit surnommé Mousse. Et notre pr...

  4. Bowls Club

    CERN Multimedia

    Club de Pétanque

    2014-01-01

    Bowls Club   Par une belle fin de journée ensoleillée se déroulait le deuxième concours de la saison, le Challenge de notre ami "Patrick DURAND" qui a été membre du club et œuvré pour le celui-ci pendant  près de vingt ans. Un bel hommage lui était rendu par la présence de quarante personnes. Trente deux personnes ont participé au concours, soit seize doublettes. Des parties très disputées : quatre participants ont gagné les trois parties et ont dû être départagés par le goal average. Notre juge arbitre et  trésorier, Claude JOUVE,  proclamait vainqueur un habitué des podiums : Bernard GOICOECHEA qui  tenait  particulièrement à cœur de gagner ce challenge. Le deuxième ...

  5. Croquet and lawn bowls

    CERN Multimedia

    Croquet Club

    2010-01-01

    The club is looking for new members. Why not try a new sport this summer? Croquet is a game of skill, where accuracy and tactics are equally important. It is good fun and Social Nights on Mondays, ending with a bbq, are very popular. We organise internal tournaments and our top players compete in European and World championships. Coaching is offered in both the simpler golf croquet and the more tactical Association versions of the game, starting early May. We have two lawns and a clubhouse on the Prévessin site, with bar and barbecue. All playing equipment is provided. Lawn bowls is also played, mainly on Wednesday mornings.   For further information please contact: Croquet: Norman Eatough Email: norferga@orange.fr Tel. 0033 450 412187 Lawn bowls: Denis Hill Email: denis.hill@freesurf.ch Tél. 022 757 2556 Le club cherche de nouveaux membres. Pourquoi pas entamer un nouveau sport cet été? Un cours d’initiation au croquet est offert. ...

  6. Double bowl piston

    Science.gov (United States)

    Meffert, Darrel Henry; Urven, Jr., Roger Leroy; Brown, Cory Andrew; Runge, Mark Harold

    2007-03-06

    A piston for an internal combustion engine is disclosed. The piston has a piston crown with a face having an interior annular edge. The piston also has first piston bowl recessed within the face of the piston crown. The first piston bowl has a bottom surface and an outer wall. A line extending from the interior annular edge of the face and tangent with the outer wall forms an interior angle greater than 90 degrees with the face of the piston. The piston also has a second piston bowl that is centrally located and has an upper edge located below a face of the piston crown.

  7. Tibetan singing bowls

    International Nuclear Information System (INIS)

    Terwagne, Denis; Bush, John W M

    2011-01-01

    We present the results of an experimental investigation of the acoustics and fluid dynamics of Tibetan singing bowls. Their acoustic behaviour is rationalized in terms of the related dynamics of standing bells and wine glasses. Striking or rubbing a fluid-filled bowl excites wall vibrations, and concomitant waves at the fluid surface. Acoustic excitation of the bowl's natural vibrational modes allows for a controlled study in which the evolution of the surface waves with increasing forcing amplitude is detailed. Particular attention is given to rationalizing the observed criteria for the onset of edge-induced Faraday waves and droplet generation via surface fracture. Our study indicates that drops may be levitated on the fluid surface, induced to bounce on or skip across the vibrating fluid surface. (invited article)

  8. The bowling balls

    CERN Multimedia

    CERN Bulletin

    2010-01-01

    10 November 1972: CERN’s Bent Stumpe places an order for 12 bowling balls for a total cost of 95 US dollars. Although not evident at first sight, he is buying the heart of some of the first tracking devices to be used in the SPS control room. Today, Bent Stumpe’s device would be called a desktop mouse…   The first order for 4 bowling balls later changed to 12 balls. The bowling balls became the heart of Bent Stumpe's mouse. Almost 40 years ago, the web, Wikipedia and Google did not exist and it was much more difficult to know whether other people in other parts of the world or even in the same laboratory were facing the same problems or developing the same tools. At that time, Bent Stumpe was an electronics engineer, newly recruited to work on developments for the SPS Central Control room. One of the things his supervisor asked him to build as soon as possible was a device to control a pointer on a screen, also called a tracker ball. The heart of the device was the...

  9. Teematapahtuma Space Bowling & Billiardsiin

    OpenAIRE

    Filppu, Mika

    2014-01-01

    Tässä opinnäytetyössä esitellään suunnitelma täysin uudenlaisen teematapahtuman järjestämiseksi ja markkinoimiseksi Space Bowling & Billiardsiin, Tampereelle. Työssä teoriaosuus koostuu markkinoinnista, tapahtuman järjestämisestä, sekä benchmarkingista. Markkinointiosuus sisältää markkinoinnin määritelmän, perusteet, markkinoinnin kehityksen nykypäivään asti, sekä markkinoinnin kilpailukeinot ja sissimarkkinointia. Tapahtuman järjestäminen käydään läpi vaihe vaiheelta suunnitteluvaiheesta jäl...

  10. A numerical study on the effect of various combustion bowl parameters on the performance, combustion, and emission behavior on a single cylinder diesel engine.

    Science.gov (United States)

    Balasubramanian, Dhinesh; Sokkalingam Arumugam, Sabari Rajan; Subramani, Lingesan; Joshua Stephen Chellakumar, Isaac JoshuaRamesh Lalvani; Mani, Annamalai

    2018-01-01

    A numerical study was carried out to study the effect of various combustion bowl parameters on the performance behavior, combustion characteristics, and emission magnitude on a single cylinder diesel engine. A base combustion bowl and 11 different combustion bowls were created by varying the aspect ratio, reentrancy ratio, and bore to bowl ratio. The study was carried out at engine rated speed and a full throttle performance condition, without altering the compression ratio. The results revealed that the combustion bowl parameters could have a huge impact on the performance behavior, combustion characteristics, and emission magnitude of the engine. The bowl parameters, namely throat diameter and toroidal radius, played a crucial role in determining the performance behavior of the combustion bowls. It was observed that the combustion bowl parameters, namely central pip distance, throat diameter, and bowl depth, also could have an impact on the combustion characteristics. And throat diameter and toroidal radius, central pip distance, and toroidal corner radius could have a consequent effect on the emission magnitude of the engine. Of the different combustion bowls tested, combustion bowl 4 was preferable to others owing to the superior performance of 3% of higher indicated mean effective pressure and lower fuel consumption. Interestingly, trade-off for NO x emission was higher only by 2.85% compared with the base bowl. The sensitivity analysis proved that bowl depth, bowl diameter, toroidal radius, and throat diameter played a vital role in the fuel consumption parameter and emission characteristics even at the manufacturing tolerance variations.

  11. Croquet & lawn bowls

    CERN Multimedia

    Croquet & lawn bowls

    2011-01-01

    Croquet The season is well underway and several events have taken place: the Opening Event on 30th April, a PRO-AM doubles tournament, was won by Danny Davids in May the Swiss team of Ian Sexton, Norman Eatough, Danny Davids and Dave Underhill won the Rheingold Pokal at CERN in resounding fashion, with 33 wins against Germany’s 13 and Austria’s 8. in June the Swiss team of Ian Sexton, Norman Eatough and Dave Underhill competed in the European Team Championship in Cheltenham, England, in May, coming 2nd in the Continental Nations’ Trophy behind Spain and 6th overall on July 2nd, Norman Eatough won the Swiss Golf croquet Handicap championship on July 8th Barbara Perkins won the Women’s Swiss Golf croquet championship, for the third successive year on July 10th, Ian Sexton won the Swiss Golf croquet championship in mid-July, Dave Underhill is competing in the World Golf croquet championship in London. The English Croquet Association team will play the Swiss ...

  12. Introducing the Medical Ethics Bowl.

    Science.gov (United States)

    Merrick, Allison; Green, Rochelle; Cunningham, Thomas V; Eisenberg, Leah R; Hester, D Micah

    2016-01-01

    Although ethics is an essential component of undergraduate medical education, research suggests that current medical ethics curricula face considerable challenges in improving students' ethical reasoning. This article discusses these challenges and introduces a promising new mode of graduate and professional ethics instruction for overcoming them. We begin by describing common ethics curricula, focusing in particular on established problems with current approaches. Next, we describe a novel method of ethics education and assessment for medical students that we have devised: the Medical Ethics Bowl (MEB). Finally, we suggest the pedagogical advantages of the MEB when compared to other ethics curricula.

  13. 25 Years of AAPT's PhysicsBowl

    Science.gov (United States)

    Faleski, Michael C.

    2010-01-01

    The PhysicsBowl is a contest for high school students that was first introduced in 1985. In this article, we discuss both some of the history of the contest as well as the 25th contest occurring this year.

  14. Elderly people's perceptions of using Wii sports bowling - A qualitative study.

    Science.gov (United States)

    Glännfjord, Fredrik; Hemmingsson, Helena; Larsson Ranada, Åsa

    2017-09-01

    The Nintendo Wii is a gaming console with motion-sensitive controls that is making inroads into health care and rehabilitation. However, there is still limited knowledge on how elderly people perceive the use of such a product. The aim of this study was to examine how the use of the Wii Sports Bowling in an activity group was perceived by elderly people. The data consisted of observations and interviews with participants who used Wii Sports Bowling and was analysed with content analysis. The findings are described in three themes; 'The use of the Wii Sports game', 'Engagement in the game' and 'Social interaction around the activity'. Wii Sports Bowling was described as easier to play compared to real-life bowling and was enjoyable and a social activity. The opportunity to meet the group each week was important for the participants. Playing the game resulted in signs of immersion and a flow-like state. The Wii was perceived to be easy to use, to provide a way to socialize with peers and to give opportunities to participate in activities in a new way. More studies regarding elderly people's experiences and apprehensions regarding new technology such as gaming consoles and virtual reality are needed.

  15. Storytelling Revealed in Super Bowl 2016 Advertisements

    OpenAIRE

    Rellahan, Celina

    2016-01-01

    This thesis investigates the use of storytelling in advertising applications and its influence on the instigation of social activity as measured by online views and social activity generated for advertisements broadcast during the 2016 Super Bowl. The thesis aims at identifying those elements of storytelling that are found in these advertisements and relating these characteristics to the success of the promotion in terms of immediate engagement of the viewing audience. The thesis present...

  16. Vinča bowls with protoma

    Directory of Open Access Journals (Sweden)

    Spasić Miloš P.

    2014-01-01

    Full Text Available Bowls with protoma represent one of several tens of types of Vinča vessels made of baked clay which have been published as finds excavated at Vinča sites for more than a century. We are dealing here with bowls of a markedly conical profile, with angled and slightly rounded walls and with a flat or slightly annular bottom. In most cases these bowls are not decorated, with the exception of the rare finds decorated by fluting, engraving and polishing. Their most significant peculiarity is the presence of four or eight protoma on the rim, facing the inside of the vessel. Taking into consideration all stylistic-typological characteristics, it is possible to divide them into two coherent categories of finds. The first consists of bowls with four oppositely placed protoma. Within this group it is possible to single out two subtypes, bowls with all four as anthropomorphic (Pl. I/6, 7; Pl. III/34 or all four as zoomorphic representations (Pl. I/5, 8, 9; Pl. III/33, 36. Bowls with eight protoma have actually got four pairs of oppositely placed representations. It was possible to discern two subtypes based on the objects that were completely preserved. The first subtype includes a bowl from the so-called Vinča ritual set, with two pairs of zoomorphic and two pairs of anthropomorphic protoma, both oppositely placed (Pl. I/3. The second subtype includes a bowl from house 1/2010 from Stubline with four identical, paired, totally stylised and schematised representations, whose identification is impossible (Fig. 1; Pl. I/1. Taking into consideration the metric and technological data, the thesis that seems most possible is that the bowls with protoma served for the consumption of or the storing/displaying of the content during some quite specific activities. Bowls with protoma appear in almost all regions of the central Balkans populated by Vinča culture communities and we do not note them in the areas of the neighbouring Late Neolithic communities. These

  17. A special danger in bowling and skittle – bowling ball induced injuries of the distal fingers

    Directory of Open Access Journals (Sweden)

    Könneker, Sören

    2017-09-01

    Full Text Available Purpose: Injuries to the hand and fingers have been reported related to the popular sports of bowling and skittle. Both sports differ regarding size, shape, weight of the ball and technique. The focus of this study is to address whether bowling or skittle players are more prone to injuries. Methods: We assessed hand injuries related to bowling or skittle in a retrospective analysis of patients treated in our department between 2006 and 2016. We also investigated differences between both sports with regards to patient demographics, type and location of lesion, and treatment.Results: A total of 13 patients were identified with minors comprising a total of number of six patients. Six from the overall cohort developed injuries related to bowling, and seven sustained injuries related to skittle. In all cases, the pattern of injury revealed a contusion between two balls during retrieval. The distal phalanx was affected in all patients, and the middle phalanx in one. Out of the 13 patients, one patient presented with lesions on the 3 finger, ten patients on the 4 finger and two patients on the 5 finger. In cases of bone injury (n=10, patients received surgical treatment via K-wire-fixation (n=2, suture-cerclage (n=1, resection of little distal fragments (n=1 or splinting only (n=6. There were no significant differences between patients with bowling or skittle injuries with regard to frequency, type and location of the lesions.Conclusion: Bowling and skittle are comparable with their inherent risk of distal finger trauma. Almost all cases required surgical intervention. As most injuries occurred during retrieval of the ball from the rack, efforts should be put on prevention at this point. In both sports the majority of patients were minor, so age restriction should be evaluated.Level of evidence: Therapeutic study, level IV

  18. The combined bowling rate as a measure of bowling performance in ...

    African Journals Online (AJOL)

    This classification is however not very accurate as it does for example not take into account how many overs have been bowled. Two bowlers might have the same average but one may be more economical than the other. The purpose of this paper is to introduce a single measure that takes the full performance of a bowler ...

  19. Theoretical considerations in solid bowl centrifugation

    International Nuclear Information System (INIS)

    Hamilton, R.T.

    1979-01-01

    A combination of literature survey and independent analysis determined three relationships for the prediction of the critical (or minimum recoverable) particle size in a solid bowl centrifuge. The relationships were derived based on three different theories of fluid behavior within the centrifuge; (1) laminar film flow (laminar film model), (2) plug flow (Sharples Model), and parabolic flow (modified Sharples Model). The critical particle size for the centrifuge used in Cs-PTA recovery in the CAW process predicted by the three relationships range from 0.19 to 0.34 μm (1 μm = 10 -6 m). The laminar film model gives the most conservative estimate of critical particle size (0.34 μm) and the resulting relationship is recommended for use to predict solid bowl centrifuge performance. Three correction factors are incorporated into the predictive equations to account for the effects of fluid turbulence near the centrifuge feed point, fluid lag and hindered settling. Of these factors, turbulence near the feed point (which is accounted for by using an effective centrifuge length) has the greatest impact, increasing the predicted critical particle size by 15%, while the combination of fluid lag and hindered settling factors increase the recoverable particle size by 4%. The overall effect of the correction factors is an approximately 20% decrease in centrifuge effectivity. The fraction of solids smaller than the critical size range has not been reliably determined for laboratory or plant prepared Cs-PTA. In addition, the density of Cs-PTA crystals is reported to vary from 3.2 to 12 grams per cubic centimeter

  20. Whole blood analysis rotor assembly having removable cellular sedimentation bowl

    Science.gov (United States)

    Burtis, C.A.; Johnson, W.F.

    1975-08-26

    A rotor assembly for performing photometric analyses using whole blood samples is described. Following static loading of a gross blood sample within a centrally located, removable, cell sedimentation bowl, the red blood cells in the gross sample are centrifugally separated from the plasma, the plasm displaced from the sedimentation bowl, and measured subvolumes of plasma distributed to respective sample analysis cuvettes positioned in an annular array about the rotor periphery. Means for adding reagents to the respective cuvettes are also described. (auth)

  1. Tang dynasty (618-907) bowl measured with PIXE

    Science.gov (United States)

    Laitinen, M.; Käyhkö, M.; Hahn, G.; von Uexküll-Güldenband, N.; Sajavaara, T.

    2017-09-01

    Brownish bowl originating from an underwater shipwreck located near Belitung island in the Java Sea, some 600 km south-east from Singapore, has been measured with particle induced X-ray emission. This study was a pilot project for the - now a spin-off company - Recenart research team where one target was to evaluate the authenticity of the different type of art objects. PIXE measurements were done from three different material positions from a single bowl received from a customer. These locations were categorized as a bluish/greenish pigment (under glaze), thick glaze and the body clay. When the obtained data was compared to the other references from different dynasties and kiln sites, the closest match was indeed the Tang dynasty, Tongguan/Ghangsha kiln-site potsherds - from where the bowl in question was also suspected to originate.

  2. Configuration System for Simulation Based Design of Vibratory Bowl Feeders

    DEFF Research Database (Denmark)

    Hansson, Michael Natapon; Mathiesen, Simon; Ellekilde, Lars-Peter

    2017-01-01

    Vibratory bowl feeders are still among the most commonly used production equipment for automated part feeding, where parts are correctly oriented for further manipulation by being conveyed through a set of orienting devices. Designing vibratory bowl feeders involves selecting and sequencing...... a number of these devices that either reorients or rejects the part until a desirable orientation is achieved. To aid the designer in this task, this work presents a configuration system where knowledge of the behaviour for each device is acquired through dynamic simulation, and used to solve...

  3. Cricket: Nature and incidence of fast-bowling injuries at an elite ...

    African Journals Online (AJOL)

    ). Physical fitness screenings were conducted and the relationship between fitness and occurrence of injuries was assessed. Additional factors such as bowling techniques and bowling workload were assessed. A regression analysis was ...

  4. Saving the Dust Bowl: "Big Hugh" Bennett's Triumph over Tragedy

    Science.gov (United States)

    Smith, Rebecca

    2007-01-01

    In the 1930s, years of injudicious cultivation had devastated 100 million acres of Kansas, Oklahoma, Texas, Colorado, and New Mexico. This was the Dust Bowl, and it exposed a problem that had silently plagued American agriculture for centuries--soil erosion. Farmers, scientists, and the government alike considered it trivial until Hugh Hammond…

  5. Extraverted children are more biased by bowl sizes than introverts.

    Directory of Open Access Journals (Sweden)

    Koert van Ittersum

    Full Text Available Extraverted children are hypothesized to be most at risk for over-serving and overeating due to environmental cues--such as the size of dinnerware. A within-subject field study of elementary school students found that extraverted children served themselves 33.1% more cereal in larger bowls (16-oz than in smaller (12-oz bowls, whereas introverted children were unaffected by bowl size (+5.6%, ns. However, when children were asked by adults how much cereal they wanted to eat, both extraverted and introverted children requested more cereal when given a large versus small bowl. Insofar as extraverted children appear to be more biased by environmental cues, this pilot study suggests different serving styles are recommended for parents and other caregivers. They should serve extraverts, but allow introverts to serve themselves. Still, since the average child still served 23.2% more when serving themselves than when served by an adult, it might be best for caregivers to do the serving whenever possible--especially for extraverted children.

  6. The Intercollegiate Ethics Bowl: An Active Learning Experience

    Science.gov (United States)

    Meyer, Tracy

    2012-01-01

    This paper introduces the Intercollegiate Ethics Bowl (IEB) as a means of promoting active learning in the realm of marketing ethics. The cases discussed in the competition are based on current ethical issues and require students to provide a coherent analysis of what are generally complex, ambiguous, and highly viewpoint dependent issues. The…

  7. Optimisation of Trap Design for Vibratory Bowl Feeders

    DEFF Research Database (Denmark)

    Mathiesen, Simon; Sørensen, Lars Carøe; Kraft, Dirk

    2018-01-01

    Vibratory bowl feeders (VBFs) are a widely used option for industrial part feeding, but their design is still largely manual. A subtask of VBF design is determining an optimal parameter set for the passive devices, called traps, which the VBF uses to ensure correct part orientation. This paper...

  8. Interpreting the Dust Bowl: Teaching Environmental Philosophy through Film.

    Science.gov (United States)

    Gold, John R.; And Others

    1996-01-01

    Provides a discussion of the structure and procedures of a classroom exercise using scenes from "The Grapes of Wrath," to illustrate different environmental philosophies. After viewing scenes from the film, students prepare presentations examining the Dust Bowl from one of four philosophical positions: environmental causation,…

  9. Extraverted Children Are More Biased by Bowl Sizes than Introverts

    Science.gov (United States)

    van Ittersum, Koert; Wansink, Brian

    2013-01-01

    Extraverted children are hypothesized to be most at risk for over-serving and overeating due to environmental cues – such as the size of dinnerware. A within-subject field study of elementary school students found that extraverted children served themselves 33.1% more cereal in larger bowls (16-oz) than in smaller (12-oz) bowls, whereas introverted children were unaffected by bowl size (+5.6%, ns). However, when children were asked by adults how much cereal they wanted to eat, both extraverted and introverted children requested more cereal when given a large versus small bowl. Insofar as extraverted children appear to be more biased by environmental cues, this pilot study suggests different serving styles are recommended for parents and other caregivers. They should serve extraverts, but allow introverts to serve themselves. Still, since the average child still served 23.2% more when serving themselves than when served by an adult, it might be best for caregivers to do the serving whenever possible – especially for extraverted children. PMID:24205166

  10. [The influence of Nintendo-Wii® bowling upon residents of retirement homes].

    Science.gov (United States)

    Wittelsberger, R; Krug, S; Tittlbach, S; Bös, K

    2013-07-01

    The few studies dealing with the positive effects of health and well-being of older people are only one-sided. The aim of the study therefore was to analyze the effects of Nintendo-Wii® bowling on daily function, state of dementia, quality of life, cognition and motor skills in retirement home inhabitants. The study was performed with 27 study participants (13 women, 14 men) between the ages of 49 and 95 years (mean = 71, SD = 14). They were randomly assigned to a control group (KG) and an intervention group (IG). Between pre- and posttest, the IG played 60 min/twice a week Nintendo-Wii® Bowling over 6 weeks. The improvement of IG was significant in the analysis of variance concerning strength (arm curls: F df = 2 = 7.199; p = 0,013; η(2) = 0,231) and showed a significant trend concerning coordination (tracking lines: F df = 2 = 3.99; p = 0,058; η(2) = 0,154) compared with KG. The area of rapidity (catching bars: F df = 2 = 28.511; p = 0,008; η(2) = 0,279) showed a significant decline in the IG compared with the KG. However, closer examination shows that the short time of intervention and the wide age range could have affected the results. Thus, further studies should take these critical aspects into consideration.

  11. Marketingové aktivity restaurace "Pizzerie Bowling Litovel"

    OpenAIRE

    Spáčilová, Eva

    2011-01-01

    This Thesis deals with marketing activities of restaurant "Pizzerie Bowling Litovel", that tries to keep its satisfied customers. Theoretical section focuses on the principles of marketing in services, especially in hospitality. The practical section describes the current situation of the restaurant. Through the use of marketing research and competitive analysis, applies the theory on the real project and arrives with plans and recommendations on how to improve the marketing of the restaurant.

  12. The Black Burnished Type 18 Bowl and the Fifth Century

    Directory of Open Access Journals (Sweden)

    James Gerrard

    2016-03-01

    Full Text Available This article discusses a late Roman Black Burnished form known as the Type 18 bowl. The lateness of this form was first discussed in 2004 but new discoveries have continued to reinforce the probably late fourth to early fifth century date assigned to this vessel. Imitations in other fabrics are also beginning to be identified with one such vessel found in association with early Anglo-Saxon pottery.

  13. Simulating US Agriculture in a Modern Dust Bowl Drought

    Science.gov (United States)

    Glotter, Michael; Elliott, Joshua

    2016-01-01

    Drought-induced agricultural loss is one of the most costly impacts of extreme weather, and without mitigation, climate change is likely to increase the severity and frequency of future droughts. The Dust Bowl of the 1930s was the driest and hottest for agriculture in modern US history. Improvements in farming practices have increased productivity, but yields today are still tightly linked to climate variation and the impacts of a 1930s-type drought on current and future agricultural systems remain unclear. Simulations of biophysical process and empirical models suggest that Dust-Bowl-type droughts today would have unprecedented consequences, with yield losses approx.50% larger than the severe drought of 2012. Damages at these extremes are highly sensitive to temperature, worsening by approx.25% with each degree centigrade of warming. We find that high temperatures can be more damaging than rainfall deficit, and, without adaptation, warmer mid-century temperatures with even average precipitation could lead to maize losses equivalent to the Dust Bowl drought. Warmer temperatures alongside consecutive droughts could make up to 85% of rain-fed maize at risk of changes that may persist for decades. Understanding the interactions of weather extremes and a changing agricultural system is therefore critical to effectively respond to, and minimize, the impacts of the next extreme drought event.

  14. Searching for late neolithic spinning bowls in the central Balkans

    Directory of Open Access Journals (Sweden)

    Svilar Marija M.

    2017-01-01

    Full Text Available Over the past twenty years, research on textile has received increasing attention in archaeology worldwide, providing new insights into one of the most important crafts in human history. In contrast, activities related to spinning and weaving in the Late Neolithic settlements in the Central Balkans have only be treated with cursory attention, which has resulted in nothing more than a set of general assumptions in archaeological literature. Though some progress has recently been made, investigations of textile in prehistoric contexts are still far from their full potential. The quest for spinning bowls in ceramic assemblages constitutes an important part of the given research, providing new evidence on the production of both textiles and pottery. Therefore, the focus of this paper is on the available evidence for those activities related to textile production in the Late Neolithic, primarily to spinning, with special emphasis on the earliest occurrence of spinning bowls in the Central Balkans i.e. the technology of wetting and tightening plant fibres in ceramic vessels.

  15. Characteristics of bowl-shaped coils for transcranial magnetic stimulation

    Science.gov (United States)

    Yamamoto, Keita; Suyama, Momoko; Takiyama, Yoshihiro; Kim, Dongmin; Saitoh, Youichi; Sekino, Masaki

    2015-05-01

    Transcranial magnetic stimulation (TMS) has recently been used as a method for the treatment of neurological and psychiatric diseases. Daily TMS sessions can provide continuous therapeutic effectiveness, and the installation of TMS systems at patients' homes has been proposed. A figure-eight coil, which is normally used for TMS therapy, induces a highly localized electric field; however, it is challenging to achieve accurate coil positioning above the targeted brain area using this coil. In this paper, a bowl-shaped coil for stimulating a localized but wider area of the brain is proposed. The coil's electromagnetic characteristics were analyzed using finite element methods, and the analysis showed that the bowl-shaped coil induced electric fields in a wider area of the brain model than a figure-eight coil. The expanded distribution of the electric field led to greater robustness of the coil to the coil-positioning error. To improve the efficiency of the coil, the relationship between individual coil design parameters and the resulting coil characteristics was numerically analyzed. It was concluded that lengthening the outer spherical radius and narrowing the width of the coil were effective methods for obtaining a more effective and more uniform distribution of the electric field.

  16. An Ecocritical Reading of Paul Bowles's The Sheltering Sky

    Directory of Open Access Journals (Sweden)

    Hossein Sheikhzadeh

    2017-07-01

    Full Text Available Landscapes are not simply something objective and unchallenged out there but the work of the mind made by the strata of memory. This paper attempts to show that an ecocritical reading of Paul Bowles’s The Sheltering Sky (1949 helps one in better understanding of this novel of post-colonial alienation and existential despair. Bowles is an American writer and a composer who is undoubtedly the most arresting example of cross-cultural influence concerning a Western author and the Middle East and North Africa.  His fiction mostly focuses on American expatriates travelling in exotic locations. The Sheltering Sky is an encounter with the Sahara, not only the physical one but the desert of moral nihilism into which one may wander blindly. The boundless desert acts here as a metaphor and the journey symbolizes one’s own journey into the depth of his/her soul. The desert also projects an apocalyptic vision in the struggle between the West and the East and the Sahara becomes in fact a Conradian Heart of Darkness, an Eliotian Waste Land, and a Sartrean No Exit. In the novel the actual environment becomes in some ways pale and covert under the psyche of the writer. Consequently we come to know that Bowles's own knowledge and awareness of the same environments left traces in his work. Accordingly we may wrap up that the environment bears a direct impact on our understanding of it.

  17. Lessons from the Dust Bowl: Human-Environment Education on the Great Plains

    Science.gov (United States)

    Porter, Jess

    2012-01-01

    This article documents regional demand for human-environment educational resources via assessment of public knowledge of the environmental crisis known as the Dust Bowl. The steadily eroding knowledge-base on the topic is discussed along with the desire for enhanced Dust Bowl educational resources. Regionally focused educational activities…

  18. Larger Bowl Size Increases the Amount of Cereal Children Request, Consume, and Waste

    NARCIS (Netherlands)

    Wansink, Brian; van Ittersum, Koert; Payne, Collin R.

    Objective To examine whether larger bowls bias children toward requesting more food from the adults who serve them. Study design Study 1 was a between-subject design involving 69 preschool-age children who were randomized to receive either a small (8 oz) or large (16 oz) cereal bowl and were asked

  19. On play and playing.

    Science.gov (United States)

    Rudan, Dusko

    2013-12-01

    The paper offers a review of the development of the concept of play and playing. The true beginnings of the development of the theories of play are set as late as in the 19th century. It is difficult to define play as such; it may much more easily be defined through its antipode--work. In the beginning, play used to be connected with education; it was not before Freud's theory of psychoanalysis and Piaget's developmental psychology that the importance of play in a child's development began to be explained in more detail. The paper further tackles the role of play in the adult age. Detailed attention is paid to psychodynamic and psychoanalytic authors, in particular D. W. Winnicott and his understanding of playing in the intermediary (transitional) empirical or experiential space. In other words, playing occupies a space and time of its own. The neuroscientific concept of playing is also tackled, in the connection with development as well.

  20. Multiphase CFD simulation of a solid bowl centrifuge

    Energy Technology Data Exchange (ETDEWEB)

    Romani Fernandez, X.; Nirschl, H. [Universitaet Karlsruhe, Institut fuer MVM, Karlsruhe (Germany)

    2009-05-15

    This study presents some results from the numerical simulation of the flow in an industrial solid bowl centrifuge used for particle separation in industrial fluid processing. The computational fluid dynamics (CFD) software Fluent was used to simulate this multiphase flow. Simplified two-dimensional and three-dimensional geometries were built and meshed from the real centrifuge geometry. The CFD results show a boundary layer of axially fast moving fluid at the gas-liquid interface. Below this layer there is a thin recirculation. The obtained tangential velocity values are lower than the ones for the rigid-body motion. Also, the trajectories of the solid particles are evaluated. (Abstract Copyright [2009], Wiley Periodicals, Inc.)

  1. Double concave cesium encapsulation by two charged sumanenyl bowls

    Energy Technology Data Exchange (ETDEWEB)

    Spisak, Sarah N.; Wei, Zheng; Petrukhina, Marina A. [Department of Chemistry, University at Albany, State University of New York, Albany, NY (United States); Rogachev, Andrey Yu. [Department of Chemistry, Illinois Institute of Technology, Chicago, IL (United States); Amaya, Toru [Department of Applied Chemistry, Graduate School of Engineering, Osaka University, Suita (Japan); Hirao, Toshikazu [Department of Applied Chemistry, Graduate School of Engineering, Osaka University, Suita (Japan); The Institute of Scientific and Industrial Research, Osaka University (Japan)

    2017-03-01

    The controlled reaction of Na and Cs, two alkali metals of different ionic sizes and binding abilities, with sumanene (C{sub 21}H{sub 12}) affords a novel type of organometallic sandwich [Cs(C{sub 21}H{sub 11}{sup -}){sub 2}]{sup -}, which crystallized as a solvent-separated ion pair with a [Na(18-crown-6)(THF){sub 2}]{sup +} cation (where THF=tetrahydrofuran). The unprecedented double concave encapsulation of a metal ion by two bowl-shaped sumanenyl anions in [Cs(C{sub 21}H{sub 11}{sup -}){sub 2}]{sup -} was revealed crystallographically. Evaluation of bonding and energetics of the remarkable product was accomplished computationally (B2PLYP-D/TZVP/ZORA), providing insights into its formation. (copyright 2017 Wiley-VCH Verlag GmbH and Co. KGaA, Weinheim)

  2. Spatial patterns of bee captures in North American bowl trapping surveys

    Science.gov (United States)

    Droege, Sam; Tepedino, Vincent J.; Lebuhn, Gretchen; Link, William; Minckley, Robert L.; Chen, Qian; Conrad, Casey

    2010-01-01

    1. Bowl and pan traps are now commonly used to capture bees (Hymenoptera: Apiformes) for research and surveys. 2. Studies of how arrangement and spacing of bowl traps affect captures of bees are needed to increase the efficiency of this capture technique. 3. We present results from seven studies of bowl traps placed in trapping webs, grids, and transects in four North American ecoregions (Mid-Atlantic, Coastal California, Chihuahuan Desert, and Columbia Plateau). 4. Over 6000 specimens from 31 bee genera were captured and analysed across the studies. 5. Based on the results from trapping webs and distance tests, the per bowl capture rate of bees does not plateau until bowls are spaced 3–5 m apart. 6. Minor clumping of bee captures within transects was detected, with 26 of 56 transects having index of dispersion values that conform to a clumped distribution and 39 transects having positive Green's index values, 13 with zero, and only four negative. However, degree of clumping was slight with an average value of only 0.06 (the index ranges from -1 to 1) with only five values >0.15. Similarly, runs tests were significant for only 5.9% of the transects. 7. Results indicate that (i) capture rates are unaffected by short distances between bowls within transects and (ii) that bowls and transects should be dispersed throughout a study site.

  3. The effect of bowl-in-piston geometry layout on fluid flow pattern

    Directory of Open Access Journals (Sweden)

    Jovanovic Zoran S.

    2011-01-01

    Full Text Available In this paper some results concerning the evolution of 3D fluid flow pattern through all four strokes in combustion chambers with entirely different bowl-in-piston geometry layouts ranging from ”omega” to “simple cylinder” were presented. All combustion chambers i.e. those with „omega“ bowls, with different profiles, and those with „cylinder“ bowls, with different squish area ranging from 44% to 62%, were with flat head, vertical valves and identical elevation of intake and exhaust ports. A bunch of results emerged by dint of multidimensional modeling of nonreactive fluid flow in arbitrary geometry with moving objects and boundaries. The fluid flow pattern during induction and compression in all cases was extremely complicated and entirely three-dimensional. It should be noted that significant differences due to geometry of the bowl were encountered only in the vicinity of TDC. Namely, in the case of “omega” bowl all three types of organized macro flows were observed while in the case of “cylinder” bowl no circumferential velocity was registered at all. On the contrary, in the case of “cylinder” bowl some interesting results concerning reverse tumble and its center of rotation shifting from exhaust valve zone to intake valve zone during induction stroke and vice-verse from intake valve zone to exhaust valve zone during compression were observed while in the case of “omega” bowl no such a displacement was legible. During expansion the fluid flow pattern is fully controlled by piston motion and during exhaust it is mainly one-dimensional, except in the close proximity of exhaust valve. For that reason it is not affected by the geometry of the bowl.

  4. The development of a novel cricket bowling system: recreating spin and swing bowling deliveries at the elite level

    Science.gov (United States)

    West, A. A.; Justham, L.

    2008-03-01

    During the game of cricket, bowlers create different deliveries by altering the manner in which they release the ball from their hand. The orientation of the seam, the speed at which the ball is released and the magnitude and direction of the spin combine to determine the motion of the ball through the air and its movement after impact with the wicket. These factors have to be considered if automatic training machines are to be capable of replicating elite bowling deliveries. The need for automotive systems for batting and fielding training at the elite level has arisen due to: (i) the capabilities of human bowlers are limited by the onset of fatigue and the risk of injury and (ii) a large number of accurate and repeatable deliveries to be ''programmable'' by coaches to ensure batsmen and fielders are tested to the limits of their abilities and a training benefit is achieved.

  5. The preference for water nipples vs. water bowls in dairy goats

    Directory of Open Access Journals (Sweden)

    Andersen Inger L

    2011-09-01

    Full Text Available Abstract Background Previous studies have reported that the design of the water dispensers can influence the water intake in farm animals. Horses and dairy cows seem to prefer to drink from an open surface whereas sheep and pigs apparently prefer water nipples, probably because of the worse water quality in water bowls. The aim of the present study was to examine the preference of dairy goats for water nipples or water bowls. Methods In each of the two experiments (exp. 1, dry goats, exp. 2 lactating goats, 42 dairy goats were allotted into 6 groups of 7 goats. In period 1, the goats had access to a water nipple. In period 2, they had access to a water bowl and in period 3 (preference test they had access to both a water nipple and a water bowl. Water usage and wastage was recorded and water intake (water usage - water wastage was calculated for each group for the two last days of each period. In experiment 2, water samples from each dispenser were analyzed for heterotrophy germs at 22°C, Escherichia coli and turbidity. Results Water usage was higher from water nipples than from water bowls both in experiment 1 (dry goats and experiment 2 (lactating goats. There was however, no difference in water intake from water nipples and water bowls. In the preference test (period 3, the water intake tended to be higher from the water nipple than from the water bowl both for the dry goats (exp. 1 and lactating goats (exp. 2. Especially for the dry goats, the differences between groups were large. Turbidity and heterotrophy germs were much higher in the samples from the water bowls than from the water nipples. Water wastage from the water bowls was negligible compared to the water nipples. From the water nipples the water wastage was 30% and 23% of water usage for the dry and lactating goats respectively. Conclusions We conclude that type of water dispenser (nipple or bowl was probably of minor importance for water intake in goats, but water bowls had a

  6. A Bowl of Rice Too Far: The Burma Campaign of the Japanese Fifteen Army

    Science.gov (United States)

    2016-05-26

    A Bowl of Rice Too Far: The Burma Campaign of the Japanese Fifteenth Army A Monograph by MAJ Peter S...4. TITLE AND SUBTITLE Sa. CONTRACT NUMBER A Bowl of Rice Too Far: The Burma Campaign of the Japanese Fifteenth Army Sb. GRANT NUMBER Sc. PROGRAM...is Unlimited 13. SUPPLEMENTARY NOTES 14. ABSTRACT In 1942 the Japanese Fifteenth Army overwhelmed the Allied forces defending Burma. However, in

  7. An integrated approach to the biomechanics and motor control of cricket fast bowling techniques.

    Science.gov (United States)

    Glazier, Paul S; Wheat, Jonathan S

    2014-01-01

    To date, scientific investigations into the biomechanical aspects of cricket fast bowling techniques have predominantly focused on identifying the mechanical factors that may predispose fast bowlers to lower back injury with a relative paucity of research being conducted on the technical features that underpin proficient fast bowling performance. In this review paper, we critique the scientific literature examining fast bowling performance. We argue that, although many published investigations have provided some useful insights into the biomechanical factors that contribute to a high ball release speed and, to a lesser extent, bowling accuracy, this research has not made a substantive contribution to knowledge enhancement and has only had a very minor influence on coaching practice. To significantly enhance understanding of cricket fast bowling techniques and, therefore, have greater impact on practice, we recommend that future scientific research adopts an interdisciplinary focus, integrating biomechanical measurements with the analytical tools and concepts of dynamical systems motor control theory. The use of qualitative (topological) analysis techniques, in particular, promises to increase understanding of the coordinative movement patterns that define 'technique' in cricket fast bowling and potentially help distinguish between functional and dysfunctional aspects of technique for individual fast bowlers.

  8. PRELIMINARY RESULTS OF BOWL TRAPPING BEES (HYMENOPTERA, APOIDEA IN A SOUTHERN BRAZIL FOREST FRAGMENT

    Directory of Open Access Journals (Sweden)

    Rodrigo B. Gonçalves

    2013-05-01

    Full Text Available In recent years bowl traps have gained attention as a useful method for sampling bees and are now commonly used across the world for this purpose. However, specific questions about the method itself have not yet been tested on different regions of the globe. We present the preliminary results of bowl trapping in a Semidecidual Seasonal forest fragment in southern Brazil, including the test of two different color bowls, two different habitats, and the interaction of these variables in bee species number and composition. We used blue and yellow bowls in the border and in the core trails of the forest fragment. In five sampling days between October to December bowl traps captured 745 specimens of 37 morphospecies, with Halictinae bees being the richest and most abundant group. Non parametrical statistical analyses suggested that different colors of bowl traps influenced bee richness and composition and thus, they should be used together for a more complete sampling. Different trails influenced only the composition, while the interaction with different colors did not have a significant effect. These results, as well as the higher taxonomic composition of the inventoried bees, are similar to other studies reported in the literature.

  9. Effect of Ball Weight on Speed, Accuracy, and Mechanics in Cricket Fast Bowling

    Directory of Open Access Journals (Sweden)

    Katharine L. Wickington

    2017-02-01

    Full Text Available The aims of this study were: (1 to quantify the acute effects of ball weight on ball release speed, accuracy, and mechanics in cricket fast bowling; and (2 to test whether a period of sustained training with underweight and overweight balls is effective in increasing a player’s ball release speed. Ten well-trained adult male cricket players performed maximum-effort deliveries using balls ranging in weight from 46% to 137% of the standard ball weight (156 g. A radar gun, bowling target, and 2D video analysis were used to obtain measures of ball speed, accuracy, and mechanics. The participants were assigned to either an intervention group, who trained with underweight and overweight balls, or to a control group, who trained with standard-weight balls. We found that ball speed decreased at a rate of about 1.1 m/s per 100 g increase in ball weight. Accuracy and bowling mechanics were not adversely affected by changes in ball weight. There was evidence that training with underweight and overweight balls might have produced a practically meaningful increase in bowling speed (>1.5 m/s in some players without compromising accuracy or increasing their risk of injury through inducing poor bowling mechanics. In cricket fast bowling, a wide range of ball weight might be necessary to produce an effective modified-implement training program.

  10. Evaluation of American Indian Science and Engineering Society Intertribal Middle School Science and Math Bowl Project

    Energy Technology Data Exchange (ETDEWEB)

    AISES, None

    2013-09-25

    The American Indian Science and Engineering Society (AISES) has been funded under a U.S. Department of Energy (DOE) grant (Grant Award No. DE-SC0004058) to host an Intertribal Middle-School Science and Math Bowl (IMSSMB) comprised of teams made up of a majority of American Indian students from Bureau of Indian Education-funded schools and public schools. The intent of the AISES middle school science and math bowl is to increase participation of American Indian students at the DOE-sponsored National Science Bowl. Although national in its recruitment scope, the AISES Intertribal Science and Math Bowl is considered a “regional” science bowl, equivalent to the other 50 regional science bowls which are geographically limited to states. Most regional bowls do not have American Indian student teams competing, hence the AISES bowl is meant to encourage American Indian student teams to increase their science knowledge in order to participate at the national level. The AISES competition brings together teams from various American Indian communities across the nation. Each team is provided with funds for travel to and from the event, as well as for lodging and meals. In 2011 and 2012, there were 10 teams participating; in 2013, the number of teams participating doubled to 20. Each Science and Math Bowl team is comprised of four middle school — grades 6 through 8 — students, one alternate, and a teacher who serves as advisor and coach — although in at least two cases, the coach was not a teacher, but was the Indian Education Coordinator. Each team member must have at least a 3.0 GPA. Furthermore, the majority of students in each team must be comprised of American Indian, Alaska Native or Native Hawaiian students. Under the current DOE grant, AISES sponsored three annual middle school science bowl competitions over the years 2011, 2012 and 2013. The science and math bowls have been held in late March concurrently with the National American Indian Science and

  11. Lumbar spinal loading during bowling in cricket: a kinetic analysis using a musculoskeletal modelling approach.

    Science.gov (United States)

    Zhang, Yanxin; Ma, Ye; Liu, Guangyu

    2016-01-01

    The objective of the study was to evaluate two types of cricket bowling techniques by comparing the lumbar spinal loading using a musculoskeletal modelling approach. Three-dimensional kinematic data were recorded by a Vicon motion capture system under two cricket bowling conditions: (1) participants bowled at their absolute maximal speeds (max condition), and (2) participants bowled at their absolute maximal speeds while simultaneously forcing their navel down towards their thighs starting just prior to ball release (max-trunk condition). A three-dimensional musculoskeletal model comprised of the pelvis, sacrum, lumbar vertebrae and torso segments, which enabled the motion of the individual lumbar vertebrae in the sagittal, frontal and coronal planes to be actuated by 210 muscle-tendon units, was used to simulate spinal loading based on the recorded kinematic data. The maximal lumbar spine compressive force is 4.89 ± 0.88BW for the max condition and 4.58 ± 0.54BW for the max-trunk condition. Results showed that there was no significant difference between the two techniques in trunk moments and lumbar spine forces. This indicates that the max-trunk technique may not increase lower back injury risks. The method proposed in this study could be served as a tool to evaluate lower back injury risks for cricket bowling as well as other throwing activities.

  12. Play Matters

    DEFF Research Database (Denmark)

    Sicart (Vila), Miguel Angel

    ? In Play Matters, Miguel Sicart argues that to play is to be in the world; playing is a form of understanding what surrounds us and a way of engaging with others. Play goes beyond games; it is a mode of being human. We play games, but we also play with toys, on playgrounds, with technologies and design......, 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...

  13. Neutron activation analysis of bird bowls and related archaic ceramics from Miletus

    International Nuclear Information System (INIS)

    Kerschner, M.; Mommsen, H.; Beier, T.; Heimermann, D.; Hein, A.

    1993-01-01

    In this paper we present the results of a chemical investigation by neutron activation analysis of sherds of different kinds of bird kotylai, bird bowls and related wares excavated in Kalabaktepe, a hill of the ancient city of Miletus. A new archaeological classification of this well-known group of Archaic ceramics of eastern Greece is presented. A number of kiln wasters of misfired vessels from Kalabaktepe revealed a characteristic local pattern. This pattern helped to clarify the provenance of some of the bird bowls classified archaeologically as of orientalizing type: they have been made in Miletus. But bird kotylai and bird bowls in the ''standard fabric'' as well as other archaeologically related vessels show a different chemical pattern of unknown provenance. (author)

  14. Neutron activation analysis of bird bowls and related archaic ceramics from Miletus

    International Nuclear Information System (INIS)

    Kerschner, M.; Mommsen, H.; Beier, T.; Heimermann, D.; Hein, A.

    1993-01-01

    In this paper we present the results of a chemical investigation by neutron activation analysis of sherds of different kinds of bird kotylai, bird bowls and related wares excavated in Kalabaktepe, a hill of the ancient city of Miletus. A new archaeological classification of this well-known group of Archaic ceramics of eastern Greece is represented. A number of kiln wasters of misfired vessels from Kalabaktepe revealed a characteristic local pattern. This pattern helped to clarify the provenance of some of the bird bowls classified archaeologically as of orientalizing type: they have been made in Miletus. But bird kotylai and bird bowls in the 'standard fabric' as well as other archaeologically related vessels show a different chemical pattern of unknown provenance. (author)

  15. DAMPAK PERMAINAN BOWLING TIRUAN TERHADAP KECAKAPAN MOTORIK ANAK TERBELAKANG MENTAL USIA DINI

    Directory of Open Access Journals (Sweden)

    Suparno -

    2014-06-01

    Abstrak: Dampak Permainan Bowling Tiruan terhadap Keterampilan Motorik Anak Terbelakang Mental Usia Dini. Penelitian ini bertujuan untuk memperoleh gambaran mengenai dampak permainan dengan aturan bowling tiruan terhadap peningkatan kecakapan koordinasi motorik anak terbelakang mental usia dini. Sebanyak enam anak yang mengalami keterbelakangan mental berusia 5-7 tahun, terdiri atas empat laki-laki dan dua wanita di TKLB/C Pembina Yogyakarta yang diambil secara purposive dijadikan subjek. Penelitian ini merupakan penelitian kuasi eksperimen dengan rancangan pretes-postes satu kelompok. Observasi terbuka dan rekaman video digunakan untuk melihat kecakapan koordinasi motorik subjek. Hasil penelitian menunjukkan adanya dampak positif permainan dengan aturan berupa bowling tiruan terhadap peningkatan kecakapan koordinasi motorik anak terbelakang mental usia dini.

  16. Studies on piston bowl geometries using single blend ratio of various non-edible oils.

    Science.gov (United States)

    Viswanathan, Karthickeyan; Pasupathy, Balamurugan

    2017-07-01

    The depletion of fossil fuels and hike in crude oil prices were some of the main reasons to explore new alternatives from renewable source of energy. This work presents the impact of various bowl geometries on diesel engine with diesel and biodiesel samples. Three non-edible oils were selected, namely pumpkin seed oil, orange oil and neem oil. These oils were converted into respective biodiesel using transesterification process in the presence of catalyst and alcohol. After transesterification process, the oils were termed as pumpkin seed oil methyl ester (PSOME), orange oil methyl ester (OME) and neem oil methyl ester (NOME), respectively. The engine used for experimentation was a single-cylinder four-stroke water-cooled direct-injection diesel engine and loads were applied to the engine using eddy current dynamometer. Two bowl geometries were developed, namely toroidal combustion chamber (TCC) and trapezoidal combustion chamber (TRCC). Also, the engine was inbuilt with hemispherical combustion chamber (HCC). The base line readings were recorded using neat diesel fuel with HCC for various loads. Followed by 20% of biodiesel mixed with 80% neat diesel for all prepared methyl esters and termed as B1 (20% PSOME with 80% diesel), B2 (20% OME with 80% diesel) and B3 (20% NOME with 80% diesel). All fuel samples were tested in HCC, TCC and TRCC bowl geometries under standard injection timing and with compression ratio of 18. Increased brake thermal efficiency and reduced brake specific fuel consumption were observed with diesel in TCC geometry. Also, higher heat release and cylinder pressures with lower ignition delay were recorded with TCC bowl geometry. TCC bowl geometry showed lower CO, HC and smoke emissions with B2 fuel sample than diesel and other biodiesel samples. But, higher NOx emission was observed in HCC and TCC than that in TRCC bowl geometry. Graphical abstract ᅟ.

  17. The preference for water nipples vs. water bowls in dairy goats

    OpenAIRE

    B?e, Knut E; Ehrlenbruch, Rebecca; Andersen, Inger L

    2011-01-01

    Abstract Background Previous studies have reported that the design of the water dispensers can influence the water intake in farm animals. Horses and dairy cows seem to prefer to drink from an open surface whereas sheep and pigs apparently prefer water nipples, probably because of the worse water quality in water bowls. The aim of the present study was to examine the preference of dairy goats for water nipples or water bowls. Methods In each of the two experiments (exp. 1, dry goats, exp. 2 l...

  18. ENVIRONMENTAL TECHNOLOGY VERIFICATION: JOINT (NSF-EPA) VERIFICATION STATEMENT AND REPORT: TRITON SYSTEMS, LLC SOLID BOWL CENTRIFUGE, MODEL TS-5000

    Science.gov (United States)

    Verification testing of the Triton Systems, LLC Solid Bowl Centrifuge Model TS-5000 (TS-5000) was conducted at the Lake Wheeler Road Field Laboratory Swine Educational Unit in Raleigh, North Carolina. The TS-5000 was 48" in diameter and 30" deep, with a bowl capacity of 16 ft3. ...

  19. Does Becoming a Member of the Football Bowl Subdivision Increase Institutional Attractiveness to Potential Students

    Science.gov (United States)

    Jones, Willis A.

    2014-01-01

    In recent years, a number of colleges and universities have made the decision to pursue membership in the NCAA's Football Bowl Subdivision (FBS) with the idea that participating in higher profile intercollegiate football can help attract students to their institution. This belief, however, has not been empirically examined. Using…

  20. Reclassification to the NCAA Division I Football Bowl Subdivision: A Case Study at Western Kentucky University

    Science.gov (United States)

    Upright, Paula A.

    2009-01-01

    The purpose of this study was to describe the reclassification process of Western Kentucky University's football program from the Football Championship Subdivision (FCS) to the Football Bowl Subdivision (FBS), the highest and most visible level of NCAA competition. Three research questions guided the study: (a) Why did Western Kentucky University…

  1. Finishes for Wood Bowls, Butcher Blocks, Other Items Used for Food, and Children's Toys

    Science.gov (United States)

    Mark T. Knaebe

    2013-01-01

    The durability and beauty of wood make it an attractive material for bowls, butcher blocks, and other items used to serve or prepare food. Wood also tends to be less prone to harbor bacteria than are some other materials such as plastic.

  2. The kinematic differences between off-spin and leg-spin bowling in cricket.

    Science.gov (United States)

    Beach, Aaron J; Ferdinands, René E D; Sinclair, Peter J

    2016-09-01

    Spin bowling is generally coached using a standard technical framework, but this practice has not been based upon a comparative biomechanical analysis of leg-spin and off-spin bowling. This study analysed the three-dimensional (3D) kinematics of 23 off-spin and 20 leg-spin bowlers using a Cortex motion analysis system to identify how aspects of the respective techniques differed. A multivariate ANOVA found that certain data tended to validate some of the stated differences in the coaching literature. Off-spin bowlers had a significantly shorter stride length (p = 0.006) and spin rate (p = 0.001), but a greater release height than leg-spinners (p = 0.007). In addition, a number of other kinematic differences were identified that were not previously documented in coaching literature. These included a larger rear knee flexion (p = 0.007), faster approach speed (p < 0.001), and flexing elbow action during the arm acceleration compared with an extension action used by most of the off-spin bowlers. Off-spin and leg-spin bowlers also deviated from the standard coaching model for the shoulder alignment, front knee angle at release, and forearm mechanics. This study suggests that off-spin and leg-spin are distinct bowling techniques, supporting the development of two different coaching models in spin bowling.

  3. Feeling objects in Virtual Environments: Presence and Pseudo-Haptics in a Bowling Game

    DEFF Research Database (Denmark)

    Daniliauskaite, Kristina; Magnusdottir, Agusta; Bjørkå, Henrik Birke

    2007-01-01

    , by relying on visual cues, taking therefore advantage of sensory substitution (no haptic feedback device is actually present). The interdependency between presence and a pseudo-haptic feedback is investigated by building avirtual bowling game. Results indicate that there is a significant correlation between...

  4. Research brief : Serving Bowl Selection Biases the Amount of Food Served

    NARCIS (Netherlands)

    Kleef, van E.; Shimizu, M.; Wansink, B.

    2012-01-01

    Objective: To determine how common serving bowls containing food for multiple persons influence serving behavior and consumption and whether they do so independently of satiation and food evaluation. Methods: In this between-subjects experiment, 68 participants were randomly assigned to either a

  5. Selling College: A Longitudinal Study of American College Football Bowl Game Public Service Announcements

    Science.gov (United States)

    Tobolowsky, Barbara F.; Lowery, John Wesley

    2014-01-01

    Using ideological analysis as a frame, researchers analyzed institutionally created commercials (PSAs) that appeared in 28 U.S. college football bowl games over a seven-year period (2003-2009) to better understand the universities' brands as represented in these advertisements. They found many common elements such as showing traditional…

  6. Phreatic explosions during basaltic fissure eruptions: Kings Bowl lava field, Snake River Plain, USA

    Science.gov (United States)

    Hughes, Scott S.; Kobs Nawotniak, Shannon E.; Sears, Derek W. G.; Borg, Christian; Garry, William Brent; Christiansen, Eric H.; Haberle, Christopher W.; Lim, Darlene S. S.; Heldmann, Jennifer L.

    2018-02-01

    Physical and compositional measurements are made at the 7 km-long ( 2200 years B.P.) Kings Bowl basaltic fissure system and surrounding lava field in order to further understand the interaction of fissure-fed lavas with phreatic explosive events. These assessments are intended to elucidate the cause and potential for hazards associated with phreatic phases that occur during basaltic fissure eruptions. In the present paper we focus on a general understanding of the geological history of the site. We utilize geospatial analysis of lava surfaces, lithologic and geochemical signatures of lava flows and explosively ejected blocks, and surveys via ground observation and remote sensing. Lithologic and geochemical signatures readily distinguish between Kings Bowl and underlying pre-Kings Bowl lava flows, both of which comprise phreatic ejecta from the Kings Bowl fissure. These basalt types, as well as neighboring lava flows from the contemporaneous Wapi lava field and the older Inferno Chasm vent and outflow channel, fall compositionally within the framework of eastern Snake River Plain olivine tholeiites. Total volume of lava in the Kings Bowl field is estimated to be 0.0125 km3, compared to a previous estimate of 0.005 km3. The main (central) lava lake lost a total of 0.0018 km3 of magma by either drain-back into the fissure system or breakout flows from breached levees. Phreatic explosions along the Kings Bowl fissure system occurred after magma supply was cut off, leading to fissure evacuation, and were triggered by magma withdrawal. The fissure system produced multiple phreatic explosions and the main pit is accompanied by others that occur as subordinate pits and linear blast corridors along the fissure. The drop in magma supply and the concomitant influx of groundwater were necessary processes that led to the formation of Kings Bowl and other pits along the fissure. A conceptual model is presented that has relevance to the broader range of low-volume, monogenetic

  7. The Importance of a Conchal Bowl Element in the Fabrication of a Three-Dimensional Framework in Total Auricular Reconstruction

    Directory of Open Access Journals (Sweden)

    Young Soo Kim

    2013-05-01

    Full Text Available BackgroundTo construct a sophisticated three-dimensional framework, numerous modifications have been reported in the literature. However, most surgeons have paid little attention to the anatomical configuration of the concha and more to its deepness and hollowness, leading to unsatisfactory outcomes.MethodsFor a configuration of the concha that is definitely anatomical, the author further developed and employed the conchal bowl element, which has been used by several surgeons although the results have not been published elsewhere. The author constructed the conchal bowl element in one of three patterns according to the amount of available cartilages: one block, two-pieces, or a cymba bowl element only. A total of 20 patients underwent auricular reconstruction using a costal cartilage framework between 2009 and 2012. The 8 earliest reconstructions were performed without a conchal bowl element and the latter 12 with a conchal bowl element. The patients were followed up for more than 1 year. The aesthetic results were scored by evaluating characteristics involving the stability of the crus helicis, the conchal definition, and the smoothness of the helical curve.ResultsThe ears reconstructed early without a conchal bowl element showed a shallow and one or two incompletely separated concha with an obliterated cymba conchal space. They also did not have a realistic or smooth curve of the helix because of an unstable crus helicis. However, ears reconstructed later with the concha bowl element showed a definite crus helicis, deep cymba conchal space, and smooth helical curve.ConclusionsThe construction of the conchal bowl element is simple, not time-consuming procedure. It is suggested that the conchal bowl element must be constructed and attached to the main framework for natural configuration of the reconstructed ear.

  8. Individual match approach to Bowling performance measures in ...

    African Journals Online (AJOL)

    Match conditions can play a significant role in player performances in a cricket match. If the pitch is in a good condition, the batsmen can achieve good scores, making it difficult for the bowlers. In the case of an uneven pitch or adverse weather conditions, the bowlers may have the upper hand. In order to measure bowlers' ...

  9. 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...

  10. Play, Playfulness, Creativity and Innovation

    Directory of Open Access Journals (Sweden)

    Patrick Bateson

    2014-05-01

    Full Text Available Play, as defined by biologists and psychologists, is probably heterogeneous. On the other hand, playfulness may be a unitary motivational state. Playful play as opposed to activities that merge into aggression is characterized by positive mood, intrinsic motivation, occurring in a protected context and easily disrupted by stress. Playful play is a good measure of positive welfare. It can occupy a substantial part of the waking-life of a young mammal or bird. Numerous functions for play have been proposed and they are by no means mutually exclusive, but some evidence indicates that those individual animals that play most are most likely to survive and reproduce. The link of playful play to creativity and hence to innovation in humans is strong. Considerable evidence suggests that coming up with new ideas requires a different mindset from usefully implementing a new idea.

  11. A Numerical Study of the Impact of Radial Baffles in solid Bowl Centrifuges Using computational Fluid Dynamics

    OpenAIRE

    Romani, Xiana; Nirschl, Hermann

    2010-01-01

    Centrifugal separation equipment, such as solid bowl centrifuges, is used to carry out an effective separation of fine particles from industrial fluids. Knowledge of the streams and sedimentation behavior inside solid bowl centrifuges is necessary to determine the geometry and the process parameters that lead to an optimal performance. Regarding a given industrial centrifuge geometry, a grid was built to calculate numerically the multiphase flow of water, air, and particles with a computation...

  12. Effect of radiation on preservation of convenient dish 'bowl-shape packed pig elbow'

    International Nuclear Information System (INIS)

    Wang Keqin; Chen Jingping; Li Wenge; Peng Weizheng

    2005-01-01

    The suitable parameters for radiation processing were investiqated by analyzing the microload of material and product, and radiation effect on the preservation of convenient dish 'bowl-shape packed pig elbow'. The results showed the store period of the product could be extended 2-6 month by 4.0-6.0 kGy radiation at different storage temperature. The sensory, physical and chemical index of the products met the requirement of relevant national standard of food hygiene. (authors)

  13. Reduction of activity concentration of radiocesium in meat by preparation of heat-pressure bowling

    International Nuclear Information System (INIS)

    Dvorak, P.; Kunova, V.

    2006-01-01

    The meat (Sus stroma) was salted (5 g NaCl to 100 g meat) before preparation by heat pressure bowling - 15 minutes. There was reached drop of activity concentration of radiocesium about 50 % (from 42.7 % to 58.3 %). The meat had activity concentration of radiocesium 106 Bq · kg -1 . The activity concentration of radiocesium was reduced on average to 53 Bq · kg -1 . The activity concentration of 137 Cs was measured by gamma-spectrometry. (authors)

  14. Proyecto de creación de un bowling center en la ciudad de Milagro

    OpenAIRE

    Aviles, Miguel; Caluqui, Juliana; Pallazhco, Jenny; Tobalina, Constantino

    2010-01-01

    The Project realize an analysis the Bowling Center principal characteristic in Milagro City, also realized a study on the market for identify important aspect the production and demand, also realized a finance and economic analysis for demonstrate that yes or no is rental and plan the strategies for establishment the business and have a good result on de market, realized a camp investigation with which was confirmation the enterprise’s number that realize the same business, construction and t...

  15. Consistency of kinematic and kinetic patterns during a prolonged spell of cricket fast bowling: an exploratory laboratory study.

    Science.gov (United States)

    Schaefer, Andrew; O'dwyer, Nicholas; Ferdinands, René E D; Edwards, Suzi

    2018-03-01

    Due to the high incidence of lumbar spine injury in fast bowlers, international cricket organisations advocate limits on workload for bowlers under 19 years of age in training/matches. The purpose of this study was to determine whether significant changes in either fast bowling technique or movement variability could be detected throughout a 10-over bowling spell that exceeded the recommended limit. Twenty-five junior male fast bowlers bowled at competition pace while three-dimensional kinematic and kinetic data were collected for the leading leg, trunk and bowling arm. Separate analyses for the mean and within-participant standard deviation of each variable were performed using repeated measures factorial analyses of variance and computation of effect sizes. No substantial changes were observed in mean values or variability of any kinematic, kinetic or performance variables, which instead revealed a high degree of consistency in kinematic and kinetic patterns. Therefore, the suggestion that exceeding the workload limit per spell causes technique- and loading-related changes associated with lumbar injury risk is not valid and cannot be used to justify the restriction of bowling workload. For injury prevention, the focus instead should be on the long-term effect of repeated spells and on the fast bowling technique itself.

  16. Play Therapy

    Science.gov (United States)

    Lawver, Timothy; Blankenship, Kelly

    2008-01-01

    Play therapy is a treatment modality in which the therapist engages in play with the child. Its use has been documented in a variety of settings and with a variety of diagnoses. Treating within the context of play brings the therapist and the therapy to the level of the child. By way of an introduction to this approach, a case is presented of a six-year-old boy with oppositional defiant disorder. The presentation focuses on the events and interactions of a typical session with an established patient. The primary issues of the session are aggression, self worth, and self efficacy. These themes manifest themselves through the content of the child’s play and narration of his actions. The therapist then reflects these back to the child while gently encouraging the child toward more positive play. Though the example is one of nondirective play therapy, a wide range of variation exists under the heading of play therapy. PMID:19724720

  17. "I only watch for the commercials": Messages about weight, eating and race in Super Bowl advertisements.

    Science.gov (United States)

    Lydecker, Janet A; Izzo, Antonio; Spielberger, Gail; Grilo, Carlos M

    2017-11-01

    Health experts and communication experts assert that the media influence individuals' health. Yet, incongruously, the public, policy-makers and the media themselves appear reticent to accept that the media could have extensive negative influence on health. The current study examined all ads that aired from Super Bowl XLVI through Super Bowl XLIX (N = 241) using a detailed, multistep coding process. Ads had similar racial/ethnic diversity in the full sample and food/beverage ads. A minority (14.5%) of advertisements contained actors with overweight/obesity, who were more likely to be White and less likely to be Hispanic compared with race/ethnicity in all ads. Humour and tone were similarly present whether or not the ads included actors with overweight/obesity. Findings are striking given the high prevalence of overweight/obesity in the USA, particularly among Black and Hispanic populations, and the comparatively low representation of actors with overweight/obesity in Super Bowl advertisements. Surprising weight findings may signal a change in how the media portray body-size norms (away from exclusively thin), although representations remain disproportionate from actual body-size distributions in the USA. © 2017 John Wiley & Sons Ltd.

  18. Playful Literacy

    DEFF Research Database (Denmark)

    Froes, Isabel

    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....

  19. 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...

  20. 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....

  1. 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...

  2. Playing Shakespeare.

    Science.gov (United States)

    Bashian, Kathleen Ryniker

    1993-01-01

    Describes a yearlong project at 12 Catholic middle schools in the Diocese of Arlington, Virginia, to incorporate the plays of William Shakespeare into the curriculum. Teachers attended university lectures and directed students in performances of the plays. Concludes that Shakespeare can be understood and enjoyed by middle school students. (BCY)

  3. The Importance of a Conchal Bowl Element in the Fabrication of a Three-Dimensional Framework in Total Auricular Reconstruction

    Directory of Open Access Journals (Sweden)

    Young Soo Kim

    2013-05-01

    Full Text Available Background  To construct a sophisticated three-dimensionalframework, numerousmodifications have been reported in the literature. However, mostsurgeons have paid little attentionto the anatomical configuration of the concha and more to its deepness and hollowness,leading to unsatisfactory outcomes.Methods  For a configuration ofthe concha thatis definitely anatomical,the authorfurtherdeveloped and employed the conchal bowl element,which has been used by severalsurgeonsalthough the results have not been published elsewhere. The author constructed the conchalbowl element in one of three patterns according to the amount of available cartilages: oneblock,two-pieces, or a cymba bowl element only. A total of 20 patients underwent auricularreconstruction using a costal cartilage framework between 2009 and 2012. The 8 earliestreconstructionswere performedwithout a conchal bowl element and the latter 12with a conchalbowl element. The patientswere followed up for more than 1 year. The aesthetic resultswerescored by evaluating characteristicsinvolving the stability ofthe crus helicis,the conchal definition, and the smoothness ofthe helical curve.Results  The earsreconstructed earlywithout a conchal bowl elementshowed a shallowandone or two incompletely separated concha with an obliterated cymba conchal space. Theyalso did not have a realistic orsmooth curve ofthe helix because of an unstable crus helicis.However, earsreconstructed laterwith the concha bowl elementshowed a definite crus helicis,deep cymba conchalspace, and smooth helical curve.Conclusions  The construction of the conchal bowl element is simple, not time-consumingprocedure. It is suggested that the conchal bowl element must be constructed and attachedto themain framework for natural configuration ofthe reconstructed ear.

  4. Analysis of Movement Acceleration of Down's Syndrome Teenagers Playing Computer Games.

    Science.gov (United States)

    Carrogi-Vianna, Daniela; Lopes, Paulo Batista; Cymrot, Raquel; Hengles Almeida, Jefferson Jesus; Yazaki, Marcos Lomonaco; Blascovi-Assis, Silvana Maria

    2017-12-01

    This study aimed to evaluate movement acceleration characteristics in adolescents with Down syndrome (DS) and typical development (TD), while playing bowling and golf videogames on the Nintendo ® Wii™. The sample comprised 21 adolescents diagnosed with DS and 33 with TD of both sexes, between 10 and 14 years of age. The arm swing accelerations of the dominant upper limb were collected as measures during the bowling and the golf games. The first valid measurement, verified by the software readings, recorded at the start of each of the games, was used in the analysis. In the bowling game, the groups presented significant statistical differences, with the maximum (M) peaks of acceleration for the Male Control Group (MCG) (M = 70.37) and Female Control Group (FCG) (M = 70.51) when compared with Male Down Syndrome Group (MDSG) (M = 45.33) and Female Down Syndrome Group (FDSG) (M = 37.24). In the golf game the groups also presented significant statistical differences, the only difference being that the maximum peaks of acceleration for both male groups were superior compared with the female groups, MCG (M = 74.80) and FCG (M = 56.80), as well as in MDSG (M = 45.12) and in FDSG (M = 30.52). It was possible to use accelerometry to evaluate the movement acceleration characteristics of teenagers diagnosed with DS during virtual bowling and golf games played on the Nintendo Wii console.

  5. "Hot hand" on strike: bowling data indicates correlation to recent past results, not causality.

    Directory of Open Access Journals (Sweden)

    Gur Yaari

    Full Text Available Recently, the "hot hand" phenomenon regained interest due to the availability and accessibility of large scale data sets from the world of sports. In support of common wisdom and in contrast to the original conclusions of the seminal paper about this phenomenon by Gilovich, Vallone and Tversky in 1985, solid evidences were supplied in favor of the existence of this phenomenon in different kinds of data. This came after almost three decades of ongoing debates whether the "hot hand" phenomenon in sport is real or just a mis-perception of human subjects of completely random patterns present in reality. However, although this phenomenon was shown to exist in different sports data including basketball free throws and bowling strike rates, a somehow deeper question remained unanswered: are these non random patterns results of causal, short term, feedback mechanisms or simply time fluctuations of athletes performance. In this paper, we analyze large amounts of data from the Professional Bowling Association(PBA. We studied the results of the top 100 players in terms of the number of available records (summed into more than 450,000 frames. By using permutation approach and dividing the analysis into different aggregation levels we were able to supply evidence for the existence of the "hot hand" phenomenon in the data, in agreement with previous studies. Moreover, by using this approach, we were able to demonstrate that there are, indeed, significant fluctuations from game to game for the same player but there is no clustering of successes (strikes and failures (non strikes within each game. Thus we were lead to the conclusion that bowling results show correlation to recent past results but they are not influenced by them in a causal manner.

  6. ALSTOM Schusselmuhle fur die feinvermahlung von anhydrit ALSTOM bowl mill for anhydrite fine grinding

    CERN Document Server

    Angleys, M

    2003-01-01

    After the ALSTOM bowl mill had proved a success during numerous laboratory tests using different industrial minerals, for the first time a mill, type SM 20/12 was commissioned for ATLAS s.c. at Lodz /Poland for anhydrite grinding. Based on corresponding laboratory tests with anhydrite, it was possible to adapt the equipment to the requirements of the material with modified properties. Due to the project preparation together with the customer, the mill could be installed and commissioned according to schedule by a joint team of engineers for erection and commissioning.

  7. 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 am...... 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....

  8. Playful Organizations

    DEFF Research Database (Denmark)

    Pors, Justine Grønbæk; Åkerstrøm Andersen, Niels

    2015-01-01

    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...

  9. 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…

  10. Sweet Play

    Science.gov (United States)

    Leung, Shuk-kwan S.; Lo, Jane-Jane

    2010-01-01

    This article features Sweet play math, a "math by the month" activity that involves decorating and making sugar cubes. Teachers may want to substitute straws, paper squares, alphabet blocks, or such commercially made manipulatives as Unifix[R] cubes for the real sweets. Given no allergy concerns, teachers and students alike would enjoy some sweet…

  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...... 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...

  12. Playing Teacher.

    Science.gov (United States)

    Gilbert, Juan E.

    The acceptance of animation technologies is increasing. Video games, such as Sony PlayStation (SONY, 2002), have become part of the culture for young people from kindergarten through undergraduate school. Animation technologies have been implemented into educational systems in the form of animated pedagogical agents (Johnson, 2000). The research…

  13. 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 activitie...

  14. Water Play

    Science.gov (United States)

    Cline, Jane E.; Smith, Brandy A.

    2016-01-01

    The inclusion of activities to develop sensory awareness, spatial thinking, and physical dexterity, operationalized through hands-on science lessons such as water play, have long been part of early childhood education. This practical article addresses Next Generation Science Standards K-2 ETS1-3 and K-2 ETS1-2 by having four-year-old…

  15. A vortex-bowl disk atomizer system for the production of alginate beads in a 1500-liter fermentor.

    Science.gov (United States)

    Champagne, C P; Blahuta, N; Brion, F; Gagnon, C

    2000-06-20

    Using a model system, a concept for the immobilization of microbial cultures within alginate beads directly in a 1500-L fermentor with a height to diameter ratio of 1.85 is described. The system is comprised of a 60-cm diameter bowl fixed to the top of an agitation shaft, where calcium-ion-rich media is continuously recirculated from the bulk solution to the bowl. The rotation of the shaft and bowl creates a climbing film (vortex) of solution. An atomizing disk centrally recessed within the bowl sprays an alginate solution into the climbing film where the droplets harden into beads. The effect of heat treatment on the alginate solution on resulting bead properties was examined. The sterilization operation did not appear to have a major effect on the alginate bead mechanical properties of firmness and elasticity which was much more a function of alginate concentration. Beads of various sizes were produced by the unit. The system was characterized by the dimensionless numbers Reomega = (omega x rho x D(2))/mu and ReQ = (Q x rho)/(mu x D). At Reomega and ReQ values less than 500 and 0.15, respectively, the mechanism was direct drop. Parent droplets followed by satellite droplets were observed. When either the flow rate or speed was increased, filaments formed predominantly, which was unwanted in this system because filament breakdown into smaller droplets does not occur due to the proximity of the disk to the climbing film in the bowl. This system could be applied to the immobilization of microorganisms, as well as plant or animal cell cultures, and for other sizes or fermentors. The overflow from the bowl carries the gellified beads into the bulk solution where immobilized cells could act upon the fermentation media. Copyright 2000 John Wiley & Sons, Inc.

  16. Alcohol and violence in 2017 National Football League Super Bowl commercials.

    Science.gov (United States)

    MacLean, Sarah A; Basch, Corey H; Garcia, Philip

    2017-01-01

    Background: The National Football League (NFL) Super Bowl is a widely-viewed sports event and the commercials are especially popular among viewers. Previous research has demonstrated risky health behaviors in advertisements aired during sporting events. The purpose of this study was to analyze the content of the advertisements aired during the 2017 NFL Super Bowl. Methods: This cross-sectional study involved examining the content of all commercials, with an emphasis on health-compromising behaviors. The themes and highlights of the advertisements were analyzed based on whether there was a reference to alcohol or violence. Results: A total of 103 unique commercials were analyzed. The most common themes were humor (n=43), happiness (n=25), innovation (n=25), and enjoyment or relaxation (n=25).Alcohol was referenced in 13 (12.6%, 95% CI 7.5%, 20.4%) of the commercials. Advertisements with alcohol references were more likely to contain the themes of partying (odds ratio [OR]:16.2, 95% CI 1.4-193.4, P=0.041) and enjoyment or relaxation (OR: 4.7, 95% CI 1.4-15.6,P=0.014). There were 24 commercials with references to violence and these were more likely tobe promoting a movie (OR: 5.4, 95% CI 3.5-8.2, Ptelevision program (OR: 8.9,95% CI 2.6-30.26, Pchildren to watch a concentrated number of intense images containing references to alcohol and violence during this popular sporting event.

  17. Highly open bowl-like PtAuAg nanocages as robust electrocatalysts towards ethylene glycol oxidation

    Science.gov (United States)

    Xu, Hui; Yan, Bo; Li, Shumin; Wang, Jin; Song, Pingping; Wang, Caiqin; Guo, Jun; Du, Yukou

    2018-04-01

    A novel combined seed mediated and galvanic replacement method has been demonstrated to synthesize a new class of trimetallic PtAuAg nanocatalysts with highly open bowl-like nanocage structure. The newly-generated PtAuAg nanocages catalysts exhibit superior electrocatalytic performances towards ethylene glycol oxidation with the mass activity of 6357.1 mA mg-1, 5.5 times higher than that of commercial Pt/C (1151.1 mA mg-1). This work demonstrates the first example of designing shape-controlled architectures of trimetallic bowl-like PtAuAg nanocages for liquid fuel electrooxidation.

  18. Playing facilitator

    DEFF Research Database (Denmark)

    Houmøller, Ellen; Marchetti, Emanuela

    2015-01-01

    event called InnoEvent, addressed to students in the fields of multimedia and healthcare. Being interested in studying games and role-play as tools to support independent learning in the field of design thinking and team-building, following Dewey’s (1938) theory of learning experience, we ran two...... workshops based on two classic role-play games: The Silent Game (Brandt, 2006) and The Six Thinking Hats (de Bono, 1985). These games were created to support students in learning design thinking in groups and are assigned positive values in literature, hence we expected a smooth process. However, our...... experience was rather characterized by conflictual negotiations with the students. Data from our observations and from interviews with group representatives show that the students took a discontinuous learning path, characterised by a false start, failure, and a thorough reconsideration of their work...

  19. Anticancer activities of self-assembled molecular bowls containing a phenanthrene-based donor and Ru(II acceptors

    Directory of Open Access Journals (Sweden)

    Kim I

    2015-08-01

    Full Text Available Inhye Kim,1,* Young Ho Song,2,* Nem Singh,2 Yong Joon Jeong,3 Jung Eun Kwon,3 Hyunuk Kim,4 Young Mi Cho,3 Se Chan Kang,3 Ki-Whan Chi2 1Laboratory of Bio-Resources, Yongin-si, Gyeonggi-Do, 2Department of Chemistry, University of Ulsan, Ulsan, 3Department of Life Science, Gachon University, Seongnam, 4Energy Materials Lab, Korea Institute of Energy Research, Daejeon, Republic of Korea *These authors contributed equally to this work Abstract: Nano-sized multinuclear ruthenium complexes have rapidly emerged as promising therapeutic candidates with unique anticancer activities. Here, we describe the coordination-driven self-assembly and anticancer activities of a set of three organometallic tetranuclear Ru(II molecular bowls. [2+2] Coordination-driven self-assembly of 3,6-bis(pyridin-3-ylethynylphenanthrene (bpep (1 and one of the three dinuclear arene ruthenium clips, [(ƞ6-p-iPrC6H4Me2Ru2-(OO\\OO][OTf]2 (OO\\OO =2,5-dioxido-1,4-benzoquinonato, OTf = triflate (2, 5,8-dioxido-1,4-naphthoquinonato (3, or 6,11-dioxido-5,12-naphthacenediona (4, resulted in three molecular bowls 5–7 of general formula [{(ƞ6-p-iPrC6H4Me2Ru2-(OO\\OO}2(bpep2][OTf]4. All molecular bowls were obtained as triflate salts in very good yields (>90% and were fully characterized using multinuclear nuclear magnetic resonance (NMR, electrospray ionization–mass spectrometry (ESI-MS, and elemental analysis. The structure of the representative molecular bowl 5 was confirmed by single-crystal X-ray diffraction analysis. The anticancer activities of molecular bowls 5–7 were determined by 3-[4,5-dimethylthiazol-2-yl]-2,5-diphenyltetrazolium bromide, autophagy, and Western blot analysis. Bowl 6 showed the strongest cytotoxicity in AGS human gastric carcinoma cells and was more cytotoxic than doxorubicin. In addition, autophagic activity and the ratio of apoptotic cell death increased in AGS cells by treatment with bowl 6. Bowl 6 also induced autophagosome formation via upregulation

  20. 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.

  1. 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...

  2. The effect of spin in swing bowling in cricket: model trajectories for spin alone

    Science.gov (United States)

    Robinson, Garry; Robinson, Ian

    2015-02-01

    In ‘swing’ bowling, as employed by fast and fast-medium bowlers in cricket, back-spin along the line of the seam is normally applied in order to keep the seam vertical and to provide stability against ‘wobble’ of the seam. Whilst spin is normally thought of as primarily being the slow bowler's domain, the spin applied by the swing bowler has the side-effect of generating a lift or Magnus force. This force, depending on the orientation of the seam and hence that of the back-spin, can have a side-ways component as well as the expected vertical ‘lift’ component. The effect of the spin itself, in influencing the trajectory of the fast bowler's delivery, is normally not considered, presumably being thought of as negligible. The purpose of this paper is to investigate, using calculated model trajectories, the amount of side-ways movement due to the spin and to see how this predicted movement compares with the total observed side-ways movement. The size of the vertical lift component is also estimated. It is found that, although the spin is an essential part of the successful swing bowler's delivery, the amount of side-ways movement due to the spin itself amounts to a few centimetres or so, and is therefore small, but perhaps not negligible, compared to the total amount of side-ways movement observed. The spin does, however, provide a considerable amount of lift compared to the equivalent delivery bowled without spin, altering the point of pitching by up to 3 m, a very large amount indeed. Thus, for example, bowling a ball with the seam pointing directly down the pitch and not designed to swing side-ways at all, but with the amount of back-spin varied, could provide a very powerful additional weapon in the fast bowler's arsenal. So-called ‘sling bowlers’, who use a very low arm action, can take advantage of spin since effectively they can apply side-spin to the ball, giving rise to a large side-ways movement, ˜ 20{}^\\circ cm or more, which certainly is

  3. Bowling apart?’ : Vier vragen over Nederlandse sportclubs en omgang tussen arm en rijk

    NARCIS (Netherlands)

    Meulen, Ruud van der; Ruiter, Stijn; Ultee, Wout

    2005-01-01

    Bowling apart?’ Four questions on poor-rich contact in Dutch sports clubs This article tests Bourdieu’s and Putnam’s competing views on sports clubs as class mixers, using crosssectional Dutch survey data for the early 1980s and late 1990s. We calculate popularity and representativity indices.

  4. Online Responses to a Multilingual Super Bowl Ad: Is "America the Beautiful" by Any Other Language Still America, the Beautiful?

    Science.gov (United States)

    Hoffman, Brooke Y.

    2016-01-01

    On 2 February 2014, an advertisement entitled "It's Beautiful" debuted during Super Bowl XLVIII, which was watched by 111.5 million people in the USA. The Coca-Cola advertisement portrayed people of various ethnicities and was accompanied by "America the Beautiful" sung in nine languages. Using critical discourse analysis, I…

  5. Survival of Salmonella Copenhagen in food bowls following contamination with experimentally inoculated raw meat: Effects of time, cleaning, and disinfection

    OpenAIRE

    Weese, J Scott; Rousseau, J.

    2006-01-01

    There are concerns regarding the safety of feeding raw meat to household pets. This study demonstrated that Salmonella persists in food bowls that are inoculated with Salmonella-containing raw meat. Standard methods of cleaning and disinfection were minimally effective at eliminating Salmonella contamination.

  6. On Tea Bowl from Jianzhan to Tenmoku: Material Culture and Intangible Culture in Cultural Diffusion

    Directory of Open Access Journals (Sweden)

    Jianping Guan

    2014-12-01

    Full Text Available According to precise and scientific literature that recorded, Chinese tea culture has a documented history of more than 1700 years. During which period, Yuan Dynasty was considered a crucial turning-point with great changes. The current tea culture in China is an adoption and innovation of Ming and Qing dynasty, especially in the form of processing technology. For those elements inherited from Tang and Song dynasties, however, they were more directly adopted systematically by Japan. Ever since powdered tea culture from Song dynasty was accepted in Japan, Jianzhan, the tea bowl that gained renowned reputation in the Song tea culture was also introduced and became tenmoku (tianmu after localization. As the transformation of Chinese tea culture ended in Japan, Japanese tea culture of wabi-cha was shaped after the tenmoku’s obvious decline in value. Jianzhan’s prosper, and tenmoku’s emergence and transition, all proved a definitive impact from intangible culture.

  7. THE EFFECT OF BOWLING GAME TOWARD NUMERACY SKILLS FOR INTELLECTUAL DISABILITY STUDENT

    Directory of Open Access Journals (Sweden)

    Putri Dwi Sari

    2016-12-01

    Full Text Available Intellectual disability students experience difficulties in the learning process, especially on the material arithmeti coperation. It was caused by to the intellectual development hampered by the limitations of IQ and final stage of operational phases of the students turn from abstract to the concrete. The research design used in this study was the Single Subject Research (SSR, with ABA design models and use measuring units scores. The subjects was intellectual disability students the fifth grade in SDLB Idayu II Malang. Data collection techniques was written tests. Research revealed a effect of the use of the bowling game to increaser eduction numeracy skills as the target behavior. Advice for school and the teacher can provide methods and learning media in accordance with the needs and characteristics of students..

  8. I Got Them Dust Bowl Blues: Wind Erosion in the Music of the Southern Great Plains

    Science.gov (United States)

    Lee, J. A.

    2017-12-01

    This paper deals with the role of wind erosion and blowing dust on the music of the Dust Bowl region, a portion of the southern Great Plains of the United States. A defining characteristic of the region is dust storms, and in the 1930s, severe dust storms created dramatic images that came to symbolize all of the economic, social and environmental hardships suffered by the people during the 1930s. The music of the time, by Woody Guthrie and others, suggested that the region was being destroyed, never to recover. The region was resilient, however, and in recent decades, dust has been depicted in songs either as an adversity to be endured or simply as a normal part of life in the area. It may be that blowing dust has become a defining characteristic of the region because of a somewhat warped sense of pride in living in an often-difficult environment.

  9. The Byzantine Silver Bowls in the Sutton Hoo Ship Burial and Tree-Worship in Anglo-Saxon England

    Directory of Open Access Journals (Sweden)

    Michael D. J. Bintley

    2011-12-01

    Full Text Available The ten Byzantine silver bowls included amongst the grave goods interred in the chamber of the Mound 1 ship burial at Sutton Hoo remain one of the most puzzling features of this site. It has been suggested that these items, which lay separated from the rest of the silver in the burial and close to the head of the body-space (where no body was found, may have had some special meaning which has never been discovered. This paper will argue that one of the possible keys to unlocking their significance may be found in the central roundel that adorns the centre of each bowl in the form of a rosette. These bowls, which are thought to have been manufactured in the eastern provinces of the Byzantine Empire in c. 600, entered the British Isles in unknown circumstances before coming into the possession of the man buried in (or commemorated by the Mound 1 burial. Through comparison with contemporary sculpture and vernacular literature, I will suggest that this central rosette, which was associated with both the cross of Christ and sacred trees in Byzantine sculpture, may have served as a conventional bridge between Christian and pre-Christian religious traditions associated with sacred trees in Anglo-Saxon England. The central rosettes adorning each of these bowls may have been understood as the flower of a sacred tree. Since the latter appears to have figured in Anglian paganism it is possible that the bowls may helped to convert the Anglian aristocracy, bridging a gap between Germanic insular religious traditions and those that were being introduced to Britain at the time that the ship burial itself took place.

  10. Factors contributing to record-breaking heat waves over the Great Plains during the 1930s Dust Bowl

    Science.gov (United States)

    Cowan, T.; Hegerl, G. C.

    2016-12-01

    Record-breaking summer heat waves that plagued contiguous United States in the 1930s emerged during the decade-long "Dust Bowl" drought. Using high-quality daily temperature observations, the Dust Bowl heat wave characteristics for the Great Plains are assessed using metrics that describe variations in heat wave activity and intensity. We also quantify record-breaking heat waves over the pre-industrial period for 22 CMIP5 model multi-century realisations. The most extreme Great Plains heat wave summers in the Dust Bowl decade (e.g. 1931, 1934, 1936) were pre-conditioned by anomalously dry springs, as measured by proxy drought indices. In general, summer heat waves over the Great Plains develop 15-20 days earlier after anomalously dry springs, and are also significantly longer and hotter, indicative of the importance of land surface feedbacks in heat wave intensification. The majority of pre-industrial climate model experiments capture regionally clustered summer heat waves across North America, although the North Pacific and Atlantic sea surface temperature patterns associated with the heat waves vary considerably between models. Sea surface temperature patterns may be more important for influencing winter and spring precipitation, thus amplifying summer heat waves during drought periods. The synoptic pattern that commonly appeared during the exceptional Dust Bowl heat waves featured an anomalous broad surface pressure ridge straddling an upper level blocking anticyclone over the western United States. This forced significant subsidence and adiabatic warming over the Great Plains, and triggered anomalous southward warm advection over southern regions, prolonging and amplifying the heat waves over central United States. Importantly, the results show that despite the sparsity of stations in the 1930s, homogeneous observations are crucial in accurately quantifying the Dust Bowl decade heat waves, as opposed to solely relying on atmospheric reanalysis.

  11. Overlapping Ballistic Ejecta Fields: Separating Distinct Blasts at Kings Bowl, Idaho

    Science.gov (United States)

    Borg, C.; Kobs-Nawotniak, S. E.; Hughes, S. S.; Sears, D. W. G.; Heldmann, J. L.; Lim, D. S. S.; Haberle, C. W.; Sears, H.; Elphic, R. C.; Kobayashi, L.; Garry, W. B.; Neish, C.; Karunatillake, S.; Button, N.; Purcell, S.; Mallonee, H.; Ostler, B.

    2015-12-01

    Kings Bowl is a ~2200ka pit crater created by a phreatic blast along a volcanic fissure in the eastern Snake River Plain (ESRP), Idaho. The main crater measures approximately 80m in length, 30m in width, and 30m in depth, with smaller pits located nearby on the Great Rift fissure, and has been targeted by the FINESSE team as a possible analogue for Cyane Fossae, Mars. The phreatic eruption is believed to have occurred due to the interaction of groundwater with lava draining back into the fissure following a lava lake high stand, erupting already solidified basalt from this and previous ERSP lava flows. The contemporaneous draw back of the lava with the explosions may conceal some smaller possible blast pits as more lava drained into the newly formed pits. Ballistic ejecta from the blasts occur on both sides of the fissure. To the east, the ballistic blocks are mantled by fine tephra mixed with eolian dust, the result of a westerly wind during the explosions. We use differential GPS to map the distribution of ballistic blocks on the west side of the fissure, recording position, percent vesiculation, and the length of 3 mutually perpendicular axes for each block >20cm along multiple transects parallel to the fissure. From the several hundred blocks recorded, we have been able to separate the ballistic field into several distinct blast deposits on the basis of size distributions and block concentration. The smaller pits identified from the ballistic fields correspond broadly to the northern and southern limits of the tephra/dust field east of the fissure. Soil formation and bioturbation of the tephra by sagebrush have obliterated any tephrostratigraphy that could have been linked to individual blasts. The ballistic block patterns at Kings Bowl may be used to identify distinct ejecta groups in high-resolution imagery of Mars or other planetary bodies.

  12. Alcohol and violence in 2017 National Football League Super Bowl commercials

    Directory of Open Access Journals (Sweden)

    Sarah A. MacLean

    2017-06-01

    Full Text Available Background: The National Football League (NFL Super Bowl is a widely-viewed sports event and the commercials are especially popular among viewers. Previous research has demonstrated risky health behaviors in advertisements aired during sporting events. The purpose of this study was to analyze the content of the advertisements aired during the 2017 NFL Super Bowl. Methods: This cross-sectional study involved examining the content of all commercials, with an emphasis on health-compromising behaviors. The themes and highlights of the advertisements were analyzed based on whether there was a reference to alcohol or violence. Results: A total of 103 unique commercials were analyzed. The most common themes were humor (n=43, happiness (n=25, innovation (n=25, and enjoyment or relaxation (n=25.Alcohol was referenced in 13 (12.6%, 95% CI 7.5%, 20.4% of the commercials. Advertisements with alcohol references were more likely to contain the themes of partying (odds ratio [OR]:16.2, 95% CI 1.4-193.4, P=0.041 and enjoyment or relaxation (OR: 4.7, 95% CI 1.4-15.6,P=0.014. There were 24 commercials with references to violence and these were more likely tobe promoting a movie (OR: 5.4, 95% CI 3.5-8.2, P<0.001 or television program (OR: 8.9,95% CI 2.6-30.26, P<0.001. Conclusion: Parents should consider whether it is appropriate for their children to watch a concentrated number of intense images containing references to alcohol and violence during this popular sporting event.

  13. Playing active video games increases energy expenditure in children.

    Science.gov (United States)

    Graf, Diana L; Pratt, Lauren V; Hester, Casey N; Short, Kevin R

    2009-08-01

    To compare energy expenditure rates in children playing the physically active video games, Dance Dance Revolution (DDR) and Nintendo's Wii Sports in relation to treadmill walking. Energy expenditure, heart rate, step rate, and perceived exertion were measured in 14 boys and 9 girls (ages 10-13 years; BMI at 3-98th percentile for age and gender) while watching television at rest, playing DDR at 2 skill levels, playing Wii bowling and boxing, and walking at 2.6, 4.2, and 5.7 km/h. Arterial elasticity was measured at rest and immediately after gaming. Compared with watching television, energy expenditure while gaming or walking increased 2- to 3-fold. Similarly, high rates of energy expenditure, heart rate, and perceived exertion were elicited from playing Wii boxing, DDR level 2, or walking at 5.7 km/h. This occurred despite variations in step rate among activities, reflecting greater use of upper body during Wii play (lowest step rate) than during walking (highest step rate) or DDR play. Wii bowling and beginner level DDR elicited a 2-fold increase in energy expenditure compared to television watching. Large-artery elasticity declined immediately after both DDR and Wii. The change was inversely related to the increment in energy expenditure above rest achieved during the activity. Energy expenditure during active video game play is comparable to moderate-intensity walking. Thus, for children who spend considerable time playing electronic screen games for entertainment, physically active games seem to be a safe, fun, and valuable means of promoting energy expenditure.

  14. Studies on the influence of combustion bowl modification for the operation of Cymbopogon flexuosus biofuel based diesel blends in a DI diesel engine

    International Nuclear Information System (INIS)

    Dhinesh, B.; Annamalai, M.; Lalvani, Isaac JoshuaRamesh; Annamalai, K.

    2017-01-01

    Highlights: • A novel biofuel, Cymbopogon flexuosus is used as an alternative energy source. • C20-D80 + 20 ppm profile stayed close to diesel fuel with BB. • Three different combustion bowl CB1, CB2, and CB3 were considered. • Resulting in higher thermal efficiency and lower HC, CO, emission. • Reduction of oxides of nitrogen and smoke emission for C20-D80 + 20 ppm and CB2. - Abstract: The aim of this experimental work is to figure out the optimized the combustion bowl geometry on a constant speed diesel engine for its efficient functioning with a novel biofuel. The novel biofuel considered for this research work was Cymbopogon flexuosus biofuel. To improve the performance level, 20% Cymbopogon flexuosus biofuel was blended with 80% of diesel fuel (C20-D80) and to further reduce the emission magnitude, 20 ppm of cerium oxide was added to the blended fuel (C20-D80 + 20 ppm). For this study four different combustion bowls were designed based on the keen literature survey. They were hemispherical combustion bowl (BB), shallow depth re-entrant combustion bowl (CB1), Toroidal re-entrant combustion bowl (CB2), Toroidal combustion bowl (CB3). Based on the experimental evaluation, the results have been discussed for low load and full load conditions for better understanding. Regarding the fuel modification, C20-D80 + 20 ppm resulted in better engine characteristics owing to combined effect of the oxygen molecule bearing fuel and superior thermal stability and activation energy of the cerium oxide nanoparticle. Of the various bowls considered for the tests, the combustion bowl CB2 showed superior performance and emission reduction compared with its competitors CB1, CB2, and BB. It could have ascribed to the better mixing rate, gain of swirl velocity and the turbulence level of the bowl. CB2 resulted in higher BTE and lower BSEC of 4.1% and 12.02% in low and full load conditions for C20-D80 + 20 ppm. Emission reduction observed was 17% of HC, 43.66% of CO and

  15. Staffing Levels at National Collegiate Athletic Association Football Bowl Subdivision-Level Institutions.

    Science.gov (United States)

    Ms, Suzie Aparicio; Welch Bacon, Cailee E; Parsons, John T; Bay, R Curtis; Cohen, Randy P; DeZeeuw, Terry; McLeod, Tamara C Valovich

    2015-12-01

    The "Appropriate Medical Coverage for Intercollegiate Athletics" (AMCIA) document was created to support assessment and calculation of athletic training personnel requirements. However, little is known regarding disparities between current and recommended staffing practices. To identify the staffing and employment characteristics of athletic health care services at Football Bowl Subdivision-level institutions. Cross-sectional study. Web-based survey. Head athletic trainers and athletic training staff members who were knowledgeable about budget and staff. The survey, Assessment of Staffing Levels at National Collegiate Athletic Association Football Bowl Subdivision-Level Institutions, was used to evaluate personal, university, and staff demographics; staffing and employment topics; and AMCIA variables and use. The survey was accessed and partially completed by 104 individuals (response rate = 84.6%). A total of 79 athletic trainers (response rate = 76%) completed the entire survey. One-third of the respondents (34.2%, n = 26) met the recommended number of full-time equivalents (FTEs) for football, two-thirds of the respondents (65.7%, n = 50) failed to meet the recommendation, and 26.2% (n = 27) were missing data needed for FTE calculation. Among those who did not meet the recommended FTEs (n = 50), 38.0% (n = 19) were within 1 FTE of being compliant, 26.0% (n = 13) were within 2 FTEs, and 24.0% (n = 12) were within 3 FTEs. About one-third of respondents (35.9%, n = 37) reported not using the AMCIA, citing lack of funding (29.7%, n = 11), lack of administrative support (21.6%, n = 8), and other reasons (37.8%, n = 14). The majority of institutions that used the AMCIA were able to provide justification for staffing. For most of the institutions that failed to meet their recommendation, adding 1-3 FTE athletic trainers for football would change their compliance status. A uniform definition of the term FTE within collegiate athletics is needed to allow for structured

  16. King's Bowl Pit Crater, Lava Field and Eruptive Fissure, Idaho - A Multipurpose Volcanic Planetary Analog

    Science.gov (United States)

    Hughes, S. S.; Garry, B.; Kobs-Nawotniak, S. E.; Sears, D. W. G.; Borg, C.; Elphic, R. C.; Haberle, C. W.; Kobayashi, L.; Lim, D. S. S.; Sears, H.; Skok, J. R.; Heldmann, J. L.

    2014-12-01

    King's Bowl (KB) and its associated eruptive fissure and lava field on the eastern Snake River Plain, is being investigated by the NASA SSERVI FINESSE (Field Investigations to Enable Solar System Science and Exploration) team as a planetary analog to similar pits on the Moon, Mars and Vesta. The 2,220 ± 100 BP basaltic eruption in Craters of the Moon National Monument and Preserve represents early stages of low shield growth, which was aborted when magma supply was cut off. Compared to mature shields, KB is miniscule, with ~0.02 km3 of lava over ~3 km2, yet the ~6 km long series of fissures, cracks and pits are well-preserved for analog studies of volcanic processes. The termination of eruption was likely related to proximity of the 2,270 ± 50 BP eruption of the much larger Wapi lava field (~5.5 km3 over 325 km2 area) on the same rift. Our investigation extends early work by R. Greeley and colleagues, focusing on imagery, compositional variations, ejecta distribution, dGPS profiles and LiDAR scans of features related to: (1) fissure eruptions - spatter ramparts, cones, feeder dikes, extension cracks; (2) lava lake formation - surface morphology, squeeze-ups, slab pahoehoe lava mounds, lava drain-back, flow lobe overlaps; and (3) phreatic steam blasts - explosion pits, ejecta blankets of ash and blocks. Preliminary results indicate multiple fissure eruptions and growth of a basin-filled lava lake up to ~ 10 m thick with outflow sheet lava flows. Remnant mounds of original lake crust reveal an early high lava lake level, which subsided as much as 5 m as the molten interior drained back into the fissure system. Rapid loss of magma supply led to the collapse of fissure walls allowing groundwater influx that triggered multiple steam blasts along at least 500 m. Early blasts occurred while lake magma pressure was still high enough to produce squeeze-ups when penetrated by ejecta blocks. The King's Bowl pit crater exemplifies processes of a small, but highly energetic

  17. Staffing Levels at National Collegiate Athletic Association Football Bowl Subdivision-Level Institutions

    Science.gov (United States)

    MS, Suzie Aparicio; Welch Bacon, Cailee E.; Parsons, John T.; Bay, R. Curtis; Cohen, Randy P.; DeZeeuw, Terry; McLeod, Tamara C. Valovich

    2015-01-01

    Context The “Appropriate Medical Coverage for Intercollegiate Athletics” (AMCIA) document was created to support assessment and calculation of athletic training personnel requirements. However, little is known regarding disparities between current and recommended staffing practices. Objective To identify the staffing and employment characteristics of athletic health care services at Football Bowl Subdivision-level institutions. Design Cross-sectional study. Setting Web-based survey. Patients or Other Participants Head athletic trainers and athletic training staff members who were knowledgeable about budget and staff. Main Outcome Measure(s) The survey, Assessment of Staffing Levels at National Collegiate Athletic Association Football Bowl Subdivision-Level Institutions, was used to evaluate personal, university, and staff demographics; staffing and employment topics; and AMCIA variables and use. Results The survey was accessed and partially completed by 104 individuals (response rate = 84.6%). A total of 79 athletic trainers (response rate = 76%) completed the entire survey. One-third of the respondents (34.2%, n = 26) met the recommended number of full-time equivalents (FTEs) for football, two-thirds of the respondents (65.7%, n = 50) failed to meet the recommendation, and 26.2% (n = 27) were missing data needed for FTE calculation. Among those who did not meet the recommended FTEs (n = 50), 38.0% (n = 19) were within 1 FTE of being compliant, 26.0% (n = 13) were within 2 FTEs, and 24.0% (n = 12) were within 3 FTEs. About one-third of respondents (35.9%, n = 37) reported not using the AMCIA, citing lack of funding (29.7%, n = 11), lack of administrative support (21.6%, n = 8), and other reasons (37.8%, n = 14). Conclusions The majority of institutions that used the AMCIA were able to provide justification for staffing. For most of the institutions that failed to meet their recommendation, adding 1–3 FTE athletic trainers for football would change their

  18. An experimental investigation on the influence of piston bowl geometry on RCCI performance and emissions in a heavy-duty engine

    OpenAIRE

    Benajes Calvo, Jesus Vicente; Pastor Soriano, José Vicente; García Martínez, Antonio; Monsalve Serrano, Javier

    2015-01-01

    This experimental work investigates the effects of piston bowl geometry on RCCI performance and emissions at low, medium and high engine loads. For this purpose three different piston bowl geometries with compression ratio 14.4:1 have been evaluated using single and double injection strategies. The experiments were conducted in a heavy-duty single-cylinder engine adapted for dual fuel operation. All the tests were carried out at 1200 rev/min. Results suggest that piston geometry has grea...

  19. Biofilm-forming activity of bacteria isolated from toilet bowl biofilms and the bactericidal activity of disinfectants against the isolates.

    Science.gov (United States)

    Mori, Miho; Gomi, Mitsuhiro; Matsumune, Norihiko; Niizeki, Kazuma; Sakagami, Yoshikazu

    2013-01-01

    To evaluate the sanitary conditions of toilets, the bacterial counts of the toilet bowl biofilms in 5 Kansai area and 11 Kansai and Kanto area homes in Japan were measured in winter and summer seasons, respectively. Isolates (128 strains) were identified by analyzing 16S ribosomal RNA sequences. The number of colonies and bacterial species from biofilms sampled in winter tended to be higher and lower, respectively, than those in summer. Moreover, the composition of bacterial communities in summer and winter samples differed considerably. In summer samples, biofilms in Kansai and Kanto areas were dominated by Blastomonas sp. and Mycobacterium sp., respectively. Methylobacterium sp. was detected in all toilet bowl biofilms except for one sample. Methylobacterium sp. constituted the major presence in biofilms along with Brevundimonas sp., Sphingomonas sp., and/or Pseudomonas sp. The composition ratio of the sum of their genera was 88.0 from 42.9% of the total bacterial flora. The biofilm formation abilities of 128 isolates were investigated, and results suggested that Methylobacterium sp. and Sphingomonas sp. were involved in biofilm formation in toilet bowls. The biofilm formation of a mixed bacteria system that included bacteria with the highest biofilm-forming ability in a winter sample was greater than mixture without such bacteria. This result suggests that isolates possessing a high biofilm-forming activity are involved in the biofilm formation in the actual toilet bowl. A bactericidal test against 25 strains indicated that the bactericidal activities of didecyldimethylammonium chloride (DDAC) tended to be higher than those of polyhexamethylene biguanide (PHMB) and N-benzyl-N,N-dimethyldodecylammonium chloride (ADBAC). In particular, DDAC showed high bactericidal activity against approximately 90% of tested strains under the 5 h treatment.

  20. Modeling study on the effect of piston bowl geometries in a gasoline/biodiesel fueled RCCI engine at high speed

    International Nuclear Information System (INIS)

    Li, J.; Yang, W.M.; Zhou, D.Z.

    2016-01-01

    Highlights: • The RCCI engine fueled with gasoline and biodiesel is simulated. • The effect of piston bowl geometry is investigated. • The throat diameter of a piston can affect combustion process. • SCC shows superiority among three investigated geometries for RCCI combustion. - Abstract: This paper reports the numerical investigation on the effects of three bowl geometries on a gasoline/biodiesel fueled RCCI engine operated at high engine speed. The three bowl geometries are HCC (Hemispherical Combustion Chamber), SCC (Shallow depth Combustion Chamber) and OCC (Omega Combustion Chamber). To simulate the combustion in an RCCI engine, coupled KIVA4–CHEMKIN code was used. One recently developed reaction mechanism, which contains 107 species and 425 reactions, was adopted in this study to mimic the combustion of gasoline and biodiesel. During the simulation, the engine speed was fixed at 3600 rpm. The low reactivity fuel gasoline was premixed with air with energy percentages of 20% and 40%; accordingly, to maintain the same energy input, the percentages of biodiesel were 80% and 60% (B80 and B60). In addition, the SOI timing was varied at three levels: −11, −35 and −60 deg ATDC for B80 and B60, respectively. With SOI timing of −11 deg ATDC, the combustion is mixing-controlled; in contrast, advancing SOI timing to −60 deg ATDC, the combustion turns into the reactivity-controlled. Comparing the results on combustion characteristics, engine performance and emissions among different bowl geometries, it is concluded that the original OCC design for Toyota diesel engine is better for mixing-controlled combustion; whereas, SCC is the most suitable piston design for RCCI combustion among the three selected geometries under the investigated operating conditions of the engine. With SCC, better combustion and performance can be achieved while maintaining relatively lower CO, NO and soot emissions.

  1. Characterization of microorganisms isolated from the black dirt of toilet bowls and componential analysis of the black dirt.

    Science.gov (United States)

    Mori, Miho; Nagata, Yusuke; Niizeki, Kazuma; Gomi, Mitsuhiro; Sakagami, Yoshikazu

    2014-01-01

    We have previously conducted a microflora analysis and examined the biofilm-forming activity of bacteria isolated from toilet bowl biofilms. In the present investigation, to reveal the strain involved in the formation of black dirt in toilet bowls, we performed a microflora analysis of the bacteria and fungi isolated from the black dirt of toilet bowls at ten homes. Among samples from different isolation sites and sampling seasons, although a similar tendency was not seen in bacterial microflora, Exophiala sp. was detected in the fungal microflora from all samples of black dirt except for one, and constituted the major presence. By scanning electron microscope (SEM) analysis of the formed black dirt, SEM image at × 1,000 and × 5,000 magnification showed objects like hyphae and many bacteria adhering to them, respectively. Micro fourier transform infrared spectroscopy (micro FT-IR) and SEM with X-ray microanalysis (SEM-XMA) were used to investigate the components of black dirt. IR spectra of micro-FT-IR showed typical absorptions associated with amide compounds and protein, and the elements such as C, N, O, Na, Mg, Al, Si, P, S, K, and Ba were detected with SEM-XMA. These results showed that black dirt had living body ingredients. Furthermore, Exophiala sp. and Cladosporium sp. strains, which were observed at a high frequency, accumulated 2-hydroxyjuglone (2-HJ) and flaviolin as one of the intermediates in the melanin biosynthetic pathway by the addition of a melanin synthesis inhibitor (tricyclazole) at the time of cultivation. These results suggested strongly that the pigment of black dirt in toilet bowls was melanin produced by Exophiala sp. and Cladosporium sp. strains.

  2. Review Essay: A Nation, a World, in a Bowl of Tea

    Directory of Open Access Journals (Sweden)

    Dana Buntrock

    2013-06-01

    Full Text Available Fujimori Terunobu. 藤森照信. Fujimori Terunobu no Chashitsugaku: Nihon no Kyokushō Kūkan no Nazo [Fujimori Terunobu’s tearoom studies: The riddle of Japan’s smallest space]. 藤森照信の茶室学。日本の極小空間の謎. Tokyo: Rikuyosha, 2012. 296 pp. ¥3,000 (cloth.Surak, Kristin. Making Tea, Making Japan: Cultural Nationalism in Practice. Stanford, CA: Stanford University Press, 2012. 272 pp. $85 (cloth, $25 (paper/ebook.The tea in Surak’s bowl is bright green matcha whipped with a whisk; Fujimori’s is steeped sencha heated over a tiny bed of coals. Fujimori’s funky tea seems to be the antithesis of the refined practices Surak strives to embody. Only occasionally does a communicant in Fujimori’s tea space wear a kimono, and there is no reason to worry about treading on the silk borders of a tatami, because his floors are usually finished in other, more modest, materials. Fujimori’s tea is one that can accept outside influences; Surak’s sits complacently at the center of an industry built on centuries of history. Surak shares the conventions of tea; Fujimori celebrates its unconventional fringes.

  3. The health status of retired American football players: Super Bowl III revisited.

    Science.gov (United States)

    Nicholas, Stephen J; Nicholas, James A; Nicholas, Calvin; Diecchio, Jennifer R; McHugh, Malachy P

    2007-10-01

    Despite a perception that retired professional football players have poor health, there are little supporting data. Retired football players have poor health compared with age-matched population norms. Cross-sectional study; Level of evidence, 4. Thirty-six of 41 members of the 1969 Super Bowl winning team were contacted 35 years after that event (3 were deceased, and no contact information was available for 2). Players completed an SF-36 health survey and a medical history and football-specific questionnaire. Each player's football-related injury history before 1969 was documented from medical records. It was estimated that there was 80% power to detect a 10% difference in physical and mental health scores between the retired football players (age, 62 +/- 3 y) and population norms (n = 741) at an alpha level of 0.05. SF-36 scores for physical and mental health were not different from age-matched norms (physical health P = .69; mental health P = .49). The most prevalent medical conditions were arthritis (24 of 36 players), hypertension (13 of 36 players), and chronic low back pain (13 of 36 players). SF-36 physical health scores were 21% lower in players with arthritis (P football for 8.3 +/- 3.8 years, and 33 players (94%) reported having had "very fulfilling" (n = 24) or "somewhat fulfilling" (n = 9) careers. These professional football players had long and fulfilling careers with no apparent long-term detrimental effects on physical or mental health scores despite a high prevalence of arthritis.

  4. Energy expenditure in adolescents playing new generation computer games.

    Science.gov (United States)

    Graves, Lee; Stratton, Gareth; Ridgers, N D; Cable, N T

    2008-07-01

    To compare the energy expenditure of adolescents when playing sedentary and new generation active computer games. Cross sectional comparison of four computer games. Setting Research laboratories. Six boys and five girls aged 13-15 years. Participants were fitted with a monitoring device validated to predict energy expenditure. They played four computer games for 15 minutes each. One of the games was sedentary (XBOX 360) and the other three were active (Wii Sports). Predicted energy expenditure, compared using repeated measures analysis of variance. Mean (standard deviation) predicted energy expenditure when playing Wii Sports bowling (190.6 (22.2) kl/kg/min), tennis (202.5 (31.5) kl/kg/min), and boxing (198.1 (33.9) kl/kg/min) was significantly greater than when playing sedentary games (125.5 (13.7) kl/kg/min) (Pgames. Playing new generation active computer games uses significantly more energy than playing sedentary computer games but not as much energy as playing the sport itself. The energy used when playing active Wii Sports games was not of high enough intensity to contribute towards the recommended daily amount of exercise in children.

  5. Dust Bowl migration as an analog for possible global warming-induced migration from Mexico

    Energy Technology Data Exchange (ETDEWEB)

    Turner, M.H.; Longstreth, J.D.; Johnson, A.K.; Rosenberg, N.J.

    1994-06-01

    As a result of increases in CO{sub 2} and other radiatively important trace gases, scientists have predicted increases in mean worldwide temperatures of 2--5 degrees C over the next 50 to 100 years. Such temperature increases may result in climate modifications that would in turn be associated with increases in drought and desertification and could even change the patterns of the monsoons and tropical rains, which are important to agriculture throughout the world. They predicted that the rise in sea level caused by melting and thermal expansion of glaciers and polar icecaps could flood large population centers, destroying habitation and displacing populations. This will result in approximately 50 million ``environmental refugees`` worldwide, triple the number of today. The expected shifts in precipitation are also likely to result in (1) increased runoff contaminated with pesticides, salts, garbage, sewage, and eroded soil, and (2) drought also leading to increased soil erosion and salinization, as well as depletion of limited water resources. The total impact of global warming on agriculture and human habitation could considerably slow the economic development of some nations and would particularly affect agricultural production. Loss of homes, the inability to raise food, an increased prevalence of disease and worsened economic conditions may drive people to leave their homelands, seeking entry into countries which have more resources and greater resistance to the economic consequences of climatic change. This report looks at the possible environmental impacts and economic impacts of the greenhouse effect on Mexico while using the American Dust Bowl event as an analog.

  6. The National Ocean Sciences Bowl: An Effective Model for Engaging High School Students in Ocean Science

    Science.gov (United States)

    Holloway, A. E.

    2016-02-01

    The National Ocean Sciences Bowl (NOSB) is an informal high school education program that engages students in ocean and environmental science and exposes them to the breadth of ocean-related careers. The NOSB strives to train the next generation of interdisciplinary capable scientists and build a STEM-literate society that harnesses the power of ocean and climate science to address environmental, economic, and societal issues. Through the NOSB, students not only learn scientific principles, but also apply them to compelling real-world problems. The NOSB provides a richer STEM education and exposes students to ocean science topics they may not otherwise study through classroom curriculum. A longitudinal study that began in 2007 has shown that NOSB participants have an enhanced interest in ocean-related hobbies and environmental stewardship and an increasing number of these students have remained in the STEM pipeline and workforce.While the NOSB is primarily an academic competition, it has evolved since its creation in 1998 to include a variety of practical and professional development components. One of the program enhancements, the Scientific Expert Briefing (SEB), gives students the opportunity to apply what they have studied and think critically about current and ongoing ocean science challenges. The SEB helps students connect their knowledge of ocean science with current and proposed policy initiatives. Students gain significant research, writing, and presentation skills, while enhancing their ability for collaboration and consensus building, all vital workforce skills. Ultimately, the SEB teaches students how to communicate complex scientific research into digestible information for decision-makers and the general public.This poster will examine the impact of the NOSB and its role in strengthening the workforce pipeline through a combination of independent learning, competition, and opportunities for communication skills development.

  7. Designing Out the Play: Accessibility and Playfulness in Inclusive Play.

    Science.gov (United States)

    Holt, Raymond; Beckett, Angharad

    2017-01-01

    Play is an important part of child development, yet disabled children are often excluded from the opportunity to play, either due to lack of accessible toys and games, or social pressures. This paper presents a case study reflecting on the development of Button Bash: a switch accessible game intended to encourage inclusive play between disabled and non-disabled children. In particular, the paper focuses on how changes intended to make the game more accessible tended to make it less playful, and reflects on the relationship between playfulness and accessibility.

  8. Outreach for Families and Girls- Astronomy at Outdoor Concerts and at Super Bowl or Halloween Star Parties

    Science.gov (United States)

    Lubowich, Donald A.

    2011-05-01

    Bring telescope to where the people are! Music and Astronomy Under the Stars (MAUS) is a NASA-funded as astronomy outreach program at community parks and music festivals (1000 - 25,000 people/event). While there have been many astronomy outreach activities and telescope observations at sidewalks and parks, this program targets a different audience - music lovers who are attending concerts in community parks or festivals. These music lovers who may not have visited science museums, planetariums, or star parties are exposed to telescope observations and astronomy information with no additional travel costs. MAUS includes solar observing, telescope observations including a live imaging system, an astronomical video, astronomy banners/posters, and hands-on activities. MAUS increased awareness, engagement, and interest in astronomy at classical, pop, rock, and ethnic music concerts. Since 2009 over 50,000 people have participated in these outreach activities including a significant number of families and young girls. In addition to concerts in local Long Island parks, there were MUAS events at Tanglewood (summer home of the Boston Symphony Orchestra), Jazz in Central Park, and Astronomy Night on the National Mall (co-sponsored by the White House Office of Science and Technology Policy). In 2011 MUAS will be expanded to include Ravinia (summer home of the Chicago Symphony Orchestra), the Newport Folk Festival, and the Bethel Woods Center for the Arts (site of the 1969 Woodstock festival). According to our survey results, music lovers became more informed about astronomy. Expanding Hofstra University's successful outreach programs, I propose the creation of a National Halloween Stars event targeting children and a National Super Bowl Star Party targeting girls, women, and the 2/3 of Americans who do not watch the Super Bowl. This can be combined with astronomers or amateur astronomers bringing telescopes to Super Bowl parties for football fans to stargaze during

  9. Reconstruction of a Phreatic Explosion from Block Dispersion Modeling at King's Bowl, Idaho

    Science.gov (United States)

    Kobs-Nawotniak, S. E.; Sears, D. W. G.; Hughes, S. S.; Borg, C.; Sears, H.; Skok, J. R.; Elphic, R. C.; Lim, D. S. S.; Heldmann, J. L.; Haberle, C. W.; Guy, H.; Kobayashi, L.; Garry, B.; Neish, C.; Kim, K. J.

    2014-12-01

    King's Bowl (KB), located in Idaho's eastern Snake River Plain, was formed by a phreatic blast through a mostly-congealed lava lake. Blocks up to ~2m diameter were ejected from the vent to form a ballistic ejecta blanket extending radially more than 100m. The blocks on the western side of the KB fissure are extraordinarily well exposed, as the fine fraction was blown eastward by ambient winds during the explosion. We present preliminary modeling results using the western ballistic blocks of KB to calculate the energy of the eruption, and the water volume necessary to create the blast. This work is presented in conjunction with two other 2014 AGU conference abstracts submitted by NASA SSERVI funded FINESSE (Field Investigations to Enable Solar System Science and Exploration) team members: Hughes et al., which introduces the geology of KB and Sears et al., which discusses field observation and data trends. Results of this research are extensible to steam-driven pits on other solar system bodies, including those observed on Mars, Phobos, Deimos, and the asteroids. Over 600 blocks ranging from .2 to 2m in diameter were mapped using differential GPS and measured for 3 axial lengths and vesicularity. Mass calculations were corrected using a scaling factor determined from measurements of 100 blocks at KB, coupled with targeted density measurements. The dispersed block trajectories were modeled using a fourth order Runge-Kutta solution of the equations of motion to calculate suites of possible ejection speeds and angles. The resulting characteristic vent velocities were used to calculate the kinetic energy necessary to evacuate the crater at KB; energy required for fragmentation is neglected at this time. Total mass in the kinetic energy calculations was calculated by two separate methods: 1) current volume expression of the KB crater and 2) an additive solution of the ejecta field as determined from radial transect surveys. From the kinetic energy we calculated the

  10. Long-Term Effects on Graphene Supercapacitors of Using a Zirconia Bowl and Zirconia Balls for Ball-Mill mixing of Active Materials

    Science.gov (United States)

    Song, Dae-Hoon; Kim, Jin-Young; Kahng, Yung Ho; Cho, Hoonsung; Kim, Eung-Sam

    2018-04-01

    Improving the energy storage performance of supercapacitor electrodes based on reduced graphene oxide (RGO) is one of the main subjects in this research field. However, when a zirconia bowl and zirconia balls were used for ball-mill mixing of the active materials for RGO supercapacitors, the energy storage performance deteriorated over time. Our study revealed that the source of the problem was the inclusion of zirconia bits from abrasion of the bowl and the balls during the ballmill mixing, which increased during a period of 1 year. We probed two solutions to this problem: 1) hydrofluoric (HF) acid treatment of the RGO supercapacitors and 2) use of a tempered steel bowl and tempered steel balls for the mixing. For both cases, the energy storage performance was restored to near the initial level, showing a specific capacitance ( C sp ) of 200 F/g. Our results should lead to progress in research on RGO supercapacitors.

  11. Play Therapy: A Review

    Science.gov (United States)

    Porter, Maggie L.; Hernandez-Reif, Maria; Jessee, Peggy

    2009-01-01

    This article discusses the current issues in play therapy and its implications for play therapists. A brief history of play therapy is provided along with the current play therapy approaches and techniques. This article also touches on current issues or problems that play therapists may face, such as interpreting children's play, implementing…

  12. Codification of scan path parameters and development of perimeter scan strategies for 3D bowl-shaped laser forming

    Science.gov (United States)

    Tavakoli, A.; Naeini, H. Moslemi; Roohi, Amir H.; Gollo, M. Hoseinpour; Shahabad, Sh. Imani

    2018-01-01

    In the 3D laser forming process, developing an appropriate laser scan pattern for producing specimens with high quality and uniformity is critical. This study presents certain principles for developing scan paths. Seven scan path parameters are considered, including: (1) combined linear or curved path; (2) type of combined linear path; (3) order of scan sequences; (4) the position of the start point in each scan; (5) continuous or discontinuous scan path; (6) direction of scan path; and (7) angular arrangement of combined linear scan paths. Regarding these path parameters, ten combined linear scan patterns are presented. Numerical simulations show continuous hexagonal, scan pattern, scanning from outer to inner path, is the optimized. In addition, it is observed the position of the start point and the angular arrangement of scan paths is the most effective path parameters. Also, further experimentations show four sequences due to creat symmetric condition enhance the height of the bowl-shaped products and uniformity. Finally, the optimized hexagonal pattern was compared with the similar circular one. In the hexagonal scan path, distortion value and standard deviation rather to edge height of formed specimen is very low, and the edge height despite of decreasing length of scan path increases significantly compared to the circular scan path. As a result, four-sequence hexagonal scan pattern is proposed as the optimized perimeter scan path to produce bowl-shaped product.

  13. Public Health Surveillance Strategies for Mass Gatherings: Super Bowl XLIX and Related Events, Maricopa County, Arizona, 2015.

    Science.gov (United States)

    Ayala, Aurimar; Berisha, Vjollca; Goodin, Kate; Pogreba-Brown, Kristen; Levy, Craig; McKinney, Benita; Koski, Lia; Imholte, Sara

    2016-01-01

    Super Bowl XLIX took place on February 1, 2015, in Glendale, Arizona. In preparation for this event and associated activities, the Maricopa County Department of Public Health (MCDPH) developed methods for enhanced surveillance, situational awareness, and early detection of public health emergencies. Surveillance strategies implemented from January 22 to February 6, 2015, included enhanced surveillance alerts; animal disease surveillance; review of NFL clinic visits; syndromic surveillance for emergency room visits, urgent care facilities, and hotels; real-time onsite syndromic surveillance; all-hazards mortality surveillance; emergency medical services surveillance, review of poison control center reports; media surveillance; and aberration detection algorithms for notifiable diseases. Surveillance results included increased influenzalike illness activity reported from urgent care centers and a few influenza cases reported in the NFL clinic. A cyanide single event exposure was investigated and determined not to be a public health threat. Real-time field syndromic surveillance documented minor injuries at all events and sporadic cases of gastrointestinal and neurological (mostly headaches) disease. Animal surveillance reports included a cat suspected of carrying plague and tularemia and an investigation of highly pathogenic avian influenza in a backyard chicken flock. Laboratory results in both instances were negative. Aberration detection and syndromic surveillance detected an increase in measles reports associated with a Disneyland exposure, and syndromic surveillance was used successfully during this investigation. Coordinated enhanced epidemiologic surveillance during Super Bowl XLIX increased the response capacity and preparedness of MCDPH to make informed decisions and take public health actions in a timely manner during these mass gathering events.

  14. Microbial Content of “Bowl Water” Used for Communal Handwashing in Preschools within Accra Metropolis, Ghana

    Directory of Open Access Journals (Sweden)

    Patience B. Tetteh-Quarcoo

    2016-01-01

    Full Text Available Objective. This study aimed at determining the microbial content of “bowl water” used for communal handwashing in preschools within the Accra Metropolis. Method. Six (6 preschools in the Accra Metropolis were involved in the study. Water samples and swabs from the hands of the preschool children were collected. The samples were analysed and tested for bacteria, fungi, parasites, and rotavirus. Results. Eight different bacteria, two different parasites, and a fungus were isolated while no rotavirus was detected. Unlike the rest of the microbes, bacterial isolates were found among samples from all the schools, with Staphylococcus species being the most prevalent (40.9%. Out of the three schools that had parasites in their water, two of them had Cryptosporidium parvum. The fungus isolated from two out of the six schools was Aspergillus niger. All bacteria isolated were found to be resistant to cotrimoxazole, ciprofloxacin, and ampicillin and susceptible to amikacin and levofloxacin. Conclusion. Although handwashing has the ability to get rid of microbes, communal handwashing practices using water in bowls could be considered a possible transmission route and may be of public concern.

  15. Design for Play

    DEFF Research Database (Denmark)

    Feder, Karen

    2017-01-01

    Abstract The purpose of the new Design for Play initiative is to inspire and educate designers to design for the future of play. To create “play ambassadors” equipped with excellent tools, methods, approaches and mind-sets to design for the playful human being in an ever-changing world. To teach...... and inspire children to grow up to be creative designers of their own life and the world around them. The Design for Play research team will study the interplay between people, processes and products in design for play and support the development of playful designers, playful solutions and playful experiences...

  16. Play at Work

    DEFF Research Database (Denmark)

    Meier Sørensen, Bent; Spoelstra, Sverre

    2012-01-01

    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 fo...... 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....

  17. Playing on the edge

    DEFF Research Database (Denmark)

    Cermak-Sassenrath, Daniel

    2018-01-01

    and specific ways. For instance, gambling for money, party and drinking games, professional play and show sports, art installations, violent and military propaganda computer games, pervasive/mobile gaming, live-action role playing, festivals, performances, and games such as Ghosting and Planking. It is argued......Everything gets more interesting, challenging, or intense the closer it gets to the edge, and so does play. How edgy can play become and still be play? Based on Huizinga’s notion of play, this chapter discusses how a wide range of playful activities pushes the boundaries of play in different...... that in concert with a number of characteristics that mark an activity as play, play is essentially a subjective perspective and individual decision of the player. Huizinga calls this attitude the play spirit, which informs a player’s actions and is in turn sustained by them. Edgy digital or mobile games do...

  18. 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…

  19. Play Therapy. ERIC Digest.

    Science.gov (United States)

    Landreth, Garry; Bratton, Sue

    Play therapy is based on developmental principles and, thus, provides, through play, developmentally appropriate means of expression and communication for children. Therefore, skill in using play therapy is an essential tool for mental health professionals who work with children. Therapeutic play allows children the opportunity to express…

  20. The role of play

    NARCIS (Netherlands)

    Schouten, B.A.M.

    2011-01-01

    Play is seen as an activity that is fun, voluntary, offers escape, and is fundamentally exciting. Play is however, more than that; it is a working model of flexibility! There is a vital link between play, psychological development and learning. Moreover, the importance of play has gained importance

  1. Li and Na storage behavior of bowl-like hollow Co3O4 microspheres as an anode material for lithium-ion and sodium-ion batteries

    International Nuclear Information System (INIS)

    Wen, Jian-Wu; Zhang, Da-Wei; Zang, Yong; Sun, Xin; Cheng, Bin; Ding, Chu-Xiong; Yu, Yan; Chen, Chun-Hua

    2014-01-01

    Highlights: • A unique bowl-like hollow spherical Co 3 O 4 structure is prepared through a simple, low-cost and mass-yield method. • Such a bowl-like hollow Co 3 O 4 microsphere demonstrates extraordinary rate and cycling performance for Li-storage. • The sodium-storage behavior of Co 3 O 4 is investigated for the first time. - Abstract: Bowl-like hollow Co 3 O 4 microspheres are prepared via a simple and low-cost route by thermally treating Co-containing resorcinol-formaldehyde composites gel in air. Scanning electron microscopy, transmission electron microscope and N 2 adsorption-desorption measurements demonstrate that these bowl-like hollow Co 3 O 4 microspheres are composed of hollow inner cavities and outer shell walls (70 nm thickness), on which a considerable amount of mesopores centered around 5-17 nm size are distributed. When employed as the anode material for lithium-ion batteries, these bowl-like hollow Co 3 O 4 microspheres exhibit extraordinary cycling performance (111% retention after 50 cycles owing to capacity rise), fairly high rate capacity (650 mAh g −1 at 5 C) and enhanced lithium storage capacity. Meanwhile, the Na-storage behavior of Co 3 O 4 as an anode material of Na-ion batteries is initially investigated based on such a hollow structure and it exhibits similar feature of discharge/charge profiles and a high initial discharge capacity but relatively moderate capacity retention compared with the Li-storage performance

  2. Influence of Agricultural Operations on Dust Emission During the 1930a Dust Bowl, Baca County, CO, USA.

    Science.gov (United States)

    Hodges, A. T.; Bolles, K.; Forman, S. L.

    2017-12-01

    The drought that struck the U.S. Great Plains during the 1930s was one of the most intensedroughts in the region in the last millennium, spurring a major environmental and public healthcrisis. A prominent explanation for the cause of the "dust bowl" centers on the expansion ofagriculture and poor land management practices leading to widespread soil erosion. Thisprevalent hypothesis largely excludes the impacts of naturally occurring land surface processesthat contribute to eolian erosion and dust emissivity, particularly during periods of drought. Priorwork generally focuses on economic and sociological factors in agricultural decision-making forindividual fields or farms.This study utilizes early aerial photography collected by the Soil Conservation Service in 1936 ofBaca County, Colorado, to identify and quantify spatial relationships between geomorphicprocesses and anthropogenic activities impacting dust emission. From the holdings at theNational Archives, 25 photos covering 125 km2 scanned at 1200dpi are combined into acontinuous mosaic, and geo-referenced at RMSE 78.6 m2 . Detailed land cover analyses areundertaken in ArcGIS to classify uncultivated and cultivated surfaces; cultivated surfaces arefurther divided by surface agricultural operations in relation to erosion and dust emission (e.g.listing, contour furrows, terraces, circuitous plowing, listing, eolian transport, and fallow fieldswith and without vegetation). The classified surface is overlaid with National ResourceConservation Service surveys and Soil Conservation Service reconnaissance surveys of land useand erosion carried out in 1936 to infer to potential emissivity of a given cultivated surface. Inthis way, it becomes possible to evaluate human influence on dust emission in one of theworst-struck counties of the Dust Bowl and potentially identify other causative factors to thissignificant period in American history.

  3. Child's Play: Therapist's Narrative

    Science.gov (United States)

    Reddy, Rajakumari P.; Hirisave, Uma

    2014-01-01

    Play has been recognized as an essential component to children's healthy development. Schools of play therapy differ philosophically and technically, but they all embrace the therapeutic and developmental properties of play. This case report is an illustration of how a 6-year-old child with emotional disorder was facilitated to express concerns in child-centered play therapy. The paper discusses the therapist's narration of the child's play. PMID:24860228

  4. Alibis for Adult Play

    Science.gov (United States)

    2017-01-01

    The social meanings of play sit at odds with norms of responsible and productive adult conduct. To be “caught” playing as an adult therefore risks embarrassment. Still, many designers want to create enjoyable, nonembarrassing play experiences for adults. To address this need, this article reads instances of spontaneous adult play through the lens of Erving Goffman’s theory of the interaction order to unpack conditions and strategies for nonembarrassing adult play. It identifies established frames, segregated audiences, scripts supporting smooth performance, managing audience awareness, role distancing, and, particularly, alibis for play: Adults routinely provide alternative, adult-appropriate motives to account for their play, such as child care, professional duties, creative expression, or health. Once legitimized, the norms and rules of play themselves then provide an alibi for behavior that would risk being embarrassing outside play.

  5. 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....

  6. 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)

  7. 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 ...

  8. 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 ...

  9. 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 ...

  10. [Play therapy in hospital].

    Science.gov (United States)

    Gold, Katharina; Grothues, Dirk; Leitzmann, Michael; Gruber, Hans; Melter, Michael

    2012-01-01

    The following article presents an overview of current research studies on play therapy in the hospital. It highlights individual diagnoses for which play therapy has shown reasonable success. The aim of this review is to describe the current status of the scientific debate on play therapy for sick children in order to allow conclusions regarding the indications for which play therapy is or might be useful.

  11. The Pedagogy of Play

    Science.gov (United States)

    Giesbrecht, Sheila

    2012-01-01

    Play is important. Environmental educators Sobel and Louv write about the relationship between children and outside play and suggest that early transcendental experiences within nature allow children to develop empathetic orientations towards the natural world. Children who play out-of-doors develop an appreciation for the environment and…

  12. 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. intro...

  13. 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 ...

  14. Playing with the city

    DEFF Research Database (Denmark)

    Tosca, Susana; Marquez, Israel

    2017-01-01

    In this paper we introduce and describe the phenomenon of videogame street art as a specific kind of street art. We consider its materiality and significance, and conceptualize it in the light of a double manifestation of play: the playful appropriation of the city by the artist and the fact...... that street art encapsulates the act of playing videogames in a visual form. Digital play spills out of our computer screens and occupies the urban space with the explicit intention of involving spectators, who are invited to play in symbolic ways that actualize nostalgic memories of gaming and can be related...

  15. Playing with social identities

    DEFF Research Database (Denmark)

    Winther-Lindqvist, Ditte Alexandra

    2013-01-01

    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......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...

  16. Dependence of secondary electron emission on the incident angle and the energy of primary electrons bombarding bowl-structured beryllium surfaces

    International Nuclear Information System (INIS)

    Kawata, Jun; Ohya, Kaoru.

    1994-01-01

    A Monte Carlo simulation of the secondary electron emission from beryllium is combined with a model of bowl structure for surface roughness, for analyzing the difference between the electron emissions for normal and oblique incidences. At normal incidence, with increasing the roughness parameter H/W, the primary energy E pm at which the maximum electron yield occurs becomes higher, and at more than the E pm , the decrease in the yield is slower; where H and W are the depth and width of the bowl structure, respectively. The dispersion of incident angle to the microscopic surface causes a small increase in the yield at oblique incidence, whereas the blocking of primary electrons from bombarding the bottom of the structure causes an opposite trend. The strong anisotropy in the polar angular distribution with respect to the azimuthal angle is calculated at oblique incidence. (author)

  17. FairyPlay

    DEFF Research Database (Denmark)

    Toft, Herdis

    2018-01-01

    in a play culture where children recycle them in transmitted, transformed and transgressive modes. His fairy tales function as raw materials – trash – for play-production, and these contemporary children muddle, mingle, remix their formulas and elements with other materials and adjust them to a play context......Hans Christian Andersen is a cultural icon in the Danish community, and his fairy tales are canonized as treasured Danish cultural heritage. However, situated as they are today in a crosscultural mix between folklore, booklore and medialore, they also may be analysed as useful, treasured trash...... through improvisations. So they perform what we shall name FairyPlay - just like Hans Christian Andersen himself did. We show Hans Christian Andersen as an intimate connoisseur of play culture, a homo ludens, a trash-sculptor and a thing-finder, like Pippi Longstocking and like children in play. Examples...

  18. 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.

  19. Work Hard / Play Hard

    OpenAIRE

    Burrows, J.; Johnson, V.; Henckel, D.

    2016-01-01

    Work Hard / Play Hard was a participatory performance/workshop or CPD experience hosted by interdisciplinary arts atelier WeAreCodeX, in association with AntiUniversity.org. As a socially/economically engaged arts practice, Work Hard / Play Hard challenged employees/players to get playful, or go to work. 'The game changes you, you never change the game'. Employee PLAYER A 'The faster the better.' Employer PLAYER B

  20. Free riders play fair

    OpenAIRE

    Takikawa, Hirohide

    2012-01-01

    After the demise of the social contract theory, the argument from fair play, which employs the principle of fair play, has been widely acknowledged as one of the most promising ways of justifying political obligation. First, I articulate the most promising version of the principle of fair play. Then, I show that free riders play fair, that is, that their moral fault lies not in unfairness but in the violation of a rule by appealing to the example of three-in-a-boat. Finally, I conclude that e...

  1. Designing for Immediate Play

    DEFF Research Database (Denmark)

    Pichlmair, Martin; Mech, Lena; Sicart, Miguel Angel

    2017-01-01

    This paper is concerned with designing for immediate play, the experience that a player has when joining a game designed for being played without particular preparation. Museum games, urban games, casual sports, and ad-hoc multiplayer video games are kinds of games that facilitate immediate play...... offer using examples and expert opinions. While most practices and game examples mentioned in this paper are from non-digital games, a special focus is put on the role of technology in immediately playable experiences. Still, the examined design dimensions are independent of the technological foundation...... of the game. This paper provides a starting point for designing better immediate play situations....

  2. Late Modern Play Culture

    DEFF Research Database (Denmark)

    Karoff, Helle Skovbjerg

    2008-01-01

    and the Danish University of Education (among others) have been working with different kind of products, all referred to as PlAYWARE. Playware combines modern technology and knowledge about play culture in order to produce playful experiences for its players. This paper will exemplify how the concept of play can...... 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...

  3. Facile Synthesis of Bowl-Like LiFePO4/C Composite with High Rate-Performance

    Science.gov (United States)

    Jing, Peng; Yao, Lei; Xiang, Mingwu; Wang, Yan; Wu, Jinhua; Wang, Boya; Zhang, Yun; Wu, Hao; Liu, Heng

    2018-03-01

    Olivine-structured LiFePO4/C composites with high rate-performance were synthesized via an industrial spray-drying technique using a low cost Fe3O4 as iron source. The as-obtained LiFePO4/C exhibits a unique bowl-like morphology with a particle size of 2-5 μm in diameter. A continuous uniform carbon coating layer on the surface of LiFePO4/C cathodes promotes fast electron transport, whilst it guarantees the favorable electrochemical reaction. Especially the formation of porous structure leads to an average pore volume of 0.127 cm3 g-1 and a high specific surface area of 34.46 m2 g-1, which is conducive to facilitating the penetration of electrolyte and providing the more contact area of electrolyte with LiFePO4/C. As a result, the as-prepared LiFePO4/C cathode material delivers an outstanding discharge capacity of 102.1 mAh g-1, 94.2% of the initial capacity (108.3 mAh g-1), after 1000 cycles at 10 C. Even at an ultrahigh current rate of 50 C, it still shows an initial discharge capacity of 58 mAh g-1.

  4. Facile Synthesis of Bowl-Like LiFePO4/C Composite with High Rate-Performance

    Science.gov (United States)

    Jing, Peng; Yao, Lei; Xiang, Mingwu; Wang, Yan; Wu, Jinhua; Wang, Boya; Zhang, Yun; Wu, Hao; Liu, Heng

    2018-07-01

    Olivine-structured LiFePO4/C composites with high rate-performance were synthesized via an industrial spray-drying technique using a low cost Fe3O4 as iron source. The as-obtained LiFePO4/C exhibits a unique bowl-like morphology with a particle size of 2-5 μm in diameter. A continuous uniform carbon coating layer on the surface of LiFePO4/C cathodes promotes fast electron transport, whilst it guarantees the favorable electrochemical reaction. Especially the formation of porous structure leads to an average pore volume of 0.127 cm3 g-1 and a high specific surface area of 34.46 m2 g-1, which is conducive to facilitating the penetration of electrolyte and providing the more contact area of electrolyte with LiFePO4/C. As a result, the as-prepared LiFePO4/C cathode material delivers an outstanding discharge capacity of 102.1 mAh g-1, 94.2% of the initial capacity (108.3 mAh g-1), after 1000 cycles at 10 C. Even at an ultrahigh current rate of 50 C, it still shows an initial discharge capacity of 58 mAh g-1.

  5. 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...

  6. 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.

  7. 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...

  8. Communication in Symbolic Play.

    Science.gov (United States)

    Umek, Ljubica Marjanovic; Musek, Petra Lesnik; Kranjc, Simona

    2001-01-01

    Analyzed records of Slovene children's speech from a linguistic point of view and established differences in communication patterns with regard to the children's ages and the type of symbolic play. Found a shift in play from make-believe with regard to objects to roleplay related to social context. The older the child, the more language functions…

  9. 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...

  10. 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.

  11. 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.

  12. Modification of piston bowl geometry and injection strategy, and investigation of EGR composition for a DME-burning direct injection engine

    Directory of Open Access Journals (Sweden)

    Kianoosh Shojae

    2017-01-01

    Full Text Available The amount of pollutant gases in the atmosphere has reached a critical state due to an increase in industrial development and the rapid growth of automobile industries that use fossil fuels. The combustion of fossil fuels produces harmful gases such as carbon dioxide, nitrogen monoxide (NO, soot, particulate matter (PM, etc. The use of Dimethyl Ether (DME biofuel in diesel engines or other combustion processes have been highly regarded by researchers. Studies show that the use of pure DME in automotive engines will be possible in the near future. The present work evaluated the environmental and performance effects of changing the injection strategy (time and temperature, piston bowl geometry, and exhaust gas recirculation (EGR composition for a DME-burning engine. The modification of piston bowl parameters and engine simulation were numerically performed by using AVL fire CFD code. For model validation, the calculated mean pressure and rate of heat released (RHR were compared to the experimental data and the results showed a good agreement (under a 70% load and 1200-rpm engine speed. It was found that retarding injection timing (reduction in in-cylinder temperature, consequently caused a reduction in NO emissions and increased soot formation, reciprocally; this occurred because of a reduction in temperature and a lower soot oxidation in the combustion chamber. It became clear that 3 deg before top dead center (BTDC was the appropriate injection timing for the DME-burning heavy duty diesel engine running under 1200 rpm. Also, the parametrical modification of the piston bowl geometry and the simultaneous decrease of Tm (piston bowl depth and R3 (bowl inner radius lengths were associated with lower exhaust NO emissions. For the perfect utilization of DME fuel in an HD diesel engine, the suggested proper lengths of Tm and R3 were 0.008 and 0.0079 m, respectively. Furthermore, various EGR compositions for the reduction of exhaust NO were investigated

  13. 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...... and interdisciplinary Innovation and Business master's program in Denmark. We identify several important themes related to the process of learning through playing and the social dynamics of open collaborative innovation, while we also highlight possible caveats of “playing” and practicing open innovation. Our findings...

  14. 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...... and alters the former, and vice versa. Consequently, if the appointed procedures of a game are no longer fixed and rigid in their conveyance of meaning, qua the appropriative and dissolving nature of play, then understandings of games as conveying a fixed meaning through their procedures are inadequate...

  15. 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....... Human beings can very well understand play – or whatever phenomenon in human life – without defining it....

  16. 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....

  17. To play is necessary

    Directory of Open Access Journals (Sweden)

    Angela Vargas

    2008-05-01

    Full Text Available This work tries to contemplate on playing, leaving of the observations on the children's games accomplished during the apprenticeship and the articulation of those with some theoretical ones that have been dedicating if to the study of the game, of the childhood and of the Infantile Education. It was possible, through the apprenticeship registrations and of the observations to live many moments in that the two groups, 3A and 3B, they played incorporating objects and creating characters in your games. He/she gave way, we sought focar the game of the do-of-bill, contemplating on your importance for the children in the first childhood, and that possibilities she brings us in the amplification of the infantile experiences. Another important aspect in this article is to contemplate on the teacher's practice in the Infantile Education, and, through our observations on playing of the children noticed the teachers' involvement in the children's games.

  18. 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

  19. Motivation, Creativity, Play & Learning

    DEFF Research Database (Denmark)

    Petersson, Eva

    2005-01-01

    on their needs and desires. This paper presents results from SoundScapes body of research which is utilising technology in assistive (re)habilitation from Virtual Interactive Space (VIS); furthermore the paper describes what emerges in play scenarios that utilise enabling technology. The involved study exhibits...... 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...

  20. 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...

  1. 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…

  2. 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.

  3. Efficacy of play therapy

    African Journals Online (AJOL)

    User

    Life-skills of Children Under Difficult Circumstances: The. Case of Two ... Goodman's Strengths and Difficulties Questionnaire-a standardized instrument) were obtained from 17 ... From a developmental point of view, play ... preventing mild problems becoming worse, .... records) and a socially withdrawn child-for example ...

  4. The Activity of Play

    DEFF Research Database (Denmark)

    Pichlmair, Martin

    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...

  5. stage/page/play

    DEFF Research Database (Denmark)

    context. Contributors: Per Brask, Dario Fo, Jette Barnholdt Hansen, Pil Hansen, Sven Åke Heed, Ulla Kallenbach, Sofie Kluge, Annelis Kuhlmann, Kela Kvam, Anna Lawaetz, Bent Flemming Nielsen, Franco Perrelli, Magnus Tessing Schneider, Antonio Scuderi. stage/page/play is published as a festschrift...

  6. 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...

  7. 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...

  8. 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.

  9. Playful Collaboration (or Not)

    DEFF Research Database (Denmark)

    Bogers, Marcel

    2011-01-01

    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...... 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...... collaboration at the cost of individual performance and possible long-term collective performance as well....

  10. Play. Learn. Innovate

    DEFF Research Database (Denmark)

    Sproedt, Henrik

    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...... 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...

  11. 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....

  12. 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

  13. Transabdominal bowl sonography

    DEFF Research Database (Denmark)

    Wilkens, Rune; Strandberg, Charlotte

    2014-01-01

    This focused review describes the current use and future perspectives regarding transabdominal bowel sonography (TABS). The technique for B-mode and Doppler is described and the use of ultrasound contrast and elastography is discussed. Pathology and subsequent imaging findings are focused on appe...... on appendicitis, diverticulitis, inflammatory bowel diseases and within paediatric conditions along with other common intestinal pathology. In conclusion we find that TABS is a fast, efficient, low-cost and non-ionization imaging technique without any patient discomfort....

  14. Turning training into play

    DEFF Research Database (Denmark)

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

    2011-01-01

    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......, there are also certain barriers, when seniors interact with the system. Speed and complexity of what is displayed on the screen are examples of barriers that affect the seniors’ satisfactory use of the technology. Based on these findings, we discuss how physical rehabilitation may be facilitated by computer...

  15. Playing Second Fiddle?

    DEFF Research Database (Denmark)

    This book poses the inconvenient question whether he European Union has become a secondary actor on the global arena, or whether it has perhaps for a long time already been playing second fiddle without wishing to admit it. What indicators would today, after a prolonged economic and socio......-political crisis in the Eurozone, imply that the EU can challenge the United States, China, or for that matter Russia, and take a position as a true global powerhouse? Has the train already left the station for what is still a very unique experiment, the European Union? Four different visions of Europes’s future...

  16. PlayStation purpura.

    Science.gov (United States)

    Robertson, Susan J; Leonard, Jane; Chamberlain, Alex J

    2010-08-01

    A 16-year-old boy presented with a number of asymptomatic pigmented macules on the volar aspect of his index fingers. Dermoscopy of each macule revealed a parallel ridge pattern of homogenous reddish-brown pigment. We propose that these lesions were induced by repetitive trauma from a Sony PlayStation 3 (Sony Corporation, Tokyo, Japan) vibration feedback controller. The lesions completely resolved following abstinence from gaming over a number of weeks. Although the parallel ridge pattern is typically the hallmark for early acral lentiginous melanoma, it may be observed in a limited number of benign entities, including subcorneal haematoma.

  17. 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

  18. Playful hyper responsibility

    DEFF Research Database (Denmark)

    Knudsen, Hanne; Andersen, Niels Åkerstrøm

    2014-01-01

    Over the past 10–15 years, state-funded schools have begun to require parents to assume an undefined and infinite personal responsibility. In this article, we investigate how schools organize responsibility games to respond to this challenge and how these games affect the concept of responsibility....... We point to a dislocation in the way parents are assigned responsibility, because the definition of responsibility is not only a question of formulating rules or providing advice. We argue that what emerges is a kind of playful hyper responsibility that identifies responsibility as the participation...

  19. Are Dogs That Are Fed from a Raised Bowl at an Increased Risk of Gastric Dilation Volvulus Compared with Floor-Fed Dogs?

    Directory of Open Access Journals (Sweden)

    Louise Anne Buckley

    2017-01-01

    Full Text Available There are only two studies that study the effect of raised feeders on the risk of Gastric Dilatation Volvulus (GDV and their findings conflict. Only one study found a significant effect of feeder height, with large and giant breeds fed from a raised feeder being at an increased risk of GDV floor fed dogs. However, these authors found that, where the feeder was raised, the height of the feeder that increased the GDV risk was affected by the size of the dog. Large breed dogs were more likely to develop a GDV if fed from a bowl ≤ 1 foot tall, whereas giant breed dogs were more likely to develop a GDV if fed from a bowl > 1 foot tall. No studies found that feeding from a raised feeder reduced the risk of GDV relative to feeding from the floor. Therefore, the safest option in the absence of further evidence is to advise that owners of ‘at risk’ dogs feed from a feeder on the floor. This may not reduce the risk of GDV, but there is no evidence to suggest that it will increase the risk. 

  20. Clinical use of Nintendo Wii bowling simulation to decrease fall risk in an elderly resident of a nursing home: a case report.

    Science.gov (United States)

    Clark, Robert; Kraemer, Theresa

    2009-01-01

    Of the estimated 1.7 million residents of nursing homes in the United States, approximately half fall annually; and 11% of these sustain injury. This is twice the rate for persons dwelling in the community. By addressing fall risk, physical therapists have an opportunity to reduce falls which are the leading cause of injury deaths, as well as the most common cause of nonfatal injuries for older adults in the United States. This case report examines the effect of a novel interactive video game intervention to address balance dysfunction in an elderly resident of a nursing home who was at risk for falls. The patient is an 89-year-old resident diagnosed with an unspecified balance disorder and a history of multiple falls. Self reports of gait abnormalities, scores on several clinical measures, and her fall history classified her as having substantial risk for future falls. A nontraditional approach to balance training, employing the Nintendo Wii bowling simulation, was used as intervention for this patient's balance disorder. After 6 one-hour treatment sessions, the patient's Berg Balance Score improved from 48 to 53. On the Dynamic Gait Index, the patient improved her score from 19 to 21. The patient's Timed Up and Go Test improved from 14.9 to 10.5 seconds, all suggesting a reduced risk of falling. The patient's ABC Score improved from 88 to 90%. Physical therapy intervention, using the Nintendo Wii bowling simulation, may have decreased fall risk for this individual.

  1. Comparison of energy expenditure in adolescents when playing new generation and sedentary computer games: cross sectional study

    Science.gov (United States)

    2007-01-01

    Objective To compare the energy expenditure of adolescents when playing sedentary and new generation active computer games. Design Cross sectional comparison of four computer games. Setting Research laboratories. Participants Six boys and five girls aged 13-15 years. Procedure Participants were fitted with a monitoring device validated to predict energy expenditure. They played four computer games for 15 minutes each. One of the games was sedentary (XBOX 360) and the other three were active (Wii Sports). Main outcome measure Predicted energy expenditure, compared using repeated measures analysis of variance. Results Mean (standard deviation) predicted energy expenditure when playing Wii Sports bowling (190.6 (22.2) kJ/kg/min), tennis (202.5 (31.5) kJ/kg/min), and boxing (198.1 (33.9) kJ/kg/min) was significantly greater than when playing sedentary games (125.5 (13.7) kJ/kg/min) (P<0.001). Predicted energy expenditure was at least 65.1 (95% confidence interval 47.3 to 82.9) kJ/kg/min greater when playing active rather than sedentary games. Conclusions Playing new generation active computer games uses significantly more energy than playing sedentary computer games but not as much energy as playing the sport itself. The energy used when playing active Wii Sports games was not of high enough intensity to contribute towards the recommended daily amount of exercise in children. PMID:18156227

  2. Learning Arabic through play

    DEFF Research Database (Denmark)

    Papadopoulos, Pantelis M.; Ibrahim, Zeinab; Karatsolis, Andreas

    2015-01-01

    This paper presents the use of educational games in the context of the “Arabiyyatii” research project, a three-year project funded through Qatar National Research Fund. The scope of the project is teaching Modern Standard Arabic (MSA) to kindergarten students (5-6 years old) that are native...... speakers of the Qatari dialect. Part of the new curriculum envisioned in the project includes the use of simple educational games, specifically designed and developed for tabletop surface computers. The paper presents a naturalistic study design, following the activities of 18 students for a period of 9...... weeks in the project. The paper presents three of the most played games by the students, along with analysis on collected data, focusing on students’ performance and attitudes towards the new curriculum. Results analysis provided an encouraging image, suggesting that the conducted activity was able...

  3. Farm Hall: The Play

    Science.gov (United States)

    Cassidy, David C.

    2013-03-01

    It's July 1945. Germany is in defeat and the atomic bombs are on their way to Japan. Under the direction of Samuel Goudsmit, the Allies are holding some of the top German nuclear scientists-among them Heisenberg, Hahn, and Gerlach-captive in Farm Hall, an English country manor near Cambridge, England. As secret microphones record their conversations, the scientists are unaware of why they are being held or for how long. Thinking themselves far ahead of the Allies, how will they react to the news of the atomic bombs? How will these famous scientists explain to themselves and to the world their failure to achieve even a chain reaction? How will they come to terms with the horror of the Third Reich, their work for such a regime, and their behavior during that period? This one-act play is based upon the transcripts of their conversations as well as the author's historical work on the subject.

  4. Mobilities at Play

    DEFF Research Database (Denmark)

    Ungruhe, Christian

    2017-01-01

    So far, academic contributions have widely framed football in Africa as a means for migration from a western point of view. At a time, they presented particular and one-dimensional understandings of transnational links in the realm of football migration between Africa and Europe. Macro......-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...... mobilities are indeed linked to ‘the transnational’ in migration there is a need to localize the phenomenon and investigate how local understandings of migration and mobility are lived and expressed in a transnational sport like football. By taking data from fieldwork among West African football migrants...

  5. Free time, play and game

    OpenAIRE

    Božović Ratko R.

    2008-01-01

    Free time and play are mutually dependent categories that are always realized together. We either play because we have free time or we have free time because we play (E. Fink). Play, no matter whether it is children's or artistic play or a spontaneous sports game (excluding professional sports) most fully complements human existence and thereby realizes free time as a time in freedom and freedom of time. Therefore, free time exists and is most prominent in play. Moreover, one game releases it...

  6. 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…

  7. Word Play: Scaffolding Language Development through Child-Directed Play

    Science.gov (United States)

    Wasik, Barbara A.; Jacobi-Vessels, Jill L.

    2017-01-01

    Play is an important activity in young children's lives. It is how children explore their world and build knowledge. Although free play, which is play that is totally child directed, contributes to children's learning, self-regulation and motivation, adults' participation in children's play is critical in their development, especially their…

  8. Play the European card

    International Nuclear Information System (INIS)

    Majewski, O.

    1999-01-01

    Dr. Otto Majewski, Chief Executive Officer of the Bayernwerk AG utility, in his capacity as Chairman of the European Nuclear Council pointed out at ENC 98 in Nice that national energy policies constituted a major danger to the use of nuclear power. At the same time, he indicated ways and means by which to evade that danger. The decisions taken in Sweden and in the Federal Republic of Germany to opt out of the use of nuclear power show that national energy policies can seriously jeopardize the use of nuclear power. Bayernwerk CEO Dr. Majewski urged nuclear power plant operators to counteract these tendencies by playing the European card. Nuclear power anyway was a classical topic of European cooperation which, in the past, had resulted in higher safety standards and in the development of the EPR. It should also be attempted, by working on European institutions, to strengthen the use of nuclear power, even on a national level. He invoked economic arguments against nuclear opponents, especially the preservation of competitiveness by means of lower electricity prices, and arguments of climate protection. (orig.) [de

  9. Comparison of energy expenditure in adolescents when playing new generation and sedentary computer games: cross sectional study.

    Science.gov (United States)

    Graves, Lee; Stratton, Gareth; Ridgers, N D; Cable, N T

    2007-12-22

    To compare the energy expenditure of adolescents when playing sedentary and new generation active computer games. Cross sectional comparison of four computer games. Research laboratories. Six boys and five girls aged 13-15 years. Procedure Participants were fitted with a monitoring device validated to predict energy expenditure. They played four computer games for 15 minutes each. One of the games was sedentary (XBOX 360) and the other three were active (Wii Sports). Predicted energy expenditure, compared using repeated measures analysis of variance. Mean (standard deviation) predicted energy expenditure when playing Wii Sports bowling (190.6 (22.2) kJ/kg/min), tennis (202.5 (31.5) kJ/kg/min), and boxing (198.1 (33.9) kJ/kg/min) was significantly greater than when playing sedentary games (125.5 (13.7) kJ/kg/min) (Pgames. Playing new generation active computer games uses significantly more energy than playing sedentary computer games but not as much energy as playing the sport itself. The energy used when playing active Wii Sports games was not of high enough intensity to contribute towards the recommended daily amount of exercise in children.

  10. 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…

  11. Play Therapy in Elementary Schools

    Science.gov (United States)

    Landreth, Garry L.; Ray, Dee C.; Bratton, Sue C.

    2009-01-01

    Because the child's world is a world of action and activity, play therapy provides the psychologist in elementary-school settings with an opportunity to enter the child's world. In the play therapy relationship, toys are like the child's words and play is the child's language. Therefore, children play out their problems, experiences, concerns, and…

  12. Enhanced reality live role playing

    OpenAIRE

    Söderberg, Jonas; Waern, Annika; Åkesson, Karl-Petter; Björk, Staffan; Falk, Jennica

    2004-01-01

    Live role-playing is a form of improvisational theatre played for the experience of the performers and without an audience. These games form a challenging application domain for ubiquitous technology. We discuss the design options for enhanced reality live role-playing and the role of technology in live role-playing games.

  13. The Upside of Videogame Playing.

    Science.gov (United States)

    Jackson, Linda A

    2012-12-01

    In our research on the relationship between videogame playing and cognitive outcomes we found that children (n=481, 12 year olds) who played videogames more were more creative than those who played them less. Here we summarize these findings and propose new research to identify mediating cognitive factors influenced by videogame playing.

  14. 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.

  15. 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

  16. ANTHROPOMETRIC AND STRENGTH CHARACTERISTICS OF TENPIN BOWLERS WITH DIFFERENT PLAYING ABILITIES

    Directory of Open Access Journals (Sweden)

    Rizal Razman

    2012-01-01

    Full Text Available The primary purpose of this study was to investigate the strength and anthropometric characteristics of elite and semi-elite tenpin bowlers as compared to non-bowlers, and to establish whether it was possible to discriminate playing level through selected predictor variables. Elite and semi-elite bowlers were distinguished by their bowling score average (BSave, with participants scoring 200 pin falls and above assigned to the elite group. Eighteen elite bowlers (M=10, F=8; BSave 213.2±6.80, 12 semi-elite bowlers (M=7, F=5; BSave 181.3±9.36 and 33 sedentary university students (M=14, F=19 were recruited. Anthropometric measurements were taken and isometric arm strength was recorded. Between-group differences were identified through a two-way ANOVA, while discriminant analysis was used to predict group membership. For anthropometric characteristics, the results indicated that the elite bowlers were heavier, had longer lower leg and hand length and had a wider arm span as compared to the non-bowlers. The elite group also had stronger forearm/wrist internal rotation compared to non-bowlers. In addition, the male elite group were stronger than the non-bowling group for arm flexion. There appeared to be a 54% success rate for predicting group membership from selected anthropometric and strength discriminating variables, with forearm/wrist internal rotation strength being the best discriminating variable. It is suggested that coaches should benefit by selecting larger built bowlers with long limbs. Furthermore, bowlers could potentially gain by paying extra attention to increasing the strength levels of forearm/wrist internal rotators and arm flexors during training. These findings also provide normative data for elite and semi-elite bowlers.

  17. Beyond the Melting Pot and Salad Bowl Views of Cultural Diversity: Advancing Cultural Diversity Education of Nutrition Educators.

    Science.gov (United States)

    Setiloane, Kelebogile Tsametse

    2016-10-01

    This article outlines how the melting pot and salad bowl views of cultural diversity have influenced the cultural training of nutrition educators and other health professionals. It explores how these views are changing in reaction to the changing demographics and health disparities seen in the US today and how the cultural training of nutrition educators has not kept up with these changing views. Suggestions for how this cultural education could be modified include placing a greater emphasis on both the cultural self-awareness of nutrition educators and the sociopolitical historical factors that influence the cultural orientation of nutrition educators and their clients. Copyright © 2016 Society for Nutrition Education and Behavior. Published by Elsevier Inc. All rights reserved.

  18. An experimental investigation on the influence of piston bowl geometry on RCCI performance and emissions in a heavy-duty engine

    International Nuclear Information System (INIS)

    Benajes, Jesús; Pastor, José V.; García, Antonio; Monsalve-Serrano, Javier

    2015-01-01

    Highlights: • Great influence of piston geometry at low load using single injection strategies. • Enhanced combustion development at mid load through optimized piston surface area. • Double injection allows ultra-low NOx and soot levels for the three piston geometries. • Unacceptable soot emissions at high load using single injection and bathtub geometry. • Stepped geometry leads to ultra-clean combustion with lower fuel consumption than CDC. - Abstract: This experimental work investigates the effects of piston bowl geometry on RCCI performance and emissions at low, medium and high engine loads. For this purpose three different piston bowl geometries with compression ratio 14.4:1 have been evaluated using single and double injection strategies. The experiments were conducted in a heavy-duty single-cylinder engine adapted for dual fuel operation. All the tests were carried out at 1200 rev/min. Results suggest that piston geometry has great impact on combustion development at low load conditions, more so when single injection strategies are used. It terms of emissions, it was proved that the three geometries enables ultra-low NOx and soot emissions at low and medium load when using double injection strategies. By contrast, unacceptable emissions were measured at high load taking into account EURO VI limitations. Finally, the application of a mathematical function considering certain self-imposed constraints suggested that the more suitable piston geometry for RCCI operation is the stepped one, which has a modified transition from the center to the squish region and reduced piston surface area than the stock geometry

  19. Activity and energy expenditure in older people playing active video games.

    Science.gov (United States)

    Taylor, Lynne M; Maddison, Ralph; Pfaeffli, Leila A; Rawstorn, Jonathan C; Gant, Nicholas; Kerse, Ngaire M

    2012-12-01

    Tayl To quantify energy expenditure in older adults playing interactive video games while standing and seated, and secondarily to determine whether participants' balance status influenced the energy cost associated with active video game play. Cross-sectional study. University research center. Community-dwelling adults (N=19) aged 70.7±6.4 years. Participants played 9 active video games, each for 5 minutes, in random order. Two games (boxing and bowling) were played in both seated and standing positions. Energy expenditure was assessed using indirect calorimetry while at rest and during game play. Energy expenditure was expressed in kilojoules per minute and metabolic equivalents (METs). Balance was assessed using the mini-BESTest, the Activities-specific Balance Confidence Scale, and the Timed Up and Go (TUG). Mean ± SD energy expenditure was significantly greater for all game conditions compared with rest (all P≤.01) and ranged from 1.46±.41 METs to 2.97±1.16 METs. There was no significant difference in energy expenditure, activity counts, or perceived exertion between equivalent games played while standing and seated. No significant correlations were observed between energy expenditure or activity counts and balance status. Active video games provide light-intensity exercise in community-dwelling older people, whether played while seated or standing. People who are unable to stand may derive equivalent benefits from active video games played while seated. Further research is required to determine whether sustained use of active video games alters physical activity levels in community settings for this population. Copyright © 2012 American Congress of Rehabilitation Medicine. Published by Elsevier Inc. All rights reserved.

  20. Parental Involvement In Play Therapy

    Science.gov (United States)

    Ohlson, E. Lamonte

    1976-01-01

    Play therapy acts as a medium of expression for children. The purpose of this article is to outline a methodological approach as well as to emphasize the necessity of including the parent in the play therapy situation. (Author)

  1. Learning, Play, and Your Newborn

    Science.gov (United States)

    ... Staying Safe Videos for Educators Search English Español Learning, Play, and Your Newborn KidsHealth / For Parents / Learning, ... Some Other Ideas Print What Is My Newborn Learning? Play is the chief way that infants learn ...

  2. Problematic game play: the diagnostic value of playing motives, passion, and playing time in men.

    Science.gov (United States)

    Kneer, Julia; Rieger, Diana

    2015-04-30

    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.

  3. 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.

  4. Play Therapy: Basics and Beyond.

    Science.gov (United States)

    Kottman, Terry

    This book provides an atheoretical orientation to basic concepts involved in play therapy and an introduction to different skills used in play therapy. The demand for mental professionals and school counselors who have training and expertise in using play as a therapeutic tool when working with children has increased tremendously. In response to…

  5. Play Therapy in School Counseling

    Science.gov (United States)

    Trice-Black, Shannon; Bailey, Carrie Lynn; Kiper Riechel, Morgan E.

    2013-01-01

    Play therapy is an empirically supported intervention used to address a number of developmental issues faced in childhood. Through the natural language of play, children and adolescents communicate feelings, thoughts, and experiences. Schools provide an ideal setting for play therapy in many ways; however, several challenges exist in implementing…

  6. Play Memories and Place Identity.

    Science.gov (United States)

    Sandberg, Anette

    2003-01-01

    This retrospective study examined play memories from childhood to adulthood of 478 university students between ages 20 and 62 as exhibited in drawings of play memories and questionnaire responses. The study focused on the role of the physical environment and place identity in play memories and individual identity development. Findings showed that…

  7. 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…

  8. Why do adult dogs 'play'?

    Science.gov (United States)

    Bradshaw, John W S; Pullen, Anne J; Rooney, Nicola J

    2015-01-01

    Among the Carnivora, play behaviour is usually made up of motor patterns characteristic of predatory, agonistic and courtship behaviour. Domestic dogs are unusual in that play is routinely performed by adults, both socially, with conspecifics and with humans, and also asocially, with objects. This enhanced playfulness is commonly thought to be a side effect of paedomorphosis, the perpetuation of juvenile traits into adulthood, but here we suggest that the functions of the different types of play are sufficiently distinct that they are unlikely to have arisen through a single evolutionary mechanism. Solitary play with objects appears to be derived from predatory behaviour: preferred toys are those that can be dismembered, and a complex habituation-like feedback system inhibits play with objects that are resistant to alteration. Intraspecific social play is structurally different from interspecific play and may therefore be motivationally distinct and serve different goals; for example, dogs often compete over objects when playing with other dogs, but are usually more cooperative when the play partner is human. The majority of dogs do not seem to regard competitive games played with a human partner as "dominance" contests: rather, winning possession of objects during games appears to be simply rewarding. Play may be an important factor in sociality, since dogs are capable of extracting social information not only from games in which they participate, but also from games that they observe between third parties. We suggest that the domestic dog's characteristic playfulness in social contexts is an adaptive trait, selected during domestication to facilitate both training for specific purposes, and the formation of emotionally-based bonds between dog and owner. Play frequency and form may therefore be an indicator of the quality of dog-owner relationships. Copyright © 2014 Elsevier B.V. All rights reserved.

  9. FATHER PLAY: IS IT SPECIAL?

    Science.gov (United States)

    Cabrera, Natasha J; Roggman, Lori

    2017-11-01

    Both mothers and fathers play with their children, but research on parent-child play interactions is conducted with mothers three times more often than it is with fathers. The articles in this special issue address this gap by focusing on the nature and quality of father-child play, across cultural contexts, and considering whether father play offers something unique and special for early human development, in infancy or early childhood. The studies show that fathers can be just as developmentally supportive as are mothers in terms of being playful and engaged with their children in ways that are related to greater child socioemotional competence, emotion regulation, and vocabulary, and to less aggression, anxiety, and negativity. We encourage future research to examine the cultural influences, family system dynamics, and specificity of timing and types of father-child play in relation to children's developmental competence. © 2017 Michigan Association for Infant Mental Health.

  10. Well Played: The Origins and Future of Playfulness

    Science.gov (United States)

    Gordon, Gwen

    2014-01-01

    In this article, the author synthesizes research from several disciplines to shed light on play's central role in healthy development. Gordon builds on research in attachment theory that correlates secure attachment in infancy with adult well-being to demonstrate how playfulness might be a lifelong outcome of secure attachment and a primary…

  11. 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,…

  12. The Power of Outdoor Play and Play in Natural Environments

    Science.gov (United States)

    Kemple, Kristen M.; Oh, JiHyun; Kenney, Elizabeth; Smith-Bonahue, Tina

    2016-01-01

    Young children's outdoor play serves important and diverse purposes, including physical exercise and opportunities for growth in all developmental areas. Unfortunately, the amount of time that children spend engaged in unstructured, child-directed outdoor play has diminished significantly in the past generation. In this article, the authors…

  13. Multispecies methods, technologies for play

    DEFF Research Database (Denmark)

    Jørgensen, Ida Kathrine Hammeleff; Wirman, Hanna

    2016-01-01

    This article discusses methodological considerations of user-centred design for non-human animals. These considerations are illustrated through a design research project that aims to apply digital technology to build games for orangutans’ enrichment. The article argues that design for other species......-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....

  14. 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 between...... to highlight the features of swing play that children develop using the SON-X technology in terms of the danger-safety continuum. The feedback provided, it is found, enables children to independently manage risk and security within the limits of their playing activities; the digital swing supports play...

  15. Nosing Around: Play in Pigs

    Directory of Open Access Journals (Sweden)

    Kristina Horback

    2014-05-01

    Full Text Available The predominant method of measuring welfare in swine focuses on overt physical ailments, such as skin lesions, lameness, and body condition. An alternative metric for assessing welfare in swine can be to measure the frequency and duration of positive behavioral states, such as play. Given that play occurs only when an animal's primary needs (food, comfort, safety, etc. have been satisfied, it has been suggested that play may be a sensitive indicator for assessing the welfare of non-human animals. Play has primarily been described in young piglets and is assessed via the occurrence of specific play markers. These play markers include overt bursts of energy like scamper, or more subtle social behaviors like nose-to-body contact. This review describes four areas of play for swine: locomotor, object, sow-piglet, and, peer play. From sporadic leaping to combative wrestling, play behavior allows for the fine-tuning of reflexive behavior which can enhance physical development, enrich cognitive abilities, and facilitate the maintenance of social bonds.

  16. 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....

  17. Investigation of piston bowl geometry and speed effects in a motored HSDI diesel engine using a CFD against a quasi-dimensional model

    International Nuclear Information System (INIS)

    Rakopoulos, C.D.; Kosmadakis, G.M.; Pariotis, E.G.

    2010-01-01

    The present work investigates the effect of varying the combustion chamber geometry and engine rotational speed on the gas flow and temperature field, using a new quasi-dimensional engine simulation model in conjunction with an in-house developed computational fluid dynamics (CFD) code served to validate the predicted in-cylinder flow field and gas temperature distribution calculated by the quasi-dimensional model, for three alternative piston bowl geometries and three rotational speeds. This CFD code can simulate three-dimensional curvilinear domains using the finite volume method in a collocated grid; it solves the generalized transport equation for the conservation of mass, momentum and energy, and incorporates the standard k-ε turbulence model with some slight modifications to introduce the compressibility of a fluid in generalized coordinates. On the other hand, the quasi-dimensional model solves the general transport equation for the conservation of mass and energy by a finite volume method throughout the entire in-cylinder volume, while for the estimation of the flow field a new simplified three dimensional air motion model is used. To compare these two models the in-cylinder spatial and temporal temperature distribution, the mean cylinder pressure diagram, as well as the mean in-cylinder radial and axial velocity are examined, for the three piston bowl geometries and the three speeds, for a high speed direct injection (HSDI) diesel engine operating under motoring conditions. From the comparison of calculated results, it becomes apparent that the two models predict similar in-cylinder temperature distributions and mean air velocity fields at each crank angle, for all cases examined. Thus, it is shown that the quasi-dimensional model with the proposed simplified air motion model is capable of capturing the physical effect of combustion chamber geometry and speed on the in-cylinder velocity and temperature field, while needing significantly lower computing

  18. Terrestrial Analogs for Surface Properties Associated with Impact Cratering on the Moon - Self-secondary Impact Features at Kings Bowl, Idaho

    Science.gov (United States)

    Matiella Novak, M. A.; Zanetti, M.; Neish, C.; Kukko, A.; Fan, K.; Heldmann, J.; Hughes, S. S.

    2017-12-01

    The Kings Bowl (KB) eruptive fissure and lava field, located in the southern end of Craters of the Moon National Monument, Idaho, is an ideal location for planetary analogue field studies of surface properties related to volcanic and impact processes. Here we look at possible impact features present in the KB lava field near the main vent that resulted in squeeze-ups of molten lava from beneath a semi-solid lava lake crust. These may have been caused by the ejection of blocks during the phreatic eruption that formed the Kings Bowl pit, and their subsequent impact into a partially solidified lava pond. We compare and contrast these features with analogous self-secondary impact features, such as irregular, rimless secondary craters ("splash craters") observed in lunar impact melt deposits, to better understand how self-secondary impacts determine the surface properties of volcanic and impact crater terrains. We do this by analyzing field measurements of these features, as well as high-resolution DEM data collected through the Kinematic LiDAR System (KLS), both of which give us feature dimensions and distributions. We then compare these data with self-secondary impact features on the Moon and related surface roughness constrained through Lunar Reconnaissance Orbiter observations (Mini-RF and LROC NACs). Possible self-secondary impact features can be found in association with many lunar impact craters. These are formed when ballistic ejecta from the crater falls onto the ejecta blanket and melt surrounding the newly formed crater. Self-secondary impact features involving impact melt deposits are particularly useful to study because the visibly smooth melt texture serves to highlight the impact points in spacecraft imagery. The unusual morphology of some of these features imply that they formed when the melt had not yet completely solidified, strongly suggesting a source of impactors from the primary crater itself. We will also discuss ongoing efforts to integrate field

  19. Children's expression through play therapy

    Directory of Open Access Journals (Sweden)

    Ljubomirović Nataša

    2015-01-01

    Full Text Available Play as a child's expression, is a skill through which children speaks to adults. Play therapy is a broad field of therapeutic intervention based on the play in order to help the child to cope with problems. Through play, children learn to communicate with others, to express their feelings. Through play they learn and can improve their cognitive, emotional and social capabilities. Play therapy is a nondirective technique focused on the child. It is not focused on the problem, at present even the past, but focused on the expression of the child feelings, accepting the child, rather than correction. The focus has been on the wisdom of a child, not on expertise therapists, guiding the child through play rather than instructing. The aim of play therapy is to encourage healthy growth and development, developing skills in problem solving, reduction of undesirable behavior, confidence building and the development of self-control. This method is effective for a wide range of children's problems, such as the state of stress, anxiety, problem behavior, hyperkinetic syndrome, depression, loss, trauma, the problem of bonding situations parents divorced, somatic disorders, autism spectrum disorders, social problems.

  20. 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.…

  1. Solitary Play: Some Functional Reconsiderations

    Science.gov (United States)

    Moore, Nancy V.; And Others

    1974-01-01

    Solitary play in six kindergarten children was observed and coded for frequency and type in order to resolve iscrepancies in a Sex Birth Order interaction. Several facts concerning solitary play as indicative of independence and maturity are noted. (Author/ED)

  2. Playful Interfaces : Introduction and History

    NARCIS (Netherlands)

    Nijholt, Anton; Nijholt, A.

    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

  3. [Linguistic concerns and lexical mechanisms in the "Introducción a la Historia Natural, y a la Geografía Fisica de España" by William Bowles].

    Science.gov (United States)

    Díez de Revenga Torres, Pilar; Puche Lorenzo, Miguel Angel

    2007-01-01

    Linguistic mechanisms of 18th century scientific language are studied in the first Natural History text originally drafted in Spanish. William Bowles describes linguistic concerns in science over the definition of terms that refer to realities in the three natural kingdoms. Diatopic and diastratic variants and definition procedures are reported, demonstrating the importance of these texts to the History of Science and the History of the Spanish Language.

  4. Analysing playing using the note-time playing path.

    Science.gov (United States)

    de Graaff, Deborah L E; Schubert, Emery

    2011-03-01

    This article introduces a new method of data analysis that represents the playing of written music as a graph. The method, inspired by Miklaszewski, charts low-level note timings from a sound recording of a single-line instrument using high-precision audio-to-MIDI conversion software. Note onset times of pitch sequences are then plotted against the score-predicted timings to produce a Note-Time Playing Path (NTPP). The score-predicted onset time of each sequentially performed note (horizontal axis) unfolds in performed time down the page (vertical axis). NTPPs provide a visualisation that shows (1) tempo variations, (2) repetitive practice behaviours, (3) segmenting of material, (4) precise note time positions, and (5) time spent on playing or not playing. The NTPP can provide significant new insights into behaviour and cognition of music performance and may also be used to complement established traditional approaches such as think-alouds, interviews, and video coding.

  5. Effects of Behavioral Contingencies on Adolescent Active Videogame Play and Overall Activity: A Randomized Trial.

    Science.gov (United States)

    Norman, Gregory J; Adams, Marc A; Ramirez, Ernesto R; Carlson, Jordan A; Kerr, Jacqueline; Godbole, Suneeta; Dillon, Lindsay; Marshall, Simon J

    2013-06-01

    This study evaluated the effect of four active videogames (AVGs) varying in behavioral contingencies (behavior-consequence relations) on adolescent AVG play and overall activity levels over 4 weeks. Each AVG, manufactured by SSD/Xavix(®) (Shiseido Co. of Japan, Tokyo, Japan), was coded and scored for the number of positive and aversive behavioral contingencies within the games. "Bowling" and "Tennis" were classified as having "higher contingency scores," and "Boxing" and aerobic fitness training were classified as having "lower contingency scores." Adolescents (n=63; 11-15 years old; 62% male; 38% Hispanic; 44% overweight or obese) were randomized to play one of the four AVGs at home and recorded game play sessions in a paper log. Baseline and week 4 assessments were completed at home; week 1, 2, and 3 assessments were completed by telephone. Accelerometers were worn during baseline and weeks 1 and 4. Accelerometer-measured sedentary and light activity hours/day were stable over time, whereas moderate-vigorous physical activity minutes/day increased in the higher contingency group and decreased in the lower contingency group (interaction effect, 6.43, P=0.024). Reported game play minutes decreased in both groups from week 1 to week 4 (-29.42 minutes, P=0.001). There was some support for the hypothesis that AVGs with more behavioral contingencies, compared with AVGs with fewer behavioral contingencies, result in more physical activity. However, overall AVG play decreased substantially after the first week. Further study is needed to better understand how behavioral contingencies can be used in AVGs to enhance their potential to provide health benefits to game players.

  6. 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.

  7. Playful mediation and virtual sociality

    Directory of Open Access Journals (Sweden)

    Sihem NAJJAR

    2010-01-01

    Full Text Available As a space of sociability, virtual games, especially online role playing games, allow us to capture the interest of the playfulness in social life, but they are means by which users are able to experiment their relationship to others. The virtual games as a mediation device, constitute a "pretext" to forge friendships, develop love relationships, improve language skills, discover other cultures, etc. Based on a sociological survey of Tunisian Internet users (both sexes fans of virtual games we try to show how playful mediation is producing a multifaceted virtual sociality inherent in our contemporary societies.

  8. The effects of playing Nintendo Wii on depression, sense of belonging and social support in Australian aged care residents: a protocol study of a mixed methods intervention trial.

    Science.gov (United States)

    Chesler, Jessica; McLaren, Suzanne; Klein, Britt; Watson, Shaun

    2015-09-03

    The proportion of people aged 65 or older is the fastest growing age group worldwide. Older adults in aged care facilities have higher levels of depression, and lower levels of social support and sense of belonging compared with older adults living in the community. Research has begun to assess the effectiveness of interventions to improve the mental health of residents and has found both cognitive and physical benefits of video game playing. The benefits of playing these games in a group may also lead to greater social interaction and decreased loneliness. The current study aims to investigate an intervention program designed to foster relationships among older adults in care based on shared interests. Residents will be assessed on the effectiveness of a 6 week program of playing Wii bowling in comparison to a control group. Participants will be allocated to the intervention (Wii bowling) or the control group based on their place of residence. Participants in the intervention group will be invited to participate in Wii bowling twice weekly, with up to three other residents for a period of 6 weeks. Residents in both conditions will be assessed for depression, social support, sense of belonging, and current self-rated mood at pre-intervention (0 weeks), post-intervention (6 weeks), and at 2-month follow up (14 weeks). Qualitative data on social interaction between group members will also be collected at weeks 1, 3, and 6. Both groups will receive a Wii console after week 6 to establish if residents and staff engage with the Wii without intervention. The Wii provides a user friendly platform for older adults to use video games, and it incorporates both social and competitive aspects in the game play. Existing research has not extensively investigated the social aspects of using this type of technology with older adults. If found to be effective, incorporating Wii games into an activity schedule may benefit the mental health of older adults living in care by

  9. 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.

  10. 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 28 September 2017 The mission based game ...

  11. Free-to-Play -liiketoimintamalli

    OpenAIRE

    Tähtö, E. (Elias)

    2016-01-01

    Tiivistelmä Tutkielmani tarkoitus on tutustua erilaisiin pelejen sisäisiin mikrotransaktioihin sekä monetisaatioon. Peliteollisuuden tämän hetken suosituimpana pelimuotona on niin sanotut Free-To-Play -pelit, joiden liikevaihto perustuu täysin käyttäjien suorittamiin mikrotransaktioihin, joilla ostetaan erilaisia pelin sisäisiä hyödykkeitä. Free-to-play -malli on ansaintamallina vielä aika uusi, vaikkakin mikrotransaktioita...

  12. Numerical investigation on the combined effects of varying piston bowl geometries and ramp injection rate-shapes on the combustion characteristics of a kerosene-diesel fueled direct injection compression ignition engine

    International Nuclear Information System (INIS)

    Tay, Kun Lin; Yang, Wenming; Zhao, Feiyang; Yu, Wenbin; Mohan, Balaji

    2017-01-01

    Highlights: • Effect of injection rate-shaping on heat-release is significant with less turbulence. • Two peak heat-releases are seen for the shallow-depth re-entrant piston. • Significant combustion phasing occurs with kerosene usage and high turbulence. - Abstract: In this work, the combustion characteristics of a direct injection compression ignition (DICI) engine fueled with kerosene-diesel blends, using different piston bowl geometries together with varying injection rate-shapes were investigated. A total of three combustion bowl geometries, namely the omega combustion chamber (OCC), the shallow-depth combustion chamber (SCC) and the shallow-depth re-entrant combustion chamber (SRCC), were used together with six different ramp injection rate-shapes and pure diesel, kerosene-diesel and pure kerosene fuels. It is seen that the SRCC geometry, which has the shortest throat length, gives the highest turbulence kinetic energy (TKE) and this resulted in two peak heat-releases, with a primary peak heat-release during the premixed combustion phase and a secondary peak heat-release during the mixing-controlled combustion phase. In addition, the SCC geometry gives rather distinct premixed combustion and mixing-controlled combustion phases due to the fact that combustion is predominantly controlled by the injected fuel spray itself because of less turbulence. Also, when kerosene is used in place of diesel, the heat-release during the premixed combustion phase increases and diminishes during the mixing-controlled and late combustion phases. It is interesting to note that the effect of injection rate-shaping on the heat-release rate is more obvious for bowl geometries that generate less TKE. Moreover, bowl geometries that generate higher TKEs as well as fuels with lower viscosities generally give lower carbon monoxide (CO) emissions and higher nitrogen oxide (NO) emissions. More importantly, it is possible to achieve low NO and CO emissions simultaneously by using the

  13. 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…

  14. 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…

  15. Motivations for Play in Computer Role-Playing Games

    DEFF Research Database (Denmark)

    Tychsen, Anders; Hitchens, Michael; Brolund, Thea

    2008-01-01

    , 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...

  16. 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...

  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. The Relative Fitness Value of Sports Played by Canadian Forces Personnel,

    Science.gov (United States)

    1982-01-01

    the competitors, the sports were ranked in the following descending order: (for males) volleyball, marathon running, hockey, broomball, badminton ...competitors who participated in the final CF championship events in the following sports: Male participants - badminton bowling broomball curling hockey...Age Height Weight (yrs) (cU) (kg) Badminton 67 38 * 8 174 t 6 76 t 8 Bowling 40 39 t 6 173 t 6 78 t 11 Broomball 85 29 6 175 t 7 76 k 9 Curling 13 33

  19. Retention and attrition factors for female certified athletic trainers in the National Collegiate Athletic Association Division I Football Bowl Subdivision setting.

    Science.gov (United States)

    Goodman, Ashley; Mensch, James M; Jay, Michelle; French, Karen E; Mitchell, Murray F; Fritz, Stacy L

    2010-01-01

    Organizational effectiveness and the continuity of patient care can be affected by certain levels of attrition. However, little is known about the retention and attrition of female certified athletic trainers (ATs) in certain settings. To gain insight and understanding into the factors and circumstances affecting female ATs' decisions to persist in or leave the National Collegiate Athletic Association Division I Football Bowl Subdivision (NCAA D-I FBS) setting. Qualitative study. The 12 NCAA D-I FBS institutions within the Southeastern Conference. A total of 23 women who were current full-time ATs (n = 12) or former full-time ATs (n = 11) at Southeastern Conference institutions participated. Data were collected via in-depth, semistructured interviews, transcribed verbatim, and analyzed via a grounded theory approach. Peer review and member checking methods were performed to establish trustworthiness. The decision to persist involved 4 main factors: (1) increased autonomy, (2) increased social support, (3) enjoyment of job/fitting the NCAA D-I mold, and (4) kinship responsibility. Two subfactors of persistence, the NCAA D-I atmosphere and positive athlete dynamics, emerged under the main factor of enjoyment of job/fitting the NCAA D-I mold. The decision to leave included 3 main factors: (1) life balance issues, (2) role conflict and role overload, and (3) kinship responsibility. Two subfactors of leaving, supervisory/coach conflict and decreased autonomy, emerged under the main factor of role conflict and role overload. A female AT's decision to persist in or leave the NCAA D-I FBS setting can involve several factors. In order to retain capable ATs long term in the NCAA D-I setting, an individual's attributes and obligations, the setting's cultural issues, and an organization's social support paradigm should be considered.

  20. Child-Centered Play Therapy

    Science.gov (United States)

    VanFleet, Rise; Sywulak, Andrea E.; Sniscak, Cynthia Caparosa

    2010-01-01

    Highly practical, instructive, and authoritative, this book vividly describes how to conduct child-centered play therapy. The authors are master clinicians who explain core therapeutic principles and techniques, using rich case material to illustrate treatment of a wide range of difficulties. The focus is on nondirective interventions that allow…

  1. 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…

  2. Playing Videogames: The Electronic Friend.

    Science.gov (United States)

    Selnow, Gary W.

    1984-01-01

    Concluded that the children in this study (ages 10-14) played video games in arcades for some of the same reasons they watched television: (1) escape; (2) a sense of personal involvement in the action; and (3) a source of or substitute for companionship. (PD)

  3. Building Curriculum during Block Play

    Science.gov (United States)

    Andrews, Nicole

    2015-01-01

    Blocks are not just for play! In this article, Nicole Andrews describes observing the interactions of three young boys enthusiastically engaged in the kindergarten block center of their classroom, using blocks in a building project that displayed their ability to use critical thinking skills, physics exploration, and the development of language…

  4. Love Games that Insects Play

    Indian Academy of Sciences (India)

    Home; Journals; Resonance – Journal of Science Education; Volume 3; Issue 1. Love Games that Insects Play - The Evolution of Sexual Behaviours in Insects ... Author Affiliations. K N Ganeshaiah1. Department of Genetics & Plant Breeding University of Agricultural Sciences, GKVK Bangalore 560 065, India ...

  5. Teaching Shakespeare Through Play Production.

    Science.gov (United States)

    Stodder, Joseph H.

    1995-01-01

    A performance-oriented approach to teaching William Shakespeare's literature has been found to be effective and enthusiastically received by college students. Ten years of teaching Shakespeare through full play production has shown that the rewards, eloquently expressed in the testimony of students, more than compensate for extra work required of…

  6. Designing Play for Dark Times

    Science.gov (United States)

    Yamada-Rice, Dylan

    2017-01-01

    This article reports on a knowledge-exchange network project that had the core aim of informing the development of a video game for hospitalized children. In order to do this, it brought together hospital play specialists, academics and representatives from the digital games industry to co-produce knowledge that could be used in the future…

  7. Interpretive Reproduction in Children's Play

    Science.gov (United States)

    Corsaro, William A.

    2012-01-01

    The author looks at children's play from the perspective of interpretive reproduction, emphasizing the way children create their own unique peer cultures, which he defines as a set of routines, artifacts, values, and concerns that children engage in with their playmates. The article focuses on two types of routines in the peer culture of preschool…

  8. 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…

  9. Playing to (self-)rehabilitate

    DEFF Research Database (Denmark)

    Knoche, Hendrik; Hald, Kasper; Richter, Dorte

    2016-01-01

    We designed and evaluated a whack-a-mole (WAM) style game (see Figure 1) in a clinical randomized controlled trial (RCT) with reminder-assisted but self-initiated use over the period of a month with 43 participants from a post-lesion pool. While game play did not moderate rehabilitative progress...

  10. Playing with Protons CREATIONS Demonstrator

    CERN Multimedia

    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.

  11. 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...

  12. Cognitive-behavioral play therapy.

    Science.gov (United States)

    Knell, S M

    1998-03-01

    Discusses cognitive-behavioral play therapy (CBPT), a developmentally sensitive treatment for young children that relies on flexibility, decreased expectation for verbalizations by the child, and increased reliance on experiential approaches. The development of CBPT for preschool-age children provides a relatively unique adaptation of cognitive therapy as it was originally developed for adults. CBPT typically contains a modeling component through which adaptive coping skills are demonstrated. Through the use of play, cognitive change is communicated indirectly, and more adaptive behaviors can be introduced to the child. Modeling is tailored for use with many specific cognitive and behavioral interventions. Generalization and response prevention are important features of CBPT. With minor modifications, many of the principles of cognitive therapy, as delineated for use with adults, are applicable to young children. Case examples are presented to highlight the application of CBPT. Although CBPT has a sound therapeutic base and utilizes proven techniques, more rigorous empirical scrutiny is needed.

  13. Playful learning in higher education

    DEFF Research Database (Denmark)

    Nørgård, Rikke Toft; Toft-Nielsen, Claus; Whitton, Nicola

    2017-01-01

    in higher education through the metaphor of the ‘magic circle’. This approach stimulates intrinsic motivation and educational drive, creates safe spaces for academic experimentation and exploration, and promotes reflective risk-taking, ideation, and participation in education. We present a model of playful......Increased focus on quantifiable performance and assessment in higher education is creating a learning culture characterised by fear of failing, avoidance of risk, and extrinsic goal-oriented behaviours. In this article, we explore possibilities of a more playful approach to teaching and learning...... learning, drawing on notions of signature pedagogies, field literature, and two qualitative studies on learner conceptions of enjoyment and reasons for disengagement. We highlight the potential of this approach to invite a different mind-set and environment, providing a formative space in which failure...

  14. 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 alwa...

  15. 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.

  16. 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

  17. 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.

  18. Comparison of the Physical and Technical Demands of Cricket Players During Training and Match-Play.

    Science.gov (United States)

    Vickery, Will; Duffield, Rob; Crowther, Rian; Beakley, David; Blanch, Peter; Dascombe, Ben J

    2018-03-01

    Vickery, W, Duffield, R, Crowther, R, Beakley, D, Blanch, P, and Dascombe, BJ. Comparison of the physical and technical demands of cricket players during training and match-play. J Strength Cond Res 32(3): 821-829, 2018-This study aimed to determine which training method (net-based sessions or center-wicket simulations) currently used in national level and U19 male players cricket provided a more physical and technical match-specific training response. The heart rate, rating of perceived exertion, and movement patterns of 42 male cricket players were measured across the various training and match formats. Video analysis was coded retrospectively to quantify technical loads based on the cricket skills performed. Magnitude-based inferences were based on the standardization of effect and presented with ±90% confidence intervals. Regardless of playing position, differences in physiological demands between training modes and match-play were unclear, with the exception of higher heart rates in fielders during traditional net sessions (mean heart rate: d = -2.7 [-4.7 to -0.7]; 75% of maximum heart rate: d = -1.7 [-3.2 to -0.2]). Typically, the movement demands of center-wicket simulations were similar or greater than match-play, which was most evident in the distance traveled at a high intensity within each playing position (batsmen: d = 6.4 [3.7-9.2]; medium-fast bowlers: d = 1.71 [0.1-3.3]; spin bowlers: d = 6.5 [0.01-13.0]; fielders: d = 0.8 [-0.2 to 1.7]). The technical demands of traditional net cricket training exceeded that of a typical match for each playing position. Specifically, fast bowlers delivered a greater number of balls during net-bowling compared with a match (d = -2.2 [-3.6 to 0.9]). In conclusion, center-wicket simulations more closely matched the physical demands of a One-Day match within batsmen and spin bowlers, whereas traditional cricket training often exceeded match-specific demands.

  19. Nature of Bonding in Bowl-Like B36 Cluster Revisited: Concentric (6π+18π) Double Aromaticity and Reason for the Preference of a Hexagonal Hole in a Central Location.

    Science.gov (United States)

    Li, Rui; You, Xue-Rui; Wang, Kang; Zhai, Hua-Jin

    2018-05-04

    The bowl-shaped C 6v B 36 cluster with a central hexagon hole is considered an ideal molecular model for low-dimensional boron-based nanosystems. Owing to the electron deficiency of boron, chemical bonding in the B 36 cluster is intriguing, complicated, and has remained elusive despite a couple of papers in the literature. Herein, a bonding analysis is given through canonical molecular orbitals (CMOs) and adaptive natural density partitioning (AdNDP), further aided by natural bond orbital (NBO) analysis and orbital composition calculations. The concerted computational data establish the idea of concentric double π aromaticity for the B 36 cluster, with inner 6π and outer 18π electron counting, which both conform to the (4n+2) Hückel rule. The updated bonding picture differs from existing knowledge of the system. A refined bonding model is also proposed for coronene, of which the B 36 cluster is an inorganic analogue. It is further shown that concentric double π aromaticity in the B 36 cluster is retained and spatially fixed, irrespective of the migration of the hexagonal hole; the latter process changes the system energetically. The hexagonal hole is a destabilizing factor for σ/π CMOs. The central hexagon hole affects substantially fewer CMOs, thus making the bowl-shaped C 6v B 36 cluster the global minimum. © 2018 Wiley-VCH Verlag GmbH & Co. KGaA, Weinheim.

  20. Playful participation in social games

    DEFF Research Database (Denmark)

    Markussen, Thomas; Knutz, Eva

    2018-01-01

    genres, notably serious games and health games. To further increase knowledge of social games we introduce a typology of playful participation in social games. The typology is build up by using formal concepts from theories of participatory art. Its range of application is then demonstrated through......In this paper we introduce social games as a new terrain for studies in participatory culture. Social games defy easy classification and cannot be appropriately understood from existing research perspectives. Initially, we therefore attempt to define social games by comparing it with related game...... an empirical analysis of eight social game prototypes that are designed as part of an on-going 3-year research project called Social Games against Crime. The purpose of this project is to develop socialgames that can help children build resilience towards many of the personal and social problems...

  1. Biomechanical aspects of playing surfaces.

    Science.gov (United States)

    Nigg, B M; Yeadon, M R

    1987-01-01

    The purpose of this paper is to discuss some biomechanical aspects of playing surfaces with special focus on (a) surface induced injuries, (b) methodologies used to assess surfaces and (c) findings from various sports. The paper concentrates primarily on questions related to load on the athlete's body. Data from epidemiological studies suggest strongly that the surface is an important factor in the aetiology of injuries. Injury frequencies are reported to be significantly different for different surfaces in several sports. The methodologies used to assess surfaces with respect to load or performance include material tests and tests using experimental subjects. There is only little correlation between the results of these two approaches. Material tests used in many standardized test procedures are not validated which suggests that one should exercise restraint in the interpretation of these results. Point elastic surfaces are widely studied while area elastic surfaces have received little attention to date. Questions of energy losses on sport surfaces have rarely been studied scientifically.

  2. Chin force in violin playing.

    Science.gov (United States)

    Obata, Satoshi; Kinoshita, Hiroshi

    2012-06-01

    Force generated between the left mandible of violinists and the chinrest of the violin was examined using a force-sensing chinrest developed in this study. A strain-gauge force sensor was built, and it was fixed between the violin's top plate and a chin cup. Fifteen professional/amateur violinists held the violin statically, played musical scales with different sound properties and sounding techniques, as well as an excerpt from a Max Bruch concerto. Peak and mean forces were evaluated for each task. In a separate experiment, lateral movement of the lower teeth due to different levels of voluntary chin force exertion was measured. Static holding forces observed were 15 and 22 N with and without the help of the left hand, respectively. Peak force increased from 16 N at soft dynamics to 20 N at strong dynamics during scales. The force further increased to 29 N with the use of vibrato technique and 35 N during shifts. Tempo and hand position did not affect the force. Playing a Bruch concerto induced a mean peak force of 52 N, ranging from 31 to 82 N among the violinists. The developed force-sensing chinrest could accurately record the generated chin force. Typical chin force to stabilize the violin during ordinary musical performance was less than 30 N, but it could momentarily exceed 50 N when technically demanding musical pieces were performed. The lateral shift of the mandible was fairly small (<0.4 mm) even with high chin-force exertion, possibly due to clenching of the molars.

  3. METs in adults while playing active video games: a metabolic chamber study.

    Science.gov (United States)

    Miyachi, Motohiko; Yamamoto, Kenta; Ohkawara, Kazunori; Tanaka, Shigeho

    2010-06-01

    Active video game systems controlled through arm gestures and motions (Nintendo Wii Sports) and video games controlled through force plate (Wii Fit Plus) are becoming increasingly popular. This study was performed to determine the energy expenditure (EE) during Wii Fit Plus and Wii Sports game activities. Twelve adult men and women performed all the activities of Wii Sports (five activities: golf, bowling, tennis, baseball, and boxing) and Wii Fit Plus (63 activities classified as yoga, resistance, balance, and aerobic exercises). Each activity was continued for at least 8 min to obtain a steady-state EE. Because EE was assessed in an open-circuit indirect metabolic chamber consisting of an airtight room (20,000 or 15,000 L), subjects were freed of apparatus to collect expired gas while playing the games. MET value was calculated from resting EE and steady-state EE during activity. The mean MET values of all 68 activities were distributed over a wide range from 1.3 METs (Lotus Focus) to 5.6 METs (single-arm stand). The mean MET values in yoga, balance, resistance, and aerobic exercise of Wii Fit Plus and Wii Sports were 2.1, 2.0, 3.2, 3.4, and 3.0 METs, respectively. Forty-six activities (67%) were classified as light intensity (6.0 METs). Time spent playing one-third of the activities supplied by motion- and gesture-controlled video games can count toward the daily amount of exercise required according to the guidelines provided by the American College of Sports Medicine and the American Heart Association, which focus on 30 min of moderate-intensity daily physical activity 5 d x wk(-1).

  4. Seductive play in digital games

    DEFF Research Database (Denmark)

    Jørgensen, Ida Kathrine Hammeleff

    2015-01-01

    play. It is important here to point towards Baudrillard’s distinction between rules and the law. Rules are upheld by a pact between seducer and seduced or between player and game whereas the law relies on an idea of an end that can be transgressed. Rules on the other hand cannot be transgressed...... they can only be observed. If a player fails to observe the rules the pact between the player and the game is void and no game takes place (Baudrillard, 1990 [1979], p 140). This is in stark contrast to Sicart’s description of the rules of digital games as non-negotiable and ultimately upheld...... by the computer (Sicart, 2009, p. 27). This paper argues that this is exactly what distinguishes a game like I don't even game from more conventional digital games. I don't even game is completely empty of significance, and there are no non-negotiable rules governed by the system. As such the game only exists...

  5. Play and Social Interaction in Middle Childhood

    Science.gov (United States)

    Bergen, Doris; Fromberg, Doris Pronin

    2009-01-01

    This article discusses traditional and contemporary definitions of middle childhood play, the value of such play for children's development and learning, the implications of home, school, and societal practices that have resulted in changing the play scenario of middle childhood, and suggestions for assuring that play's value will be maintained…

  6. Active Gaming: The Future of Play?

    Science.gov (United States)

    Witherspoon, Lisa; Manning, John P.

    2012-01-01

    The authors examine technology-driven games--especially active gaming--as an evolving form of children's play. They offer an overview of play and its developmental benefits, describe the literature on the emergence of technology-driven play, and reflect on the diminishment of physical play in contemporary culture. They suggest that active gaming,…

  7. Play Therapy: Voice of a Silent Scream

    Science.gov (United States)

    Rakesh, Annuradha; H, Uma; Srinath, Shoba

    2010-01-01

    Play Therapy is based upon the fact that play is the child's natural medium of self-expression. It is an opportunity that is given to the child to "play out" his/her feelings and problems just as, in certain types of adult therapy, an individual "talks out" his difficulties. Children use play to express feelings and thoughts.…

  8. Play Therapy: Practice, Issues, and Trends

    Science.gov (United States)

    Homeyer, Linda E.; Morrison, Mary O.

    2008-01-01

    Play therapy is an effective means of responding to the mental health needs of young children and is widely accepted as a valuable and developmentally appropriate intervention. The authors discuss the importance of play in development, the therapeutic benefits of play, the rich history of play therapy, and recent research and current issues and…

  9. Pretend Play in the Early Childhood Classroom

    Science.gov (United States)

    McEntire, Nancy

    2009-01-01

    This article presents and summarizes recent resources related to pretend play in the early childhood classroom. These include "Contemporary Perspectives on Play in Early Childhood Education" by Olivia N. Sarachoe and Bernard Spodek; "Dramatic Play: Bring It Back" by Tammy Benson; and "The Importance of Being Playful" by Elena Bodrova and Deborah…

  10. Level playing field with political tact

    International Nuclear Information System (INIS)

    Onderstal, S.; Appelman, M.

    2004-01-01

    Businesses, interest groups and policy administrators plead for a level playing field. However, those administrators interpret the level playing field notion in different ways and thus create confusion. In this article the level playing field is explained and a framework discussed by means of which the government can study policy problems in which the level playing field is of importance [nl

  11. 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

  12. 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.

  13. 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

  14. Play Therapy: Facilitative Use of Child's Play in Elementary School Counseling.

    Science.gov (United States)

    Landreth, Garry L.

    1987-01-01

    Reviews five major developments in play therapy: psychoanalysis, release therapy, relationship therapy, nondirective therapy, and play therapy in school settings. Suggests ways school counselors can use play therapy. Describes play therapy facilities, location selection, and play materials. Lists objectives of play therapy and how teachers can aid…

  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, a...

  16. Imaginary Play Companions: Characteristics and Functions.

    Science.gov (United States)

    Kalyan-Masih, V.

    1986-01-01

    Investigates some of the following characteristics associated with young children playing with imaginary play companions (IPCs): intelligence, parental and socioeconomic and educational background, family size, and birth order. Compares these children to those without IPCs. (HOD)

  17. 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 ...

  18. Play Therapy: Role in Reading Improvement.

    Science.gov (United States)

    Carmichael, Karla

    1991-01-01

    Reviews the literature concerning the role of play therapy (particularly sandplay and nondirected play therapy) in the improvement of reading. Suggests that the role of play therapy is to support the child, encourage the child, and build self-esteem thus creating the optimal learning environment for reading improvement. (RS)

  19. 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…

  20. 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…

  1. 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…

  2. Creative interactive play for disabled children

    DEFF Research Database (Denmark)

    Marti, Patrizia; Pollini, Alessandro; Rullo, Alessia

    2009-01-01

    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...... the challenges and opportunities they can bid to disabled children....

  3. Play Therapy in Political Theory: Machiavelli's Mandragola.

    Science.gov (United States)

    Lukes, Timothy J.

    1981-01-01

    Suggests that having political science college students perform in class Machiavelli's play "Mandragola" is an excellent way to expand student's appreciation of Machiavelli. Article provides a synopsis of the play, discusses Machiavelli's intent, examines the meaning of the play, and presents classroom logistics. (RM)

  4. Gender Differences in Students' Mathematics Game Playing

    Science.gov (United States)

    Lowrie, Tom; Jorgensen, Robyn

    2011-01-01

    The investigation monitored the digital game-playing behaviours of 428 primary-aged students (aged 10-12 years). Chi-square analysis revealed that boys tend to spend more time playing digital games than girls while boys and girls play quite different game genres. Subsequent analysis revealed statistically significant gender differences in terms of…

  5. 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...... of the political in the play activity....

  6. Communities of Play - a collective unfolding

    DEFF Research Database (Denmark)

    Thorsted, Ann Charlotte

    2016-01-01

    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...... 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....... 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....

  7. The Correlation of Playing Role-playing Games and Students' Reading Comprehension of Narrative Text

    OpenAIRE

    Putra, Praditya

    2014-01-01

    This research investigates the correlation of playing Role-Playing Games and students' reading comprehension of narrative text. Thirty (30) ninth grade students who play Role-Playing Games participated in this study. Their frequency in playing Role-Playing Games and their ability in reading comprehension of narrative text are analyzed by using correlation research design. Correlation research design was used in this study in order to find out the tendency of relation between students' frequen...

  8. Transition problems and play as transitory activity

    DEFF Research Database (Denmark)

    Broström, Stig

    2005-01-01

    Because too many children experience the transition to school as a culture shock, during the past decade teachers have implemented so-called transition activities in order to bridge the gap betwen pre-school and schoo. However, transition to school also calls for a development of higher mental...... functions, among others the development of children's learning motive. From the view of activity theori, transition to formal education entails crossing boundaries from the activity system play to the activity system of school learning. The transition can be facilitated by developing a 'transitory activity...... system', which mediates between the two systems, ensuring that the result of one system serves as a tool for the next. Advanced forms of play might make up a transitory activity system. The paper describes different forms of play crossing the boundaies of role play (frame-play, aesthetic theme play...

  9. Design of Piano -playing Robotic Hand

    OpenAIRE

    Lin Jen-Chang; Hsin-Cheng Li; Kuo-Cheng Huang; Shu-Wei Lin

    2013-01-01

    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...

  10. 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.

  11. Playing with Mathematics: Play in Early Childhood as a Context for Mathematical Learning

    Science.gov (United States)

    Mathematics Education Research Group of Australasia, 2010

    2010-01-01

    Play is an essential part of young children's lives. This symposium highlights the integral role of play in young children's mathematics learning and examines the teacher's role in facilitating and extending this. Papers examine key tenets of play, contributing to theoretical understandings and presenting data on teacher's perceptions of play and…

  12. 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…

  13. Parents' Play Beliefs and Engagement in Young Children's Play at Home

    Science.gov (United States)

    Lin, Xunyi; Li, Hui

    2018-01-01

    Play is a fundamental concept in early childhood development and education. As partners in the child's learning, parents play a crucial role in how play is defined, valued, and practised. The present study explores the constructs of parents' beliefs about and engagement in young children's play in two coastal cities in China. A sample of 483…

  14. 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…

  15. Mammalian play: training for the unexpected.

    Science.gov (United States)

    Spinka, M; Newberry, R C; Bekoff, M

    2001-06-01

    In this review, we present a new conceptual framework for the study of play behavior, a hitherto puzzling array of seemingly purposeless and unrelated behavioral elements that are recognizable as play throughout the mammalian lineage. Our major new functional hypothesis is that play enables animals to develop flexible kinematic and emotional responses to unexpected events in which they experience a sudden loss of control. Specifically, we propose that play functions to increase the versatility of movements used to recover from sudden shocks such as loss of balance and falling over, and to enhance the ability of animals to cope emotionally with unexpected stressful situations. To obtain this "training for the unexpected," we suggest that animals actively seek and create unexpected situations in play through self-handicapping; that is, deliberately relaxing control over their movements or actively putting themselves into disadvantageous positions and situations. Thus, play is comprised of sequences in which the players switch rapidly between well-controlled movements similar to those used in "serious" behavior and self-handicapping movements that result in temporary loss of control. We propose that this playful switching between in-control and out-of-control elements is cognitively demanding, setting phylogenetic and ontogenetic constraints on play, and is underlain by neuroendocrinological responses that produce a complex emotional state known as "having fun." Furthermore, we propose that play is often prompted by relatively novel or unpredictable stimuli, and is thus related to, although distinct from, exploration. We present 24 predictions that arise from our new theoretical framework, examining the extent to which they are supported by the existing empirical evidence and contrasting them with the predictions of four major alternative hypotheses about play. We argue that our "training for the unexpected" hypothesis can account for some previously puzzling

  16. Dimensions of Childhood Play and Toys

    Science.gov (United States)

    Sandberg, Anette; Vuorinen, Tuula

    2008-01-01

    The purpose of this article is to describe and analyse play through a contemporary historical perspective, based upon pre-school teachers', students majoring in education, and teacher education students' descriptions of memories from their childhood regarding play and toys. The overall method is retrospective. The data consists of 111 interviews…

  17. Children's Gendered Drawings of Play Behaviours

    Science.gov (United States)

    Akseer, Tabasum; Lao, Mary Grace; Bosacki, Sandra

    2012-01-01

    According to child psychologists, vital links exist between children's drawings and their emotional, social, and cognitive development. Previous research has explored the important relations between drawings and play in educational settings. Given the vast research that explores the ambiguous topic of children's play, according to Richer (1990),…

  18. 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…

  19. Play Therapy: Basics and Beyond. Second Edition

    Science.gov (United States)

    Kottman, Terry

    2011-01-01

    Written for use in play therapy and child counseling courses, this extraordinarily practical text provides a detailed examination of basic and advanced play therapy concepts and skills and guidance on when and how to use them. Kottman's multitheoretical approach and wealth of explicit techniques are also helpful for clinicians who want to gain…

  20. 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…

  1. Play Therapy Practices among Elementary School Counselors

    Science.gov (United States)

    Ray, Dee C.; Armstrong, Stephen A.; Warren, E. Scott; Balkin, Richard S.

    2005-01-01

    When elementary school counselors have a solid developmental understanding of children, play therapy might be one counseling intervention that they use with their students. Landreth (2002) has promoted the use of play therapy in schools by explaining that its objective is to help children get ready to profit from what teachers have to offer. Play…

  2. Nonsocial Play in Preschoolers: Necessarily Evil?

    Science.gov (United States)

    Rubin, Kenneth H.

    1982-01-01

    Examines the social, cognitive, and social-cognitive correlates of nonsocial play in 122 four-year-olds observed for 20 minutes during free play. Subjects were given a role-taking test and tests of social and impersonal problem-solving skills. Sociometric popularity and social competence, as rated by teachers, were also assessed. (Author/RH)

  3. Play Therapy Behaviors of Sexually Abused Children.

    Science.gov (United States)

    Homeyer, Linda E.; Landreth, Garry L.

    The purpose of this study was to identify play therapy behaviors of sexually abused children. Surveys were sent to members of the Association for Play Therapy, of which 249 respondents, who worked with 16 or more sexually abused children, were used. Results indicate that there are identifiable and highly interrelated PTBs of sexually abused…

  4. Playing with Power: An Outdoor Classroom Exploration

    Science.gov (United States)

    Haywood-Bird, Eden

    2017-01-01

    In this ethnographic research, discovery of how preschool-aged children use play to wield their individual power in the outdoors is documented in a single classroom. Embedded as a participant-researcher and working from constructivist and critical theory orientations, the researcher seeks to understand how children use their play to construct the…

  5. 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)

  6. Understanding Nonsocial Play in Early Childhood

    Science.gov (United States)

    Luckey, Alicia J.; Fabes, Richard A.

    2005-01-01

    Nonsocial play continues to be perceived as a behavior that is detrimental young children's development. The research evidence in this area is mixed but lends itself to a more positive view of nonsocial play. Despite the substantial amount of literature available, the terminology used fails to be consistent and may prove to be distracting and…

  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. Helping Young Children See Math in Play

    Science.gov (United States)

    Parks, Amy Noelle; Blom, Diana Chang

    2013-01-01

    The purpose of this article is to provide strategies for recognizing meaningful mathematics in common play contexts in early childhood classrooms and to offer suggestions for how teachers might intervene in these moments to help children attend to the mathematical ideas embedded in their play. In particular, the author's focus on the concepts of…

  9. 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 internation...

  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. 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…

  12. 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...

  13. Teaching Peace: Alternatives to Violent Play.

    Science.gov (United States)

    Jurek, Dianne Miller; Velazquez, Michaela

    1995-01-01

    To help combat the effects of violence on children and improve the quality and nature of play, early childhood teachers can: define violence by helping children become aware of the issue, help children resolve their own conflicts, create a peace place in the classroom, intervene when violent play occurs, evaluate media and toys, and educate…

  14. Guidelines for social support to child play

    Directory of Open Access Journals (Sweden)

    Mitranić Nevena N.

    2016-01-01

    Full Text Available Play is a precious aspect of living and irreplaceable importance for not only child well-being and development but for adults and communities, too. Complex current living conditions often minimize the importance of child play and it becomes even more necessary that educational policies support it. The subject of the research is based on the role child play has in educational policy and the aim is formulation of measures and actions which can support child play in educational policy. We examined measures and actions of official educational policies and non government organizations of the United Kingdom of England and Northern Ireland, the Republic of Ireland and Republic of Serbia. The results show that the problem is deeper than current nonexistence of systemic support to play in Serbia and open the question on which paradigm official educational policy in Serbia approaches to education, and the question of how to bring to awareness the importance of play in order to support it. Relaying on the frameworks of play support policy in the United Kingdom and Republic of Ireland we suggest some guidelines for social support of child play which might prove sensible and feasible in Serbia.

  15. Metamorphosis: Play, Spirituality and the Animal

    Science.gov (United States)

    Bone, Jane

    2010-01-01

    Animal- and bird-becoming is an aspect of play as metamorphosis connected to spirituality in early childhood settings. The reconceptualisation of play presented here is supported by research that explored the spiritual experiences of young children in different early childhood contexts. Qualitative case study research carried out in Aotearoa New…

  16. 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...... two were individuated: a competitive form of play, which was mapped into the 2D adventure game, and a designerly-creative play, which was mapped into a puzzle game (Valente and Marchetti 2011). This paper presents empirical results of a qualitative test, conducted with Danish primary school students......Teachers and children playing with factorization: putting Prime Slaughter to the test. Last year the prime slaughter game was designed and implemented, to enable primary and early secondary school students to play with prime numbers and factorization, within two different game contexts: a 2D...

  17. Alibis for Adult Play: A Goffmanian Account of Escaping Embarrassment in Adult Play.

    Science.gov (United States)

    Deterding, Sebastian

    2018-05-01

    The social meanings of play sit at odds with norms of responsible and productive adult conduct. To be "caught" playing as an adult therefore risks embarrassment. Still, many designers want to create enjoyable, nonembarrassing play experiences for adults. To address this need, this article reads instances of spontaneous adult play through the lens of Erving Goffman's theory of the interaction order to unpack conditions and strategies for nonembarrassing adult play. It identifies established frames, segregated audiences, scripts supporting smooth performance, managing audience awareness, role distancing, and, particularly, alibis for play: Adults routinely provide alternative, adult-appropriate motives to account for their play, such as child care, professional duties, creative expression, or health. Once legitimized, the norms and rules of play themselves then provide an alibi for behavior that would risk being embarrassing outside play.

  18. 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.

  19. 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...... Rollespil - i æstetisk, pædagogisk og kulturel sammenhæng (2006), which is the first Danish academic anthology on role-playing as an aesthetic, educational, and cultural phenomenon....

  20. Nystulian Play Therapy: Applications of Adlerian Psychology.

    Science.gov (United States)

    Nystul, Michael S.

    1980-01-01

    Nystulian Play Therapy is based on Adlerian strategies. Encouragement of and respect for the child are emphasized. Teacher and parent education are important parts of a comprehensive approach to affective positive change in the child. (JAC)

  1. Back to Sleep, Tummy to Play

    Science.gov (United States)

    ... Español Text Size Email Print Share Back to Sleep, Tummy to Play Page Content ​What are the 2 most important things to remember about safe sleep practices? Healthy babies are safest when sleeping on ...

  2. From online to offline game/play

    DEFF Research Database (Denmark)

    Clausen, Thea Juhl Roloff

    2015-01-01

    and teachers face. It can be a challenge for the digital immigrants to see the meanings of digital games, and why children (digital natives) should be introduced to digital games in such a young age. However, it is a fact that digital games are a part of children's everyday lives. If Digital Immigrants must......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 pedagogs...... be able to motivate digital natives for play and learning, it is important to know the rules of the game/play...

  3. 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......, because many of children's play activities already takes place on, and through, digital platforms. The focus for this paper is on how playorientated environmental qualities can be used and might change the current school structure. The background for the paper is the PhD project entitled Computer based...

  4. Playing violent video games increases intergroup bias.

    Science.gov (United States)

    Greitemeyer, Tobias

    2014-01-01

    Previous research has shown how, why, and for whom violent video game play is related to aggression and aggression-related variables. In contrast, less is known about whether some individuals are more likely than others to be the target of increased aggression after violent video game play. The present research examined the idea that the effects of violent video game play are stronger when the target is a member of an outgroup rather than an ingroup. In fact, a correlational study revealed that violent video game exposure was positively related to ethnocentrism. This relation remained significant when controlling for trait aggression. Providing causal evidence, an experimental study showed that playing a violent video game increased aggressive behavior, and that this effect was more pronounced when the target was an outgroup rather than an ingroup member. Possible mediating mechanisms are discussed.

  5. Play as production – production as game?

    DEFF Research Database (Denmark)

    Eichberg, Henning

    2015-01-01

    Play-related products and their export have through recent decades contributed to a certain Danish image on the world level – with Lego bricks at the commercial end and adventure playgrounds at the pedagogical end. The phenomena of toy production and play exports challenge our understanding of what...... “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...... of sport, Danish sport is not just elite sport, but also organized in local associations. People meet in mass summer festivals of popular sport. Folk Academies develop sport as personal development, often in an experimental way. Street sports, parkour, play and games are promoted. Civil society is a basis...

  6. A Brief Introduction to Competition and Play

    Directory of Open Access Journals (Sweden)

    Sean Scanlan

    2014-05-01

    Full Text Available This introduction sets the stage for a NANO special issue on how competition and play revolutionized Victorian work, how these ideas operate in endurance sports, and how they might get remade in digital spaces.

  7. Position Statement on Active Outdoor Play

    OpenAIRE

    Tremblay, Mark S.; Gray, Casey; Babcock, Shawna; Barnes, Joel; Costas Bradstreet, Christa; Carr, Dawn; Chabot, Guylaine; Choquette, Louise; Chorney, David; Collyer, Cam; Herrington, Susan; Janson, Katherine; Janssen, Ian; Larouche, Richard; Pickett, William

    2015-01-01

    A diverse, cross-sectorial group of partners, stakeholders and researchers, collaborated to develop an evidence-informed Position Statement on active outdoor play for children aged 3–12 years. The Position Statement was created in response to practitioner, academic, legal, insurance and public debate, dialogue and disagreement on the relative benefits and harms of active (including risky) outdoor play. The Position Statement development process was informed by two systematic reviews, a critic...

  8. Deep Learning for Video Game Playing

    OpenAIRE

    Justesen, Niels; Bontrager, Philip; Togelius, Julian; Risi, Sebastian

    2017-01-01

    In this article, we review recent Deep Learning advances in the context of how they have been applied to play different types of video games such as first-person shooters, arcade games, and real-time strategy games. We analyze the unique requirements that different game genres pose to a deep learning system and highlight important open challenges in the context of applying these machine learning methods to video games, such as general game playing, dealing with extremely large decision spaces...

  9. Play and play occupation: a survey of paediatric occupational therapy practice in Ireland

    Directory of Open Access Journals (Sweden)

    Alice Moore

    2017-04-01

    Full Text Available Purpose - Play occupation has been identified as an essential part of children’s lives, and it subsequently features in paediatric occupational therapy. However, few studies address the current place of play and play occupation in occupational therapy practice. This study aims to address this gap in knowledge by exploring paediatric occupational therapists’ perspectives on the place of play and play occupation in occupational therapy practice in Ireland. Design/methodology/approach - A cross-sectional online survey was conducted to gather data about the current use of play in the occupational therapy for children under 12 years. Convenience sampling and snowball recruitment techniques were used to recruit paediatric occupational therapists. Data were analysed using descriptive statistics and qualitative content analysis. Findings - In total, 65 therapists responded to the survey (estimated response rate, 32%. Results are organised into four sections: demographics and practice context, play assessment practices, use of play in practice and perceived barriers to play-centred practice. Respondents reported that they valued play as a childhood occupation. However, the survey findings identified that the primary focus was on play as a means to an end. Lack of education on play (research, theory and interventions and pressures in the workplace have been identified as barriers to play-centred practice. Research limitations/implications - Findings indicate that there is a mismatch between therapists valuing play as an occupation and how play is used in occupational therapy practice. Unless clarifications are made about play occupation as being different to skills acquisition in childhood, play occupation will continue to get overlooked as an authentic concern of occupation-centred practice. Thus, play as occupation deserves further attention from educators, researchers and practitioners as a means of strengthening occupation-centred practice, in

  10. Position Statement on Active Outdoor Play

    Science.gov (United States)

    Tremblay, Mark S.; Gray, Casey; Babcock, Shawna; Barnes, Joel; Costas Bradstreet, Christa; Carr, Dawn; Chabot, Guylaine; Choquette, Louise; Chorney, David; Collyer, Cam; Herrington, Susan; Janson, Katherine; Janssen, Ian; Larouche, Richard; Pickett, William; Power, Marlene; Sandseter, Ellen Beate Hansen; Simon, Brenda; Brussoni, Mariana

    2015-01-01

    A diverse, cross-sectorial group of partners, stakeholders and researchers, collaborated to develop an evidence-informed Position Statement on active outdoor play for children aged 3–12 years. The Position Statement was created in response to practitioner, academic, legal, insurance and public debate, dialogue and disagreement on the relative benefits and harms of active (including risky) outdoor play. The Position Statement development process was informed by two systematic reviews, a critical appraisal of the current literature and existing position statements, engagement of research experts (N = 9) and cross-sectorial individuals/organizations (N = 17), and an extensive stakeholder consultation process (N = 1908). More than 95% of the stakeholders consulted strongly agreed or somewhat agreed with the Position Statement; 14/17 participating individuals/organizations endorsed it; and over 1000 additional individuals and organizations requested their name be listed as a supporter. The final Position Statement on Active Outdoor Play states: “Access to active play in nature and outdoors—with its risks— is essential for healthy child development. We recommend increasing children’s opportunities for self-directed play outdoors in all settings—at home, at school, in child care, the community and nature.” The full Position Statement provides context for the statement, evidence supporting it, and a series of recommendations to increase active outdoor play opportunities to promote healthy child development. PMID:26062040

  11. Position Statement on Active Outdoor Play.

    Science.gov (United States)

    Tremblay, Mark S; Gray, Casey; Babcock, Shawna; Barnes, Joel; Bradstreet, Christa Costas; Carr, Dawn; Chabot, Guylaine; Choquette, Louise; Chorney, David; Collyer, Cam; Herrington, Susan; Janson, Katherine; Janssen, Ian; Larouche, Richard; Pickett, William; Power, Marlene; Sandseter, Ellen Beate Hansen; Simon, Brenda; Brussoni, Mariana

    2015-06-08

    A diverse, cross-sectorial group of partners, stakeholders and researchers, collaborated to develop an evidence-informed Position Statement on active outdoor play for children aged 3-12 years. The Position Statement was created in response to practitioner, academic, legal, insurance and public debate, dialogue and disagreement on the relative benefits and harms of active (including risky) outdoor play. The Position Statement development process was informed by two systematic reviews, a critical appraisal of the current literature and existing position statements, engagement of research experts (N=9) and cross-sectorial individuals/organizations (N=17), and an extensive stakeholder consultation process (N=1908). More than 95% of the stakeholders consulted strongly agreed or somewhat agreed with the Position Statement; 14/17 participating individuals/organizations endorsed it; and over 1000 additional individuals and organizations requested their name be listed as a supporter. The final Position Statement on Active Outdoor Play states: "Access to active play in nature and outdoors--with its risks--is essential for healthy child development. We recommend increasing children's opportunities for self-directed play outdoors in all settings--at home, at school, in child care, the community and nature." The full Position Statement provides context for the statement, evidence supporting it, and a series of recommendations to increase active outdoor play opportunities to promote healthy child development.

  12. Position Statement on Active Outdoor Play

    Directory of Open Access Journals (Sweden)

    Mark S. Tremblay

    2015-06-01

    Full Text Available A diverse, cross-sectorial group of partners, stakeholders and researchers, collaborated to develop an evidence-informed Position Statement on active outdoor play for children aged 3–12 years. The Position Statement was created in response to practitioner, academic, legal, insurance and public debate, dialogue and disagreement on the relative benefits and harms of active (including risky outdoor play. The Position Statement development process was informed by two systematic reviews, a critical appraisal of the current literature and existing position statements, engagement of research experts (N = 9 and cross-sectorial individuals/organizations (N = 17, and an extensive stakeholder consultation process (N = 1908. More than 95% of the stakeholders consulted strongly agreed or somewhat agreed with the Position Statement; 14/17 participating individuals/organizations endorsed it; and over 1000 additional individuals and organizations requested their name be listed as a supporter. The final Position Statement on Active Outdoor Play states: “Access to active play in nature and outdoors—with its risks— is essential for healthy child development. We recommend increasing children’s opportunities for self-directed play outdoors in all settings—at home, at school, in child care, the community and nature.” The full Position Statement provides context for the statement, evidence supporting it, and a series of recommendations to increase active outdoor play opportunities to promote healthy child development.

  13. Golden Jubilee Photos: Theorists at play

    CERN Multimedia

    2004-01-01

    Alvaro De Rújula and John Ellis, two of the best-known theorists at CERN, on stage for the 1983 Theory Division play. The stereotype of theoretical physicists has them with their heads in the clouds. But CERN theorists have turned this notion on its head with their annual satirical plays. The first, in 1978, poked fun at the conflict between two competing groups who wanted the chance to perform the second experiment with the then-new Super Proton Synchrotron (SPS). Theorist John Ellis, who has been involved with most of the plays over the years, says the theorists "came up with the idea of defusing the tension by having the play." Each year, they base the play on a theme or symbol that will resonate with people from any culture. This first play was loosely based on l'Escalade, Geneva's annual celebration of having repelled the Duke of Savoy's attack in 1602. In the 1980s they staged "CERN lake," inspired by the ballet "Swan Lake"-and by the problems in digging the Large Electron Positron (LEP) collider's tu...

  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. Online role-playing for faculty development.

    Science.gov (United States)

    Ladhani, Zahra; Chhatwal, Jugesh; Vyas, Rashmi; Iqbal, Mobeen; Tan, Christina; Diserens, Deborah

    2011-03-01

    There has been a rapid growth of online teaching in the past few years, yet the implementation of role-play for formal educational activities in an online setting is growing more slowly. The use of online role-playing for the development of health professions educators is virtually un-documented in the literature. In the project reported here we use role-playing as a method to motivate and increase active participation in an online web-based discussion on community-based medical education (CBME). The Foundation for Advancement of International Medical Education & Research (FAIMER(®) ) Institute hosts virtual group discussions for fellows as part of its fellowship programmes, in order to deepen their knowledge base in health professions education and research. In June 2008, a group of seven FAIMER(®) fellows and faculty members moderated an online discussion on CBME using an online role-play exercise with other fellows and faculty members. Out of a total of 102 fellows, 36 (35.3%) participated actively, which exceeded the typical percentage of list server participation. In addition, a rich discussion resulted in a comprehensive report on the goals, challenges, logistical components, role of Health Ministry policy and the possible ethical mandate of CBME in developing countries. Online role-play encouraged distributed participation among a highly diverse international group of participants, supporting the conclusion that role-playing can be used effectively with mid-career health professional faculty members in the online environment. © Blackwell Publishing Ltd 2011.

  16. What Play Therapists Do within the Therapeutic Relationship of Humanistic/Non-Directive Play Therapy

    Science.gov (United States)

    Robinson, Sally

    2011-01-01

    Play therapists are increasingly being employed in schools, yet there is confusion among many health, education and social care practitioners about the role of play therapists. This paper explains how play therapists position themselves and what they do through an examination of the therapeutic relationship between the therapist and child. It…

  17. When play is a family business: adult play, hierarchy, and possible stress reduction in common marmosets.

    Science.gov (United States)

    Norscia, Ivan; Palagi, Elisabetta

    2011-04-01

    Easy to recognize but not easy to define, animal play is a baffling behavior because it has no obvious immediate benefits for the performers. However, the absence of immediate advantages, if true, would leave adult play (costly but maintained by evolution, spanning lemurs to Homo sapiens) unexplained. Although a commonly held view maintains that play is limited by stress, an emergent hypothesis states that play can regulate stress in the short term. Here we explored this hypothesis in a captive family group of New World monkeys, Callithrix jacchus (common marmoset). We observed six subjects and gathered data on aggressive, play, and scratching behavior via focal (6 h/individual) and all occurrences sampling (115 h). We found that play levels were highest during pre-feeding, the period of maximum anxiety due to the forthcoming competition over food. Scratching (the most reliable indicator of stress in primates) and play showed opposite trends along hierarchy, with dominants scratching more and playing less than subordinates. Finally, scratching decreased after play, whereas play appeared to be unrelated to previous scratching events, symptoms of a potential stressful state. In conclusion, both play timing and hierarchical distribution indicate that play limits stress, more than vice versa, at least in the short term.

  18. The "State of Play" in Australia: Early Childhood Educators and Play-Based Learning

    Science.gov (United States)

    Sumsion, Jennifer; Grieshaber, Sue; McArdle, Felicity; Shield, Paul

    2014-01-01

    This article provides an overview of the Education Meets Play study that will investigate early childhood educators' use of play-based learning, now mandatory under the "National Quality Standard". By building on what can be gleaned about educators' approaches to play-based learning prior to the implementation of the "Early Years…

  19. Pedagogical Positioning in Play--Teachers Being inside and outside of Children's Imaginary Play

    Science.gov (United States)

    Fleer, Marilyn

    2015-01-01

    Although there is a long tradition of play pedagogy in early childhood education, teachers have mostly taken a passive role in children's play. There are relatively few studies of the pedagogical roles adults take from inside of children's imaginary play. This paper seeks to fill this gap through presenting the findings of a study where the play…

  20. Playfulness, Imagination, and Creativity in Play with Toys: A Cultural-Historical Approach

    Science.gov (United States)

    Møller, Signe Juhl

    2016-01-01

    The aim of this article is to present a wholeness perspective on the relation between creative imagination and children's activity when playing with toys. This is explored through a case retrieved from a 4-month experimental research project, specifically from a social fantasy play session. In order to analyse and examine children's play, the…

  1. Playing with Technology: Mother-Toddler Interaction Scores Lower during Play with Electronic Toys

    Science.gov (United States)

    Wooldridge, Michaela B.; Shapka, Jennifer

    2012-01-01

    To investigate play with electronic toys (battery-operated or digital), 25 mother-toddler (16-24 months old) dyads were videotaped in their homes playing with sets of age-appropriate electronic and non-electronic toys for approximately 10 min each. Parent-child interactions were coded from recorded segments of both of the play conditions using the…

  2. Taking Play Seriously: Children and Play in Early Childhood Education--An Exciting Challenge

    Science.gov (United States)

    Lillemyr, Ole Fredrik

    2009-01-01

    In the book the author presents from different perspectives what is understood by the phenomenon of children's play, why it is important, and how children's play challenge and stimulate the educator or caregiver in regard of educational values and practice, with the conclusion: play has to be taken seriously. A selection of theories is introduced…

  3. Time perspective as a predictor of massive multiplayer online role-playing game playing.

    Science.gov (United States)

    Lukavska, Katerina

    2012-01-01

    This article focuses on the relationship between the time perspective (TP) personality trait and massive multiplayer online role-playing game (MMORPG) playing. We investigate the question of frequency of playing. The TP was measured with Zimbardo's TP Inventory (ZTPI), which includes five factors-past negative, past positive, present hedonistic, present fatalistic, and future. The study used data from 154 MMORPG players. We demonstrated that TP partially explained differences within a group of players with respect to the frequency of playing. Significant positive correlations were found between present factors and the amount of time spent playing MMORPGs, and significant negative correlation was found between the future factor and the time spent playing MMORPGs. Our study also revealed the influence of future-present balance on playing time. Players who scored lower in future-present balance variables (their present score was relatively high compared with their future score) reported higher values in playing time. In contrast to referential studies on TP and drug abuse and gambling, present fatalistic TP was demonstrated to be a stronger predictor of extensive playing than present hedonistic TP, which opened the question of motivation for playing. The advantage of our study compared with other personality-based studies lies in the fact that TP is a stable but malleable personality trait with a direct link to playing behavior. Therefore, TP is a promising conceptual resource for excessive playing therapy.

  4. Play and Productivity: Enhancing the Creative Climate at Workplace Meetings with Play Cues

    Science.gov (United States)

    West, Samuel E.; Hoff, Eva; Carlsson, Ingegerd

    2016-01-01

    The authors investigate the links between playfulness and creative organizational climates established by other research, using play cues--objects and sweets--they provide participants halfway through workplace meetings. Their findings suggest such cues significantly enhance the creative climate and playfulness in workplace meetings without…

  5. Play as Self-Realization: Toward a General Theory of Play

    Science.gov (United States)

    Henricks, Thomas S.

    2014-01-01

    In a wide-ranging essay that reviews the major theories of plays and relates them to significant notions of the self, the author addresses the question of why we play. He does so to argue that play is a biologically driven project of self-understanding and self-realization, one that humans--although they also share the experience with other…

  6. Expressivity in Open-ended Constructive Play: Building and Playing Musical Lego Instruments

    DEFF Research Database (Denmark)

    Jakobsen, Kasper; Stougaard, Jeppe; Petersen, Marianne Graves

    2016-01-01

    This paper presents the findings from a case study in designing for open-ended constructive play for children. The study is based on a workshop where more that 150 children in ages 3-13 built and played their own musical instruments from Lego. The children used different sensors for playing...

  7. Observing and Assessing Young Children's Digital Play in the Early Years: Using the Digital Play Framework

    Science.gov (United States)

    Edwards, Susan; Bird, Jo

    2017-01-01

    Early childhood education settings are characterized by the use of play-based learning and the assessment of children's play by teachers to promote further learning. A problem with technology use in early childhood settings is that little is known about how children learn to use technologies through play. This lack of knowledge makes it difficult…

  8. Towards a playful organization ideal-type : Values of a playful organizational culture

    NARCIS (Netherlands)

    Warmelink, H.J.G.

    2011-01-01

    Numerous organizations have embarked on playful endeavors such as serious gaming (playing games with a learning/training purpose) and ‘gamification’ (applying game technology and principles to make existing practices more game-like). One could consequently theorize about the dawn of playful or

  9. Pigs, Planes, and Play-Doh: Children's Perspectives on Play as Revealed through Their Drawings

    Science.gov (United States)

    Duncan, Pauline Agnieszka

    2015-01-01

    Play, an elusive concept despite the extensive literature on the subject, remains especially problematic for research focused on the perspective of children. The author discusses her study on children's perspectives about play, exploring drawing as a method for learning how young children conceptualize play within a social-semiotic framework. Her…

  10. Self-Play and Using an Expert to Learn to Play Backgammon with Temporal Difference Learning

    NARCIS (Netherlands)

    Wiering, Marco A.

    2010-01-01

    A promising approach to learn to play board games is to use reinforcement learning algorithms that can learn a game position evaluation function. In this paper we examine and compare three different methods for generating training games: 1) Learning by self-play, 2) Learning by playing against an

  11. "Prey Play": Learning about Predators and Prey through an Interactive, Role-Play Game

    Science.gov (United States)

    Deaton, Cynthia C. M.; Dodd, Kristen; Drennon, Katherine; Nagle, Jack

    2012-01-01

    "Prey Play" is an interactive role-play activity that provides fifth-grade students with opportunities to examine predator-prey interactions. This four-part, role-play activity allows students to take on the role of a predator and prey as they reflect on the behaviors animals exhibit as they collect food and interact with one another, as well as…

  12. Play and optimal welfare: Does play indicate the presence of positive affective states?

    Science.gov (United States)

    Ahloy-Dallaire, Jamie; Espinosa, Julia; Mason, Georgia

    2017-11-16

    Play is commonly used to assess affective states in both humans and non-human animals. Play appears to be most common when animals are well-fed and not under any direct threats to fitness. Could play and playfulness therefore indicate pre-existing positive emotions, and thence optimal animal welfare? We examine this question by surveying the internal and external conditions that promote or suppress play in a variety of species, starting with humans. We find that negative affective states and poor welfare usually do suppress play (although there are notable exceptions where the opposite occurs). Furthermore, research in children suggests that beyond the frequency or total duration of play, poor welfare may additionally be reflected in qualitative aspects of this heterogeneous behaviour (e.g. display of solitary over social play; and the 'fragmentation' of play bouts) that are often overlooked in animals. There are surprisingly few studies of play in subjects with pre-existing optimal welfare or in unambiguously highly positive affective states, making it currently impossible to determine whether play can distinguish optimal or good welfare from merely neutral welfare. This therefore represents an important and exciting area for future research. Copyright © 2017 Elsevier B.V. All rights reserved.

  13. The role of play themes in non-directive play therapy.

    Science.gov (United States)

    Ryan, Virginia; Edge, Andrew

    2012-07-01

    Describing the processes underlying play therapy is important for evidence based practice in child therapy. Employing play themes to describe children's play session contents is in widespread use by practitioners, but an adequate classification of these themes for non-directive play therapy practice has not yet been established. This article sets out to fill this gap by first describing how themes can be distinguished and distilled from the contents of play therapy contents. Second, a classification of main themes and sub-themes with exemplars to illustrate these concepts which is compatible with non-directive play therapy practice is set out. Finally a pilot project with experienced play therapists to test this classification in practice is suggested, along with the research questions that will need to be investigated in the shorter and longer terms.

  14. Bluetooth as a Playful Public Art Interface

    Science.gov (United States)

    Stukoff, Maria N.

    This chapter investigates how the application of emergent communication technologies assisted in the design of playful art experience in a public place. Every Passing Moment (EPM), was a mobile public artwork that tracked and recorded any discoverable Bluetooth device to automatically seed a flower in a virtual garden projected onto an urban screen. The EPM was the first public art work to run blu_box, a custom-designed Bluetooth system for mobile telephony. The aim of blu_box was to build a system that supported playful interactions between the public and an urban screen, openly accessible to anyone with a Bluetooth-enabled mobile phone. This participatory engagement was observed in EPM on three levels, namely; unconscious, conscious, and dynamic play. Furthermore, this chapter highlights how sound and face-to-face communication proved imperative in the play dynamics of EPM. In conclusion, this chapter proposes ways in which the use of emergent communication technologies in public places, especially when interfaced with urban screening platforms, can construct playful city spaces for the public at large.

  15. [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.

  16. Play Golf with the CERN Golf Club

    CERN Multimedia

    Golf Club

    2014-01-01

    The snow has gone, the grass is getting greener and the golf courses open up to hibernating golfers; The CERN golf club committee has been busy organising the program for the coming golf season, with many attractive outings to nearby courses. Are you new to CERN? And you play golf? or would like to learn ? then join us, playing golf and having fun. You can find all you need to know on our web-page; don’t hesitate to contact any of the committee members who will answer your questions.  Take a look at the provisional schedule below, sign-up and take part!  Besides these regular outings, as a CERN Golf Club member, you have also the opportunity to play in our “Corpo” team, in the competitions organised by the Golf Entreprise Rhone-Alpes. You can also play in our match play-tournament, and for new to the game, we organise some group–lessons with a local Pro. See:  http://club-golf.web.cern.ch/club-golf/index.php

  17. The polyimage poetics in Ibsen's late plays

    Directory of Open Access Journals (Sweden)

    Wang Yuli

    2015-02-01

    Full Text Available The unique poetics of polyimage implied in Ibsen’s late plays can be excavated with aesthetic reading. The term polyimage is coined to describe Ibsen’s original design in aesthetic form and ingenious realm in aesthetic reaction in his late plays; that is, beyond an imagery realm, another imagery realm exists, which construct a deep vision of significance. In each of the excellent late plays, what Ibsen creates is one or more veiled holistic imagery realms in addition to an ordinary entire imagery realm perceived by most audiences. The “layers of imagery realm” result from Ibsen’s “double self-examinations”, including self-examination of soul and of art. It is these “double self-examinations” that make polyimage possible in his late plays and generates the attribute of “meta-art” in these works. Compared with polyphony in Dostoevsky’s novels, the polyimage in Ibsen’s late plays contains a unique modernity, which is of great significance to modern artistic creation.

  18. How do We Redo Design for Play?

    DEFF Research Database (Denmark)

    Feder, Karen

    2017-01-01

    D project that is planning to redo the way we design for play, with a more child-centred mind-set. It shows how we can combine a tool kit of co-creation methods with a more child-centred approach, framing them in a workshop format that embraces spending time together with children with a BIIT......Designers in play designing companies do not involve children as much as they would like to, and most of the time it happens only in the test phase. They don’t know how to involve children and they don’t know where to find the knowledge, tools or methods to do it. This paper introduces a Ph...... – Be In It Together approach, while specifically targeting play designers in the front-end process in practice. The aim of redo design for play with a more child-centred mind-set is to be able to take on the child’s perspective and learn when and how to involve children as a way to design better play experiences...

  19. THE NONLINEAR TRAJECTORY OF CHANGE IN PLAY PROFILES OF THREE CHILDREN IN PSYCHODYNAMIC PLAY THERAPY

    Directory of Open Access Journals (Sweden)

    Sibel Halfon

    2016-10-01

    Full Text Available 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, 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 7 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 interruptions.Conclusions: The

  20. Cracking Bank PINs by Playing Mastermind

    Science.gov (United States)

    Focardi, Riccardo; Luccio, Flaminia L.

    The bank director was pretty upset noticing Joe, the system administrator, spending his spare time playing Mastermind, an old useless game of the 70ies. He had fought the instinct of telling him how to better spend his life, just limiting to look at him in disgust long enough to be certain to be noticed. No wonder when the next day the director fell on his chair astonished while reading, on the newspaper, about a huge digital fraud on the ATMs of his bank, with millions of Euros stolen by a team of hackers all around the world. The article mentioned how the hackers had 'played with the bank computers just like playing Mastermind', being able to disclose thousands of user PINs during the one-hour lunch break. That precise moment, a second before falling senseless, he understood the subtle smile on Joe's face the day before, while training at his preferred game, Mastermind.

  1. Recent Advances in General Game Playing

    Science.gov (United States)

    Świechowski, Maciej; Park, HyunSoo; Mańdziuk, Jacek; Kim, Kyung-Joong

    2015-01-01

    The goal of General Game Playing (GGP) has been to develop computer programs that can perform well across various game types. It is natural for human game players to transfer knowledge from games they already know how to play to other similar games. GGP research attempts to design systems that work well across different game types, including unknown new games. In this review, we present a survey of recent advances (2011 to 2014) in GGP for both traditional games and video games. It is notable that research on GGP has been expanding into modern video games. Monte-Carlo Tree Search and its enhancements have been the most influential techniques in GGP for both research domains. Additionally, international competitions have become important events that promote and increase GGP research. Recently, a video GGP competition was launched. In this survey, we review recent progress in the most challenging research areas of Artificial Intelligence (AI) related to universal game playing. PMID:26380375

  2. 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.

  3. Recent Advances in General Game Playing.

    Science.gov (United States)

    Świechowski, Maciej; Park, HyunSoo; Mańdziuk, Jacek; Kim, Kyung-Joong

    2015-01-01

    The goal of General Game Playing (GGP) has been to develop computer programs that can perform well across various game types. It is natural for human game players to transfer knowledge from games they already know how to play to other similar games. GGP research attempts to design systems that work well across different game types, including unknown new games. In this review, we present a survey of recent advances (2011 to 2014) in GGP for both traditional games and video games. It is notable that research on GGP has been expanding into modern video games. Monte-Carlo Tree Search and its enhancements have been the most influential techniques in GGP for both research domains. Additionally, international competitions have become important events that promote and increase GGP research. Recently, a video GGP competition was launched. In this survey, we review recent progress in the most challenging research areas of Artificial Intelligence (AI) related to universal game playing.

  4. Magical arts: the poetics of play.

    Science.gov (United States)

    Jacobus, Mary

    2005-01-01

    The paper argues that links between play and magic in British Object Relations point to the persistence of aesthetic concerns within psychoanalysis. Magical thinking is present in British Object Relations psychoanalysis from its beginnings in Klein's play technique and early aesthetic writings, surfacing elsewhere in Susan Isaac's educational experiments and her theories of metaphor. Marion Milner's clinical account of the overlapping areas of illusion and symbol-formation in a boy's war-games link the primitive rituals of Frazer's "The Golden Bough" with her patient's creativity. In Winnicott's concept of the transitional object, the theory of play achieves its apotheosis as a diffusive theory of culture or "private madness," and as a paradigm for psychoanalysis itself. Tracing the non-positivistic, mystical, and poetical elements in British Object Relations underlines the extent to which aesthetics is not just entangled with psychoanalysis, but constitutive of it in its mid-twentieth century manifestations.

  5. Organic Functional Group Playing Card Deck

    Science.gov (United States)

    Welsh, Michael J.

    2003-04-01

    The recognition and identification of organic functional groups, while essential for chemistry and biology majors, is also very useful for non-science majors in the study of molecules in art and life. In order to make this task more palatable for the non-science major (art and communications students), the images of a traditional playing deck of cards (heart, spade, diamond, and club) have been replaced with four representations of common organic functional groups. The hierarchy rules for naming two groups in a molecule is loosely incorporated to represent the sequence (King, Queen, Jack, ?, Ace) of the deck. Students practice recognizing and identifying organic groups by playing simple card games of "Old Maid" and "Go Fish". To play games like "Poker" or "Gin", a student must not only recognize the functional groups, but also master a naming hierarchy for the organic groups.

  6. Recent Advances in General Game Playing

    Directory of Open Access Journals (Sweden)

    Maciej Świechowski

    2015-01-01

    Full Text Available The goal of General Game Playing (GGP has been to develop computer programs that can perform well across various game types. It is natural for human game players to transfer knowledge from games they already know how to play to other similar games. GGP research attempts to design systems that work well across different game types, including unknown new games. In this review, we present a survey of recent advances (2011 to 2014 in GGP for both traditional games and video games. It is notable that research on GGP has been expanding into modern video games. Monte-Carlo Tree Search and its enhancements have been the most influential techniques in GGP for both research domains. Additionally, international competitions have become important events that promote and increase GGP research. Recently, a video GGP competition was launched. In this survey, we review recent progress in the most challenging research areas of Artificial Intelligence (AI related to universal game playing.

  7. On the playful use of digital media

    DEFF Research Database (Denmark)

    Cermak, Daniel

    2016-01-01

    Daniel Cermak-Sassenrath. On the playful use of digital media. Invited article (formatted as an interview). In: Goethe-Institut, Brasil. Games of the South, 2016. Available online, https://www.goethe.de/ins/br/en/kul/sup/sds/sud/20824177.html.......Daniel Cermak-Sassenrath. On the playful use of digital media. Invited article (formatted as an interview). In: Goethe-Institut, Brasil. Games of the South, 2016. Available online, https://www.goethe.de/ins/br/en/kul/sup/sds/sud/20824177.html....

  8. Toys and games in play therapy.

    Science.gov (United States)

    Meschiany, A; Krontal, S

    1998-01-01

    The present article discusses the difference between play therapy with toys and play therapy with games from a psychodynamic point of view. Toys are regarded as offering the child an opportunity to develop a variety of transference reactions, while games, because of their inherent competitive characteristic, restrain the scope of possible transference reactions. The authors claim that therapists should consider these eventualities when choosing which games or toys are to be available in the therapy room. This choice might determine, in advance, the initial characteristics of the patient's transference.

  9. Live action role-playing games

    DEFF Research Database (Denmark)

    Tychsen, Anders; Hitchens, Michael; Brolund, Thea

    2006-01-01

    Live action role-playing games share a range of characteristics with massively multi-player online games (MMOGs). Because these games have existed for more than 20 years, players of these games have a substantial amount of experience in handling issues pertinent to MMOGs. Survey and review of live...... action role-playing games, whose participant count can be in the thousands, reveal that features such as size, theme, game master-to-player ratio, and others interact to form complex systems that require several different groups of control tools to manage. The way that these games are managed offers...

  10. Scaffolded filmmaking in PlayOFF

    DEFF Research Database (Denmark)

    Philipsen, Heidi

    2012-01-01

    How is it possible to make an entire short film in only 48 hours? This task was carried out in the global online film contest, called PlayOFF, held by Odense International Film Festival (OFF) in August 2010 and -11. Contestants from all over the world - as different countries as Palestine, China...... 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...

  11. Recent Advances in General Game Playing

    OpenAIRE

    Świechowski, Maciej; Park, HyunSoo; Mańdziuk, Jacek; Kim, Kyung-Joong

    2015-01-01

    The goal of General Game Playing (GGP) has been to develop computer programs that can perform well across various game types. It is natural for human game players to transfer knowledge from games they already know how to play to other similar games. GGP research attempts to design systems that work well across different game types, including unknown new games. In this review, we present a survey of recent advances (2011 to 2014) in GGP for both traditional games and video games. It is notable...

  12. Women Do Not Play Their Aces

    DEFF Research Database (Denmark)

    Claussen, Jörg; Czibor, Eszter; Van Praag, Mirjam

    The underrepresentation of women at the top of hierarchies is often explained by gender differences in preferences. We find support for this claim by analyzing a large dataset from an online card game community, a stylized yet natural setting characterized by self-selection into an uncertain......, competitive and male-dominated environment. We observe gender differences in playing behavior consistent with women being more averse towards risk and competition. Moreover, we demonstrate how "shying away" makes female players less successful: despite no gender gap in playing skills, women accumulate lower...

  13. Playing Muller Games in a Hurry

    Directory of Open Access Journals (Sweden)

    John Fearnley

    2010-06-01

    Full Text Available This work studies the following question: can plays in a Muller game be stopped after a finite number of moves and a winner be declared. A criterion to do this is sound if Player 0 wins an infinite-duration Muller game if and only if she wins the finite-duration version. A sound criterion is presented that stops a play after at most 3^n moves, where n is the size of the arena. This improves the bound (n!+1^n obtained by McNaughton and the bound n!+1 derived from a reduction to parity games.

  14. Playing Muller Games in a Hurry

    OpenAIRE

    Fearnley, John; Zimmermann, Martin

    2010-01-01

    This work studies the following question: can plays in a Muller game be stopped after a finite number of moves and a winner be declared. A criterion to do this is sound if Player 0 wins an infinite-duration Muller game if and only if she wins the finite-duration version. A sound criterion is presented that stops a play after at most 3^n moves, where n is the size of the arena. This improves the bound (n!+1)^n obtained by McNaughton and the bound n!+1 derived from a reduction to parity games.

  15. Finnish Play Becomes Chinese Local Opera

    Institute of Scientific and Technical Information of China (English)

    1993-01-01

    IN the fall of 1992 an unusualpremiere took place in Xi′an:Totisesti totisesti,adapted from aFinnish stage play,was performed asan opera in Chinese by the HuaOpera Troupe,a part of the ShaanxiOpera Research Institute.Ms.InkeriKilpinen,the playwright,and Ms.Leena Laulajainen,vice-chairman ofFinland Writers′Association,cameto see the performance.Hua opera,also known as“Wanwan Opera,”is one of the localforms of opera in Shaanxi Province.It was originally performed in theform of shadow play,and was for-

  16. HCI Lessons From PlayStation VR

    OpenAIRE

    Habgood, Jacob; Wilson, David; Moore, David; Alapont, Sergio

    2017-01-01

    PlayStation VR has quickly built up a significant user-base of over a million headsets and its own ecosystem of games across a variety of genres. These games form part of a rapidly evolving testing ground for design solutions which can usefully inform HCI design for virtual reality. This paper reviews every PlayStation VR title released in the first three months of its lifecycle in order to identify emerging themes for locomotion. These themes are discussed with respect to the lessons learned...

  17. [Death by erotic asphyxiation (breath control play)].

    Science.gov (United States)

    Madea, Burkhard; Hagemeier, Lars

    2013-01-01

    Most cases of sexual asphyxia are due to autoerotic activity. Asphyxia due to oronasal occlusion is mostly seen in very old or very young victims. Oronasal occlusion is also used in sadomasochistic sexual practices like "breath control play" or "erotic asphyxiation". If life saving time limitations of oronasal occlusion are not observed, conviction for homicide caused by negligence is possible.

  18. PLAY DIRECTING AND DIRECTORS: AN EVOLUTIONARY ...

    African Journals Online (AJOL)

    While the theatre director can be seen as the `god of the theatre', he/she can also be seen as a priest and a carrier who must coordinate human and material resources a master and a messenger. Drawing from the above, this paper traces the evolution of play directing and the theatre director in different theatres of the world ...

  19. Environmental Influences on Independent Collaborative Play

    Science.gov (United States)

    Mawson, Brent

    2010-01-01

    Data from two qualitative research projects indicated a relationship between the type of early childhood setting and children's independent collaborative play. The first research project involved 22 three and four-year-old children in a daylong setting and 47 children four-year-old children in a sessional kindergarten. The second project involved…

  20. Playing around in Lewis Carroll's "Alice" Books

    Science.gov (United States)

    Susina, Jan

    2010-01-01

    Mathematician Charles Dodgson's love of play and his need for rules came together in his use of popular games as part of the structure of the two famous children's books, "Alice in Wonderland" and "Through the Looking-Glass," he wrote under the pseudonym Lewis Carroll. The author of this article looks at the interplay between…

  1. Some Roles Children Play in Their Families

    Science.gov (United States)

    Rollins, Nancy; And Others

    1973-01-01

    A child patient may play one of several fixed roles in the family. As scapegoat, his shortcomings are emphasized; as baby, his dependence, weakness, and immaturity are rewarded; as pet, love and praise, some undeserved, are won; and, as peacemaker, he must promote peace at the cost of suppressing his own feelings. (ST)

  2. An Integrated Playful Music Learning Solution

    DEFF Research Database (Denmark)

    Jensen, Karl Kristoffer; Frimodt-Møller, Søren

    2015-01-01

    This paper presents an integrated solution using IT technologies to help a (young) musician learn a piece of music, or learn how to play an instru- ment. The rehearsal process is organized in sequences, consisting of various ac- tivities to be 'passed'. Several games are investigated that help...

  3. Compassionate Play in The Ludic Century

    Directory of Open Access Journals (Sweden)

    James Dyer

    2014-11-01

    Full Text Available In 2013 game designer Eric Zimmerman wrote a provocative manifesto entitled ‘Manifesto for a Ludic Century’ (2013a, in which Zimmerman declares the 21st Century’s dominant cultural form to be games. Consequently, Zimmerman proposes that the individual occupant of the century is therefore in a continuous state of game engagement. As such, this re-contextualisation of game space and play, indefinitely articulates the individual as a constant player and character, and thusly challenges the notions of selfhood. Importantly it should be noted, the state of a ludic century is explicitly assumed as a truth, however superficial it may appear. Accordingly, this paper is then afforded to be an extended hypothesis of the proposed ludic century, rather than a critical dissection and response to Zimmerman’s manifesto. This enables a hermeneutic framing of the questions: ‘What does it mean to live in a ludic century?’and ‘in what capacity may the self exist in the ludic century?’ These questions will attempt to distinguish play as an inherent cultural logic that extends beyond the limitations of explicit ‘gamification’ or instrumental play (Stenros et al., 2009; Zichermann, 2010. Concluding, it is claimed that the ludic century elicits a sustained delusion of self, as the player is confined to the designed game structure, which inhibits authentic engagement and interaction with environment and self. It is proposed that this evokes a form of suffering, the compassionate play within the ludic century.

  4. Contemporary Play Therapy: Theory, Research, and Practice

    Science.gov (United States)

    Schaefer, Charles E., Ed.; Gerard Kaduson, Heidi, Ed.

    2006-01-01

    This highly practical book presents current developments in play therapy, including innovative applications for particular problems and populations. Contributors first discuss the latest ideas and techniques emerging from object-relations, experiential, dynamic, and narrative perspectives. Next, research evaluating the effectiveness of play…

  5. Role playing research before Dungeons and Dragons

    DEFF Research Database (Denmark)

    Lieberoth, Andreas

    been published (for a review, see Lieberoth & Trier-Knudsen, 2015). Sometimes the therapeutic concept of “”Psychodrama”” is evoked as an earlier 20th century case (and suggested efficacy) of role playing as a positive tool for personal and psychological change, but digging a bit deeper, it turns out...

  6. Melting Metal on a Playing Card

    Science.gov (United States)

    Greenslade, Thomas B., Jr.

    2016-01-01

    Many of us are familiar with the demonstration of boiling water in a paper cup held over a candle or a Bunsen burner; the ignition temperature of paper is above the temperature of 100°C at which water boils under standard conditions. A more dramatic demonstration is melting tin held in a playing card. This illustration is from Tissandier's book on…

  7. A Child's Power in Game-Play

    Science.gov (United States)

    McLeod, Julie; Lin, Lin

    2010-01-01

    This paper is the first of its series that studies the power children have in game-play and examines its implications for teaching and learning. As a start, the paper describes a framework of power based on a synthesis of various types of power underlined in literature. The paper then looks into the power issue through observation and interviews…

  8. Instrument Records And Plays Back Acceleration Signals

    Science.gov (United States)

    Bozeman, Richard J.

    1994-01-01

    Small, battery-powered, hand-held instrument feeds power to accelerometer and records time-varying component of output for 15 seconds in analog form. No power needed to maintain content of memory; memory chip removed after recording and stored indefinitely. Recorded signal plays back at any time up to several years later. Principal advantages: compactness, portability, and low cost.

  9. Endowment Investing: Time for a Sustainability Play?

    Science.gov (United States)

    Pelletier, Stephen G.

    2010-01-01

    Managers of university endowment funds are paying closer attention to investing in "green" industries, commonly bundled under the umbrella "cleantech." Cleantech offers the possibility of buying in while prices are low "and" making a "green" investment play, but it also harbors the risks inherent in any emerging industry. Cleantech has varying…

  10. Designing for social interaction through physical play

    NARCIS (Netherlands)

    Bekker, M.M.; Sturm, J.A.; Barakova, E.I.; Sturm, J.A.; Bekker, M.M.

    2008-01-01

    Nine very interesting position papers were submitted to our workshop on Design for Social Interactioll and Physical Play. The papers, present.ed in these proceedings, cover design concepts for very diverse user groups and eontexts of use. Creating novel concepts is often done using theories about

  11. Gaming: Eat Breakfast, Drink Milk, Play Xbox

    Science.gov (United States)

    O'Hanlon, Charlene

    2007-01-01

    Plagued by one of the most overweight populaces in the country, the state of West Virginia was looking for a solution to its obesity problem that would appeal to the school-age crowd. It turned to Linda Carson, a professor at West Virginia University's School of Physical Education. Carson recalled witnessing kids lining up in an arcade to play a…

  12. Preadolescent Girls' and Boys' Virtual MUD Play

    Science.gov (United States)

    Calvert, Sandra L.; Strouse, Gabrielle A.; Strong, Bonnie L.; Huffaker, David A.; Lai, Sean

    2009-01-01

    Same and opposite-sex pairs of preadolescents interacted twice in a MUD, a virtual domain where they created characters known as avatars and socially interacted with one another. Boys interacted primarily through rapid scene shifts and playful exchanges; girls interacted with one another through written dialogue. Opposite-sex pairs lagged behind…

  13. Educational role-play: moving beyond entertainment

    DEFF Research Database (Denmark)

    Duus Henriksen, Thomas

    This paper presents a controversial approach to innovating educational role-play. It is argued that we should stop thinking games as an entertaining mean for facilitating participation, and instead try to see games as a content provider and feedback mechanism. A theoretical model is presented...

  14. World History Plays, Puzzles and Activities.

    Science.gov (United States)

    Stevens, Lawrence

    This instructional resource, for grades 7-10, includes a collection of 10 plays with related learning activities. Units of study include: (1) "Alexander the Great and the Greeks"; (2) "The Black Death and the End of the Middle Ages"; (3) "Robert Clive and Imperialism"; (4) "Christopher Columbus and the Age of…

  15. Considering play : From method to analysis

    NARCIS (Netherlands)

    van Vught, J.F.|info:eu-repo/dai/nl/413532682; Glas, M.A.J.|info:eu-repo/dai/nl/330981447

    2017-01-01

    This paper deals with play as an important methodological issue when studying games as texts and is intended as a practical methodological guide. After considering text as both the structuring object as well as its plural processual activations, we argue that different methodological considerations

  16. Evolutionary Advantages of Free Play During Childhood

    Directory of Open Access Journals (Sweden)

    Werner Greve

    2016-11-01

    Full Text Available In a theoretical framework of evolutionary developmental psychology, the present study investigates the assumption that free play during childhood is a condition for the development of individual adaptability, which in turn predicts, first, social success and, second, reproductive success. This hypothesis is tested in a study with 238 adults (75.9% females; 18–90 years. Participants were asked to recollect their free play experiences during childhood in detail, to report their current developmental status with respect to several aspects of social success, and to report the number of (own children. Furthermore, individual adaptability (flexibility of goal adjustment is assessed. Results show that the opportunity for free play in childhood significantly predicts both social success and individual adaptability. Social success did not predict reproductive success (number of offspring directly. However, an indirect effect to the number of offspring was found, mediated by individual adaptability. These results suggest that freely playing in childhood is connected to the development of developmental resources, in particular individual adaptability in adulthood, which, in turn, is related to reproductive success (fitness.

  17. [Theraplay--a direct communication play therapy].

    Science.gov (United States)

    Franke, U

    1990-01-01

    This paper introduces the basic concepts and the application of the directive short-term play therapy called Theraplay. Goals and methods are illustrated by examples from the assessment (Marschak Interaction Method) and by sessions with a 6 year old regressive noncompliant mutistic twin.

  18. Rhythmic Reading and Role-Playing

    Science.gov (United States)

    Lombarbdo, Mary A.

    2005-01-01

    Children listen, act out and recite nursery rhymes and thus learn about rhyming words, absorb the rhythm of English language, and begin to develop speech sound awareness in an interactive and fun way, which can further enhance reading achievement. Encouraging children to dramatize the rhymes leads to role plays which uses basic vocabulary sight…

  19. Epoxy adhesive plays crucial role at CERN

    CERN Multimedia

    2007-01-01

    "Epoxy adhesives are set to play a vital role in Europe's biggest-ever scientific experiment at the European Centrefor Nuclear Research (CERN) in Geneva, Switzerland, thereby helping scientists gain a better understanding of the origins of the universe." (1/2 page)

  20. Epoxy adhesive plays crucial role at CERN

    CERN Multimedia

    2006-01-01

    "Epoxy adhesives are set to play a vital role in Europe's biggest-ever scientific experiment at the European Centre for Nuclear Research (CERN) in Geneva, Switzerland, thereby helping scientists gain a better understanding of the origins of the universe." (1 page)

  1. Fictitious play in extensive form games

    DEFF Research Database (Denmark)

    Hendon, Ebbe; Whitta-Jacobsen, Hans Jørgen; Sloth, Birgitte

    1996-01-01

    This article analyzes the fictitious play process originally proposed for strategic form games by Brown (1951) and Robinson (1951). We interpret the process as a model of preplay thinking performed by players before acting in a one-shot game. This model is one of bounded rationality. We discuss how...

  2. More playful user interfaces: an introduction

    NARCIS (Netherlands)

    Unknown, [Unknown; Nijholt, A.; Nijholt, Antinus

    2015-01-01

    In this chapter we embed recent research advances in creating playful user interfaces in a historical context. We have observations on spending leisure time, in particular predictions from previous decades and views expressed in Science Fiction novels. We confront these views and predictions with

  3. The benefits of playing video games

    NARCIS (Netherlands)

    Granic, I.; Lobel, A.M.; Engels, R.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,

  4. The Commercial Side of Virtual Play Worlds

    Science.gov (United States)

    Kargin, Tolga

    2018-01-01

    In recent years, virtual play spaces have become enormously popular among young children around the world. As yet, though, there has been relatively little research into the ways in which children interact on such sites and what they learn in the process. This article describes a study of kids' experiences with one such virtual world, Club…

  5. Games To Play with Babies. Third Edition.

    Science.gov (United States)

    Silberg, Jackie

    Intended for parents with infants, this book is a collection of 230 simple, fun-filled games that can be played with infants from birth to age 1 year. The book begins with guidelines for growth in motor, auditory, visual, language, cognitive, and self-concept skills from birth to 6 months and from 6 to 12 months. The remainder of the book presents…

  6. Playful subversions: young children and tablet use

    DEFF Research Database (Denmark)

    Froes, Isabel; Pajares Tosca, Susana

    2017-01-01

    Drawing on data from empirical studies of small children (4-8 year olds) using tablets in educational settings, we explore the ways they resist the expected use of the various applications in order to invent their own forms of interaction. We propose the category of playful subversion to conceptu...

  7. Expert Behavior in Children's Video Game Play.

    Science.gov (United States)

    VanDeventer, Stephanie S.; White, James A.

    2002-01-01

    Investigates the display of expert behavior by seven outstanding video game-playing children ages 10 and 11. Analyzes observation and debriefing transcripts for evidence of self-monitoring, pattern recognition, principled decision making, qualitative thinking, and superior memory, and discusses implications for educators regarding the development…

  8. Writing Plays Using Creative Problem-Solving.

    Science.gov (United States)

    Raiser, Lynne; Hinson, Shirley

    1995-01-01

    This article describes a project which involved inner city elementary grade children with disabilities in writing and performing their own plays. A four-step playwriting process focuses on theme and character development, problem finding, and writing dialogue. The project has led to improved reading skills, attention, memory skills,…

  9. Block Play: Practical Suggestions for Common Dilemmas

    Science.gov (United States)

    Tunks, Karyn Wellhousen

    2009-01-01

    Learning materials and teaching methods used in early childhood classrooms have fluctuated greatly over the past century. However, one learning tool has stood the test of time: Wood building blocks, often called unit blocks, continue to be a source of pleasure and learning for young children at play. Wood blocks have the unique capacity to engage…

  10. Problem Solvers: Solutions--Playing Basketball

    Science.gov (United States)

    Smith, Jeffrey

    2014-01-01

    In this article, fourth grade Upper Allen Elementary School (Mechanicsburg, Pennsylvania) teacher Jeffrey Smith describes his exploration of the Playing Basketball activity. Herein he describes how he found the problem to be an effective way to review concepts associated with the measurement of elapsed time with his students. Additionally, it…

  11. Scaffolding Productive Language Skills through Sociodramatic Play

    Science.gov (United States)

    Galeano, Rebecca

    2011-01-01

    This article reviews how a receptive, bilingual four-year-old increased her Spanish productive-language skills over five weeks as she engaged in Spanish-language play sessions with bilingual peers. The data show her growing participation in group verbal interactions along with her growing production of her weaker language. In addition, a…

  12. Simplify Volleying through Modified Game Play

    Science.gov (United States)

    Beaudet, Bob; Grube, Dan

    2005-01-01

    Volleyball, by its very nature, is a difficult game to play. Players at all ages have a hard time hitting the ball to their intended targets, resulting in rallies that rarely last more than one or two hits. The resulting game, then, is slow paced and boring, with a lot of standing around and little activity time. In an attempt to ease the…

  13. Preschool Teachers' Language Use in Sociodramatic Play

    Science.gov (United States)

    Meacham, Sohyun

    2013-01-01

    Preschool teachers' language use has been described in recent research, as preschoolers' language development is found to be an important preparation for later reading development. Based on existing research on teachers' language use in sociodramatic play, however, it is still unclear how teachers use their language specifically in sociodramatic…

  14. Odaminodaa Ojibwemong!! = Let's Play in Ojibwe!!

    Science.gov (United States)

    White, James L.

    The booklet contains directions for designing six word games to provide motivation, reinforcement, and review for students of all ages, from children to adults, as they learn the Ojibwe language. Step-by-step instructions are provided for making and playing Quiz Board, Tic-Tac-Toe, Concentration, Lottery, Lingo (Bingo), and Incocomp. Suggestions…

  15. Playfulness, Ideas, and Creativity: A Survey

    Science.gov (United States)

    Bateson, Patrick; Nettle, Daniel

    2014-01-01

    This article investigates whether self-reports about playfulness are related to self-reports about creativity and the alternate uses of objects. An on-line survey was conducted of how people think about themselves. One thousand, five hundred and thirty-six people completed the survey. They were asked whether a variety of statements were very…

  16. Sport and Play in a Digital World

    NARCIS (Netherlands)

    van Hilvoorde, I.M.

    Digital technology plays an important role in the everyday lives of people. New types of ‘digital sports’, (sport) gaming, exergaming, cybersport and eSports increase in popularity all over the world and are even challenging the modern and hegemonic concept of sport. Modern games can hardly be

  17. Children's Spontaneous Vocalisations during Play: Aesthetic Dimensions

    Science.gov (United States)

    Countryman, June; Gabriel, Martha; Thompson, Katherine

    2016-01-01

    This paper explores the phenomenon of spontaneous vocalisations in the self-chosen, unstructured outdoor play of children aged 3-12. Spontaneous vocalisations encompass the whole range of children's unprompted, natural, expressive vocal soundings beyond spoken language. Non-participant observations at childcare centres and on elementary school…

  18. Teaching Teachers to Play and Teach Games

    Science.gov (United States)

    Wright, Steven; McNeill, Michael; Fry, Joan; Wang, John

    2005-01-01

    This study was designed to determine the extent to which a technical and a tactical approach to teaching a basketball unit to physical education teacher education (PETE) students would each affect their games playing abilities, perceived ability to teach, and approach preference for teaching the game. Pre- and post-unit data were collected through…

  19. Concepts of Play and Play Culture for the 21st Century

    DEFF Research Database (Denmark)

    Nørgård, Rikke Toft; Toft, Herdis; Karoff, Helle Skovbjerg

    2014-01-01

    , Associate professor Carsten Jessen, Aarhus University, Assistant professor Helle Skovbjerg Karoff, University of Aalborg and Assistant professor Rikke Toft Nørgård, Aarhus University. This panel represents and discusses different concepts of play and play culture in both diachronic and synchronic dimensions......BIN Norden conference 2014 Accepted panel ________________________________________ Concepts of Play and Play Culture for the 21st Century Participants in the panel are: Associate professor Herdis Toft, University of Southern Denmark (organizer), Professor Beth Juncker, University of Copenhagen....... For several centuries western theorists, for instance Baumgarten, Schiller, Huizinga, Caillois, Sutton Smith, Vygotsky, Bateson, Salen & Zimmerman, Flemming Mouritsen and later on the panel participants, have discussed the concept of play and play culture. They have presented their own theoretical...

  20. [Play therapy--psychotherapy with play as the medium: II. New developments].

    Science.gov (United States)

    von Gontard, Alexander; Lehmkuhl, Gerd

    2003-02-01

    A wide array of new forms and combinations of play therapy have been developed. The aim of the second part of this paper is to present an overview of these newer approaches, including: focussed therapies for specific disorders; behavioural approaches like the Cognitive-Behavioral Play Therapy and the Parent-Child Interaction Therapy; various combinations with family therapy; and therapies especially for preschool children like Filial Therapy, Developmental Play Therapy and Thera-play. Following a phase of experiments and combinations, the empirical evaluation of many play-therapy forms is needed. Especially questions of the differential indication of specific play-therapies and their effectiveness in the therapeutical practice need to be studied.

  1. Depression and play in early childhood. Play behavior of depressed and nondepressed 3- to 6-year olds in various play situations

    NARCIS (Netherlands)

    Mol Lous, A.; Wit, C.A.M. de; Bruyn, E.E.J. De; Riksen-Walraven, J.M.A.; Rost, H.

    2000-01-01

    The behavior of seven depressed and seven nondepressed 3- to 6-year-olds was compared in three play situations: solitary free play, interactive free play, and play narratives. Depressed children played significantly less than their nondepressed controls. This was mainly due to differences in

  2. Active play opportunities at child care.

    Science.gov (United States)

    Tandon, Pooja S; Saelens, Brian E; Christakis, Dimitri A

    2015-06-01

    Physical activity (PA) is important for children's health and development, yet preschoolers are not meeting PA recommendations. The objective of this study was to examine different PA opportunities at child care and how variation in indoor versus outdoor and free versus teacher-led opportunities relate to children's PA. An observational study of 98 children (mean age 4.5 years, 49% girls) from 10 child care centers. Classrooms were observed for at least 4 full days per center (total 50 days) to categorize time into (1) not an active play opportunity (APO); (2) naptime; (3) APO, outdoor free play; (4) APO, outdoor teacher-led; (5) APO, indoor free play; and (6) APO, indoor teacher-led. Children wore accelerometers during observations. Linear regression models examined the influence of APO categories on moderate-vigorous physical activity (MVPA) and sedentary time. Children's activity was 73% sedentary, 13% light, and 14% MVPA. For 88% of time children did not have APOs, including 26% time as naptime. On average, 48 minutes per day were APOs (41% sedentary, 18% light, and 41% MVPA), 33 minutes per day were outdoors. The most frequent APO was outdoor free play (8% of time); outdoor teacher-led time was Children were more active and less sedentary outdoors versus indoors and during the child-initiated APOs (indoors and outdoors) versus teacher-led APOs. Preschoolers were presented with significantly fewer than recommended opportunities for PA at child care. More APOs are needed for children to meet recommendations, particularly those that encourage more outdoor time, more teacher-led and child-initiated active play, and flexibility in naptime for preschoolers. Copyright © 2015 by the American Academy of Pediatrics.

  3. Physiological characteristics of badminton match play.

    Science.gov (United States)

    Faude, Oliver; Meyer, Tim; Rosenberger, Friederike; Fries, Markus; Huber, Günther; Kindermann, Wilfried

    2007-07-01

    The present study aimed at examining the physiological characteristics and metabolic demands of badminton single match play. Twelve internationally ranked badminton players (eight women and four men) performed an incremental treadmill test [VO(2peak = )50.3 +/- 4.1 ml min(-1) kg(-1) (women) and 61.8 +/- 5.9 ml min(-1) kg(-1) (men), respectively]. On a separate day, they played a simulated badminton match of two 15 min with simultaneous gas exchange (breath-by-breath) and heart rate measurements. Additionally, blood lactate concentrations were determined before, after 15 min and at the end of the match. Furthermore, the duration of rallies and rests in between, the score as well as the number of shots per rally were recorded. A total of 630 rallies was analysed. Mean rally and rest duration were 5.5 +/- 4.4 s and 11.4 +/- 6.0 s, respectively, with an average 5.1 +/- 3.9 shots played per rally. Mean oxygen uptake (VO(2)), heart rate (HR), and blood lactate concentrations during badminton matches were 39.6 +/- 5.7 ml min(-1) kg(-1) (73.3% VO(2peak)), 169 +/- 9 min(-1) (89.0% HR(peak)) and 1.9 +/- 0.7 mmol l(-1), respectively. For a single subject 95% confidence intervals for VO(2) and HR during match play were on average 45.7-100.9% VO(2peak) and 78.3-99.8% HR(peak). High average intensity of badminton match play and considerable variability of several physiological variables demonstrate the importance of anaerobic alactacid and aerobic energy production in competitive badminton. A well-developed aerobic endurance capacity seems necessary for fast recovery between rallies or intensive training workouts.

  4. Facilitating play through communication: significance of teeth exposure in the gorilla play face.

    Science.gov (United States)

    Waller, Bridget M; Cherry, Lyndsay

    2012-02-01

    Primate facial expressions (FEs) likely play an important role in primate society: through facial signals, individuals can potentially send and receive information and may benefit from coordinating their behavior accordingly. Many primates use a relaxed open mouth (ROM) facial display or “play face” (PF) during play behavior, where the mouth is open but teeth are covered. In addition to this conventional PF, however, Western Lowland gorillas (Gorilla gorilla gorilla) also use a full PF where the upper teeth are exposed. As the teeth are similarly exposed in the bared-teeth expression (which is a signal of appeasement, submission and/or affiliation), the full PF may be a blend of the PF and bared-teeth face, and have a different signal function to the PF alone. Focal animal sampling of captive Western Lowland gorillas (N=10) showed that the full PF was more often observed in intense rather than gentle play, and intense play bouts that featured the full PF were longer than those that featured only the PF. Both expressions were associated with an increase in affinitive behavior between sender and receiver postplay, but only the full PF was associated with an increase higher than that of play alone. Overall, the findings suggest that the full PF has an additional role in coordinating and maintaining play, possibly though reducing uncertainty in the receiver and confirming that play is only play.

  5. 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.

  6. 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.

  7. Energy dispersive X-ray fluorescence spectroscopy/Monte Carlo simulation approach for the non-destructive analysis of corrosion patina-bearing alloys in archaeological bronzes: The case of the bowl from the Fareleira 3 site (Vidigueira, South Portugal)

    Energy Technology Data Exchange (ETDEWEB)

    Bottaini, C. [Hercules Laboratory, University of Évora, Palacio do Vimioso, Largo Marquês de Marialva 8, 7000-809 Évora (Portugal); Mirão, J. [Hercules Laboratory, University of Évora, Palacio do Vimioso, Largo Marquês de Marialva 8, 7000-809 Évora (Portugal); Évora Geophysics Centre, Rua Romão Ramalho 59, 7000 Évora (Portugal); Figuereido, M. [Archaeologist — Monte da Capelinha, Apartado 54, 7005, São Miguel de Machede, Évora (Portugal); Candeias, A. [Hercules Laboratory, University of Évora, Palacio do Vimioso, Largo Marquês de Marialva 8, 7000-809 Évora (Portugal); Évora Chemistry Centre, Rua Romão Ramalho 59, 7000 Évora (Portugal); Brunetti, A. [Department of Political Science and Communication, University of Sassari, Via Piandanna 2, 07100 Sassari (Italy); Schiavon, N., E-mail: schiavon@uevora.pt [Hercules Laboratory, University of Évora, Palacio do Vimioso, Largo Marquês de Marialva 8, 7000-809 Évora (Portugal); Évora Geophysics Centre, Rua Romão Ramalho 59, 7000 Évora (Portugal)

    2015-01-01

    Energy dispersive X-ray fluorescence (EDXRF) is a well-known technique for non-destructive and in situ analysis of archaeological artifacts both in terms of the qualitative and quantitative elemental composition because of its rapidity and non-destructiveness. In this study EDXRF and realistic Monte Carlo simulation using the X-ray Monte Carlo (XRMC) code package have been combined to characterize a Cu-based bowl from the Iron Age burial from Fareleira 3 (Southern Portugal). The artifact displays a multilayered structure made up of three distinct layers: a) alloy substrate; b) green oxidized corrosion patina; and c) brownish carbonate soil-derived crust. To assess the reliability of Monte Carlo simulation in reproducing the composition of the bulk metal of the objects without recurring to potentially damaging patina's and crust's removal, portable EDXRF analysis was performed on cleaned and patina/crust coated areas of the artifact. Patina has been characterized by micro X-ray Diffractometry (μXRD) and Back-Scattered Scanning Electron Microscopy + Energy Dispersive Spectroscopy (BSEM + EDS). Results indicate that the EDXRF/Monte Carlo protocol is well suited when a two-layered model is considered, whereas in areas where the patina + crust surface coating is too thick, X-rays from the alloy substrate are not able to exit the sample. - Highlights: • EDXRF/Monte Carlo simulation is used to characterize an archeological alloy. • EDXRF analysis was performed on cleaned and patina coated areas of the artifact. • EDXRF/Montes Carlo protocol is well suited when a two-layered model is considered. • When the patina is too thick, X-rays from substrate are unable to exit the sample.

  8. Late-Roman glass bowl with drops and cabochons from Guarromán, Jaén | El cuenco de vidrio tardorromano con gotas y cabujones de Guarromán, Jaén

    Directory of Open Access Journals (Sweden)

    María José Almagro Gorbea

    2010-12-01

    Full Text Available The Museo Nacional de Artes Decorativas (Madrid has a beautiful glass bowl decorated with coloured drops, which has never been studied. This was a very popular type of glassware all over the Roman world, especially in Gaul and the Rhineland, but also in other Roman provinces. Numerous pieces were manufactured with this design and occasionally they were also copied in large series of lower quality to satisfy the mass market. In the twentieth century, few vases of this type were known in Spain and they had not been studied in depth, so they were considered luxury imports. However, recent excavations and studies have verified that they were also very common in Hispania in the fourth and fifth centuries A.D. | La colección de vidrios romanos del Museo Nacional de Artes Decorativas posee un vaso decorado con cabujones de colores que nunca ha sido debidamente publicado. Este tipo de vasos tuvo gran aceptación en las manufacturas de vidrio por todo el Imperio romano, especialmente en las Galias y Renania, pero también en otras regiones se fabricaron piezas con estos motivos, a veces de baja calidad, para satisfacer a una clientela popular. En el siglo XX eran escasos los vasos españoles conocidos de esta clase y no estaban bien estudiados, por lo que se consideraban piezas importadas de lujo. En los últimos años, recientes excavaciones y estudios han evidenciado que fueron piezas corrientes en las vajillas de Hispania durante los siglos IV-V d.C.

  9. MAJOR OIL PLAYS IN UTAH AND VICINITY

    International Nuclear Information System (INIS)

    Chidsey, Thomas C. Jr.; Morgan, Craig D.; Bon, Roger L.

    2003-01-01

    Utah oil fields have produced over 1.2 billion barrels (191 million m 3 ). However, the 13.7 million barrels (2.2 million m 3 ) of production in 2002 was the lowest level in over 40 years and continued the steady decline that began in the mid-1980s. The Utah Geological Survey believes this trend can be reversed by providing play portfolios for the major oil producing provinces (Paradox Basin, Uinta Basin, and thrust belt) in Utah and adjacent areas in Colorado and Wyoming. Oil plays are geographic areas with petroleum potential caused by favorable combinations of source rock, migration paths, reservoir rock characteristics, and other factors. The play portfolios will include: descriptions and maps of the major oil plays by reservoir; production and reservoir data; case-study field evaluations; summaries of the state-of-the-art drilling, completion, and secondary/tertiary techniques for each play; locations of major oil pipelines; descriptions of reservoir outcrop analogs; and identification and discussion of land use constraints. All play maps, reports, databases, and so forth, produced for the project will be published in interactive, menu-driven digital (web-based and compact disc) and hard-copy formats. This report covers research activities for the third quarter of the first project year (January 1 through March 31, 2003). This work included gathering field data and analyzing best practices in the eastern Uinta Basin, Utah, and the Colorado portion of the Paradox Basin. Best practices used in oil fields of the eastern Uinta Basin consist of conversion of all geophysical well logs into digital form, running small fracture treatments, fingerprinting oil samples from each producing zone, running spinner surveys biannually, mapping each producing zone, and drilling on 80-acre (32 ha) spacing. These practices ensure that induced fractures do not extend vertically out of the intended zone, determine the percentage each zone contributes to the overall production of

  10. The playful and reflective game designer

    DEFF Research Database (Denmark)

    Majgaard, Gunver

    2014-01-01

    Abstract: A group of first-semester engineering students participated in a game design course. The aim of the course was to learn how to design computer games and programming skills by creating their own games, thereby applying their game-playing experiences to gain knowledge about game design....... The aim was for students to develop a more critically reflective perspective on video games and game design. In applying their game experiences, they developed their own digital prototypes and participated in reflective discussions on the concept of games: what makes them interesting and how...... they are constructed. The students used the GameMaker programming tool, which can be used without any prior programming knowledge. The tool allows for the easy development of 2D game prototypes.The didactic approach was based on play as a lever for the design process, and on constructionistic and reflective learning...

  11. 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.

  12. Industry perspectives on Plug-& -Play Spacecraft Avionics

    Science.gov (United States)

    Franck, R.; Graven, P.; Liptak, L.

    This paper describes the methodologies and findings from an industry survey of awareness and utility of Spacecraft Plug-& -Play Avionics (SPA). The survey was conducted via interviews, in-person and teleconference, with spacecraft prime contractors and suppliers. It focuses primarily on AFRL's SPA technology development activities but also explores the broader applicability and utility of Plug-& -Play (PnP) architectures for spacecraft. Interviews include large and small suppliers as well as large and small spacecraft prime contractors. Through these “ product marketing” interviews, awareness and attitudes can be assessed, key technical and market barriers can be identified, and opportunities for improvement can be uncovered. Although this effort focuses on a high-level assessment, similar processes can be used to develop business cases and economic models which may be necessary to support investment decisions.

  13. Domain-specific knowledge as playful interaction

    DEFF Research Database (Denmark)

    Valente, Andrea; Marchetti, Emanuela

    2015-01-01

    Starting from reflections on designing games for learning, aimed at providing a tangible grounding to abstract knowledge, we designed Prime Slaughter, a game to support learning of factorisation and prime numbers, targeted to primary and early secondary school children. This new study draws upon ...... on activity theory, aimed at facilitating the transposition of abstract knowledge into playful interactions, so to develop new learning games of this kind, also keeping into account children’s individual needs regarding play.......Starting from reflections on designing games for learning, aimed at providing a tangible grounding to abstract knowledge, we designed Prime Slaughter, a game to support learning of factorisation and prime numbers, targeted to primary and early secondary school children. This new study draws upon...

  14. Institutional games played by confined juveniles.

    Science.gov (United States)

    Bartollas, C; Sieverdes, C M

    1983-01-01

    This study examined the games played by 561 juvenile offenders confined in six coeducational correctional facilities in one state. The types of games these residents used against staff and peers within the confines of the institution varied considerably. The study documented nineteen games used by males and females, twelve to deal with staff and seven to deal with peers. The games were defined as therapeutic games, material games, psychological games, and physical games. Peer-oriented games included attention-seeking activities and a variety of dominance games. Additionally, these games were described and tabulated according to the sex and race of the residents. The conclusion was that game-playing behavior was no less frequent in coeducational institutions than it was in single-sex institutions.

  15. Teachers and Parents Play to Learn: Play-Based Instruction in Computer Technology

    Science.gov (United States)

    Parker, Denise

    2010-01-01

    Play is so important that it is declared as one of the human rights by the United Nations. Although it is focused on children, play does "not" stop there. In the 1990s the author designed and facilitated a blended curriculum for a Head Start Program. The instructional goal was to introduce and get the children to effectively and…

  16. Player Types, Play Styles, and Play Complexity: Updating the Entertainment Grid

    Science.gov (United States)

    Rademacher Mena, Ricardo Javier

    2012-01-01

    In a previous work the author created the Education and Entertainment Grid by combining various taxonomies from the fields of play and learning. In this paper, a section of this grid known as the Entertainment Grid will be extended by including previously unused elements of Richard Bartle's online player types and Robert Caillois' play complexity.…

  17. Play to Learn, Learn to Play: Language Learning through Gaming Culture

    Science.gov (United States)

    Ryu, Dongwan

    2013-01-01

    Many researchers have investigated learning through playing games. However, after playing games, players often go online to establish and participate in the online community where they enrich their game experiences, discuss game-related issues, and create fan-fictions, screenshots, or scenarios. Although these emerging activities are an essential…

  18. Partners in Play: An Adlerian Approach to Play Therapy. Second Edition.

    Science.gov (United States)

    Kottman, Terry

    This handbook gives step-by-step instruction on using play therapy with children in school and private practice settings. The second edition builds on the fundamental instruction of the first edition and supplies play therapists with the necessary tools to strengthen therapeutic work with children-- especially those with problematic attitudes--…

  19. Is it play? Towards a reconceptualisation of role-play from an activity theory perspective.

    NARCIS (Netherlands)

    van Oers, B.

    2013-01-01

    This article proposes a reconceptualisation of role play on the basis of the Cultural-Historical theory (Vygotskij -Leont'ev - El'konin). The theory conceives of play as a specific mode of activity defined by a format that includes three basic parameters (rules, degrees of freedom and involvement).

  20. In Defense of Play: Beginning the Dialog about the Power of Play

    Science.gov (United States)

    Myck-Wayne, Janice

    2010-01-01

    This article provides early childhood practitioners a way to develop a common understanding of the importance of play in the early learning experience of young children. Meaningful discussion among teachers, parents, administrators, and teacher candidates regarding play in early childhood education programs is critical to ensure the growth and…

  1. Children's Engagement in Play at Home: A Parent's Role in Supporting Play Opportunities during Early Childhood

    Science.gov (United States)

    LaForett, Doré R.; Mendez, Julia L.

    2017-01-01

    This study examined parents' developmentally appropriate beliefs about young children's play and parents' views on their child's play skills. This exploratory secondary data analysis was drawn from data on low-income African-American and Latino parents and their children (n = 109) participating in Head Start programmes in the USA. Compared with…

  2. Online gaming addiction? Motives predict addictive play behavior in massively multiplayer online role-playing games

    NARCIS (Netherlands)

    Kuss, D.J.; Louws, J.; Wiers, R.W.

    2012-01-01

    Recently, there have been growing concerns about excessive online gaming. Playing Massively Multiplayer Online Role-Playing Games (MMORPGs) appears to be particularly problematic, because these games require a high degree of commitment and time investment from the players to the detriment of

  3. Reflections of Play and Toys on Impressionist Painting Children and Play as a Pictorial Expression

    Science.gov (United States)

    Kargi, Eda; Yazgin, Yucel

    2018-01-01

    Play is a significant event and opportunity for experience and discovery for children to find their place in the society, to search for themselves and their identity. This study aimed to analyze how the images of children and play were reflected on impressionist painting in Europe in the 19th century. First, the works of impressionist painters…

  4. Cancer Survivors Who Play Recreational Computer Games: Motivations for Playing and Associations with Beneficial Psychological Outcomes.

    Science.gov (United States)

    Comello, Maria Leonora G; Francis, Diane B; Marshall, Laura Heisner; Puglia, Deanna R

    2016-08-01

    Playing recreational videogames is a common activity, yet little is known about its role in the lives of people who are coping with serious illness. These individuals may experience depression and isolation and may turn to games to help alleviate negative experiences and support well-being. We explored these possibilities in the context of cancer survivors. The study aimed to discover motivations underlying game play and the extent to which motivations are associated with psychological health and well-being. We conducted a cross-sectional online survey of survivors who play recreational games (N = 794). Key variables were motivations and indicators of psychological health, including self-efficacy in cancer communications, resilient coping, and beliefs that one is living a fulfilling and meaningful life (flourishing). Participants were most likely to be motivated to play for stimulation and a sense of accomplishment (intrinsic rewards), followed by development of self, sense of community, and personal affirmation. Multiple regression analyses revealed positive associations between playing for intrinsic rewards and all three psychological health outcomes. Playing for a sense of community was also positively associated with coping and flourishing. Playing recreational videogames, particularly to receive intrinsic rewards and to connect with others, may play a supportive role in the psychological health of survivors. Findings suggest future areas for research and implications for development of serious games.

  5. We're in Math Class Playing Games, Not Playing Games in Math Class

    Science.gov (United States)

    McFeetors, P. Janelle; Palfy, Kylie

    2017-01-01

    Early experiences of reasoning while playing games of strategy are foundational for future proofs that students will be expected to build using conventionally structured arguments. But how did game playing in school occur? How can educators be sure that mathematical reasoning is going on? The authors investigated these questions to understand how…

  6. Development of the Indigenous Child-Initiated Pretend Play Assessment: Selection of play materials and administration.

    Science.gov (United States)

    Dender, Alma; Stagnitti, Karen

    2011-02-01

    There is a need for culturally appropriate assessments for Australian Indigenous children. This article reports the selection of culturally appropriate and gender-neutral play materials, and changes in administration identified to develop further the Indigenous Child-Initiated Pretend Play Assessment (I-ChIPPA). Twenty-three typically developing children aged four to six years from the Pilbara region in Western Australia participated in the study. Children were presented with four sets of play materials and frequency counts were recorded for each time the child used one of the play materials in a pretend play action. Twelve of the 23 children came to play in pairs. Both boys and girls used the Pilbara toy set including the dark coloured dolls and Pilbara region animals, more frequently than the standardised play materials from the Child-Initiated Pretend Play Assessment (ChIPPA). This study reports the first steps in the development of the I-ChIPPA. Future development will include the refinement of the administration and scoring with pairs of children, and then validity testing the assessment. © 2010 The Authors. Australian Occupational Therapy Journal © 2010 Australian Association of Occupational Therapists.

  7. Solitary Active Videogame Play Improves Executive Functioning More Than Collaborative Play for Children with Special Needs.

    Science.gov (United States)

    Flynn, Rachel M; Colon, Nirmaliz

    2016-12-01

    This pilot study examined the impact of playing an active videogame on executive functioning (EF) skills for children with special needs, who typically have lower EF skills. Acute EF change was measured in 36 children with a range of special needs, including mental health disorders and developmental disabilities. Participants were assigned to one of two active videogame conditions: playing alone and playing with a peer. Two different EF tasks were conducted pre- and postplay. Children who played alone increased their accuracy performance more than children in the paired-play condition on two measures of EF. The study explored potential covariates of prior videogame experience, age, and enjoyment, but none of these variables related to EF change. This study's findings support active videogame play as an activity that can boost EF skills for children with special needs when they play alone. Future research should continue to examine the relationships between EF and active videogame play with a peer to elucidate the contributions of social interactions.

  8. Pretending to Play or Playing to Pretend: The Case of Autism

    Science.gov (United States)

    Kasari, Connie; Chang, Ya-Chih; Patterson, Stephanie

    2013-01-01

    An article by Angeline S. Lillard and others published in the January 2013 issue of "Psychological Bulletin" about the impact of pretend play on child development raised a number of issues about play studies and child psychology. The article claimed that, contrary to current theories on the subject, the evidence of many studies does not…

  9. Playing with Place in Early Childhood: An Analysis of Dark Emotion and Materiality in Children's Play

    Science.gov (United States)

    Procter, Lisa; Hackett, Abigail

    2017-01-01

    In this article, the authors bring together the cultural studies of emotion with theories that foreground the agency of place and objects in order to analyse the entanglement of place, children and emotion (particularly fear) in children's play encounters. When children, objects and places come into play with each other, intensities and emotions…

  10. What Play Means to Us: Exploring Children's Perspectives on Play in an English Year 1 Classroom

    Science.gov (United States)

    Howe, Sally

    2016-01-01

    Opportunities for play and self-initiated activity, considered to be an important part of children's learning in early childhood settings, diminish as children progress into school. Previous studies suggest that losing time for play/self-initiated activity can impact negatively on children's attitudes to school learning. This article discusses the…

  11. Play on: Retrospective Reports of the Persistence of Pretend Play into Middle Childhood

    Science.gov (United States)

    Smith, Eric D.; Lillard, Angeline S.

    2012-01-01

    Piaget (1962) asserted that children stop engaging in pretend play when they enter the concrete operational stage because they become able to accommodate reality and no longer need to assimilate it to their wishes. Consistent also with the views of Vygotsky, discussion of pretend play in developmental psychology is typically confined to early…

  12. Paleocene stratigraphic plays in Uruguay offshore

    International Nuclear Information System (INIS)

    Morales, E; Soto, M; Ferro, S; Tomasini, J; De Santa Ana, H; Conti, B.; Veroslavsky, G.

    2012-01-01

    The Uruguayan continental margin offshore evolution is represented by three large mega sequences: pre rift, rift and post rift, which are correlated with other South Atlantic basins. The tectonic and stratigraphic knowledge about the Uruguayan offshore evolution enable a hydrocarbon potential approximation . The mapping of the seismic depositional sequences are covered by deep basins. The methodology used identify the migration of Uruguayan side depo centers such as the stratigraphic plays group in particular a prospective Paleocene sequence

  13. Elderly Labor Supply: Work or Play

    National Research Council Canada - National Science Library

    Haider, Steven

    2001-01-01

    .... Despite this, we find that the wages of the elderly are low both relative to younger populations and relative to the wages they earned when they themselves were young. Among individuals over the age of 70, we find that changes in health status dominate labor market transitions. Overall. our findings suggest that non- pecuniary considerations play an important role in determining elderly labor supply decisions.

  14. The experiences of context on role play

    Directory of Open Access Journals (Sweden)

    Justina Rodríguez Rodríguez

    2013-12-01

    Full Text Available The issue in question relates to the preparation that has the staff, for the use of the experiences of the context of children of preschool grade of primary school, in the role plays, for evidence that the social aspect that own the game, being a prerequisite for the formation and development of the child's personality, and being a problem under investigation in educational practice in all aspects of Early Childhood Education.

  15. Playing SNES in the Retro Learning Environment

    OpenAIRE

    Bhonker, Nadav; Rozenberg, Shai; Hubara, Itay

    2016-01-01

    Mastering a video game requires skill, tactics and strategy. While these attributes may be acquired naturally by human players, teaching them to a computer program is a far more challenging task. In recent years, extensive research was carried out in the field of reinforcement learning and numerous algorithms were introduced, aiming to learn how to perform human tasks such as playing video games. As a result, the Arcade Learning Environment (ALE) (Bellemare et al., 2013) has become a commonly...

  16. Incidental Lexicon Acquisition through Playful Interaction

    OpenAIRE

    Lukas Wilhelm Ansteeg

    2015-01-01

    This paper presents an educational game which aids learners with foreign lexicon acquisition while entertaining them at the same time. An overview over existing language learning tools is given, and a general platform for educational games for second language acquisition (SLA) is described. It introduces a specific prototype video game which teaches Italian vocabulary to the user. The application puts learning at the core of its game mechanics and combines it with a narrative and role-playing...

  17. 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. PsycINFO Database Record (c) 2014 APA, all rights reserved.

  18. From Team Play to Squad Play: The Militarisation of Interactions in Multiplayer FPS Video Games

    Directory of Open Access Journals (Sweden)

    Adam Duell

    2014-11-01

    Full Text Available Since the onset of E-sports we have seen the development from casual players to professional players who push the boundary of game mastery to new heights via coordinated team play. In this short paper I explore how a group of video game players adopt military-style communication methods and strategies to coordinate their actions in the popular tactical First Person Shooter (FPS video game DayZ (Bohemia Interactive, 2014.  Utilising the key components of team interaction in the context of distributed and ad-hoc military teams (Pascual et al., 1997, I show how a group of players evolved their interactions from team play to squad play. I argue that squad play is an advancement of the strategic and tactical thinking embodied in team play through the adoption of real-world military interaction and communication strategies.

  19. 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.

  20. Return to play after infectious mononucleosis.

    Science.gov (United States)

    Becker, Jonathan A; Smith, Julie Anne

    2014-05-01

    Infectious mononucleosis is a disease primarily of adolescence and early adulthood. The risk of splenic injury and chronic fatigue make return-to-play decisions a challenge for the clinician caring for athletes with infectious mononucleosis. Data were obtained from the PubMed and MEDLINE databases through December 2012 by searching for epidemiology, diagnosis, clinical manifestations, management, and the role of the spleen in infectious mononucleosis. Clinical review. Level 4. Infectious mononucleosis is commonly encountered in young athletes. Its disease pattern is variable and can affect multiple organ systems. Supportive care is the cornerstone, with little role for medications such as corticosteroids. Physical examination is unreliable for the spleen, and ultrasound imaging has limitations in its ability to guide return-to-play decisions. Exercise does not appear to place the young athlete at risk for chronic fatigue, but determining who is at risk for persistent symptoms is a challenge. Return-to-play decisions for the athlete with infectious mononucleosis need to be individualized because of the variable disease course and lack of evidence-based guidelines.

  1. 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. © The Author(s) 2016.

  2. Parapraxes in the plays of William Shakespeare.

    Science.gov (United States)

    Mahon, E

    2000-01-01

    Parapraxes in the psychopathology of everyday life are "mistakes" that reveal the workings of the unconscious. (Obviously they existed before Freud's time, but it was Freud who gave them a name and dissected their complex psychological meanings.) When they occur in a great work of art (as in Shakespeare's plays) they are obviously not "mistakes" at all but carefully planted details of the artist's over-all aesthetic conception. Just as fictional dreams, as in Jensen's Gradiva, seem to follow the rules of nocturnal dream process and can be subjected to psychoanalytic scrutiny, fictional parapraxes are doubly interesting because they not only express the inwardness of a protagonist but reveal something of the writer's aesthetic method as well. This paper attempts to address these double points of entry into the mystery of Shakespeare's plays, posing the question, "Can the seemingly trivial or irrelevant (a handful of parapraxes in 38 plays) shed any light on the most complex characters in Western literature and the extraordinary mind of their creator?"

  3. Forecasting production in Liquid Rich Shale plays

    Science.gov (United States)

    Nikfarman, Hanieh

    Production from Liquid Rich Shale (LRS) reservoirs is taking center stage in the exploration and production of unconventional reservoirs. Production from the low and ultra-low permeability LRS plays is possible only through multi-fractured horizontal wells (MFHW's). There is no existing workflow that is applicable to forecasting multi-phase production from MFHW's in LRS plays. This project presents a practical and rigorous workflow for forecasting multiphase production from MFHW's in LRS reservoirs. There has been much effort in developing workflows and methodology for forecasting in tight/shale plays in recent years. The existing workflows, however, are applicable only to single phase flow, and are primarily used in shale gas plays. These methodologies do not apply to the multi-phase flow that is inevitable in LRS plays. To account for complexities of multiphase flow in MFHW's the only available technique is dynamic modeling in compositional numerical simulators. These are time consuming and not practical when it comes to forecasting production and estimating reserves for a large number of producers. A workflow was developed, and validated by compositional numerical simulation. The workflow honors physics of flow, and is sufficiently accurate while practical so that an analyst can readily apply it to forecast production and estimate reserves in a large number of producers in a short period of time. To simplify the complex multiphase flow in MFHW, the workflow divides production periods into an initial period where large production and pressure declines are expected, and the subsequent period where production decline may converge into a common trend for a number of producers across an area of interest in the field. Initial period assumes the production is dominated by single-phase flow of oil and uses the tri-linear flow model of Erdal Ozkan to estimate the production history. Commercial software readily available can simulate flow and forecast production in this

  4. The therapeutic power of play: examining the play of young children with leukaemia.

    Science.gov (United States)

    Gariépy, N; Howe, N

    2003-11-01

    The therapeutic function of play has been investigated in relation to recognized stressors such as hospitalization, illness and medical treatments for ill children. While medical treatments in the past 30 years have improved survival rates, children's psychological experiences and quality of life during and after their illness have received limited attention. The present study investigated the therapeutic effects of play on 3- to 5-year-old children with leukaemia compared with a control group of healthy children. The participants with leukaemia (n = 11) were from the external oncology clinic of an urban children's hospital; control children (n = 11) attended a day care centre. Measures included children's experience of stress, social and cognitive play behaviours, and daily mood. A series of manova revealed that the children with leukaemia, compared with the control children, engaged in (a) significantly fewer total play behaviours, and in particular less (b) parallel, (c) group and (d) dramatic play. Pearson correlations revealed significant relationships between reports of 'being happy' and play only for children with leukaemia. Quantitative and qualitative analyses revealed a pattern of repetitive play activities week after week for children with leukaemia, but not controls. Findings are discussed in light of the theoretical and practical implications for children undergoing treatment for leukaemia.

  5. Impact of Changes in Playing Time on Playing-Related Musculoskeletal Pain in String Music Students.

    Science.gov (United States)

    Robitaille, Judith; Tousignant-Laflamme, Yannick; Guay, Manon

    2018-03-01

    During their training, musicians must develop good work habits that they will carry on throughout their professional career in order to avoid potential chronic health problems, such as musculoskeletal pain. The effect of sudden changes in instrument playing-time on the development of playing-related musculoskeletal pain (PRMP) has not been thoroughly investigated in music students playing bowed string instruments (BSI), even though they are regularly exposed to such changes to perfect their playing skills. To explore the association between sudden changes in instrument playing-time and changes in PRMP in BSI players. A prospective cohort study was completed with BSI students attending a summer music camp offering high-level training. Participants completed a self-administered 23-item questionnaire designed for the study upon arrival at camp (T1) and then 7 days later (T2). Ninety-three BSI students (16±4 yrs old) completed the questionnaires, for a 23% response rate. Their playing-time increased by 23±14 hrs between T1 and T2. Complaints in pain frequency (e.g., from never to most of the time) and intensity (19±24 mm on VAS) significantly increased between T1 and T2 and were correlated with an increase in playing-time. A sudden increase in playing-time, such as that experienced by elite BSI students attending an intensive music camp, was related to an increase in PRMP. However, in this study, changes in pain characteristics were only partly explained by the change in playing-time.

  6. Playing Against the Modern World? : Role-Playing Games in Late Modernity

    OpenAIRE

    Harding, Tobias

    2010-01-01

    Playing Reality is an anthology of articles on live role-playing, a new art from where the Nordic countries are at the front edge. This book covers a wide range of topics and genres, from practical advice, historical reviews and visions of possible futures to semiotic and philosophical analysis. They Show some of the diversity of participatory arts, and will thus be of interest for anyone in the fields of art, education or performance. It wouldn't be misleading to claim that live role-playing...

  7. MAJOR OIL PLAYS IN UTAH AND VICINITY

    International Nuclear Information System (INIS)

    Chidsey, Thomas C.; Morgan, Craig D.; McClure, Kevin; Willis, Grant C.

    2003-01-01

    Utah oil fields have produced over 1.2 billion barrels (191 million m 3 ). However, the 13.7 million barrels (2.2 million m 3 ) of production in 2002 was the lowest level in over 40 years and continued the steady decline that began in the mid-1980s. The Utah Geological Survey believes this trend can be reversed by providing play portfolios for the major oil-producing provinces (Paradox Basin, Uinta Basin, and thrust belt) in Utah and adjacent areas in Colorado and Wyoming. Oil plays are geographic areas with petroleum potential caused by favorable combinations of source rock, migration paths, reservoir rock characteristics, and other factors. The play portfolios will include: descriptions and maps of the major oil plays by reservoir; production and reservoir data; case-study field evaluations; summaries of the state-of-the-art drilling, completion, and secondary/tertiary techniques for each play; locations of major oil pipelines; descriptions of reservoir outcrop analogs; and identification and discussion of land use constraints. All play maps, reports, databases, and so forth, produced for the project will be published in interactive, menu-driven digital (web-based and compact disc) and hard-copy formats. This report covers research activities for the fourth quarter of the first project year (April 1 through June 30, 2003). This work included describing outcrop analogs to the Jurassic Nugget Sandstone and Pennsylvanian Paradox Formation, the major oil producers in the thrust belt and Paradox Basin, respectively. Production-scale outcrop analogs provide an excellent view, often in three dimensions, of reservoir-facies characteristics and boundaries contributing to the overall heterogeneity of reservoir rocks. They can be used as a ''template'' for evaluation of data from conventional core, geophysical and petrophysical logs, and seismic surveys. The Nugget Sandstone was deposited in an extensive dune field that extended from Wyoming to Arizona. Outcrop analogs are

  8. To Play or Not to Play: Diverse Motives for Latino and Euro-American Parent-Child Play in a Children's Museum

    Science.gov (United States)

    DiBianca Fasoli, Allison

    2014-01-01

    A popular social discourse in the United States is that play is important for children's learning and that parental involvement maximizes play's learning potential. Past research has concluded that parents who hold this view of play are more likely to play with their children than those who do not. This study investigated the prevalence…

  9. Playful Interaction with Voice Sensing Modular Robots

    DEFF Research Database (Denmark)

    Heesche, Bjarke; MacDonald, Ewen; Fogh, Rune

    2013-01-01

    This paper describes a voice sensor, suitable for modular robotic systems, which estimates the energy and fundamental frequency, F0, of the user’s voice. Through a number of example applications and tests with children, we observe how the voice sensor facilitates playful interaction between child...... children and two different robot configurations. In future work, we will investigate if such a system can motivate children to improve voice control and explore how to extend the sensor to detect emotions in the user’s voice....

  10. Plug ‘n’ Play with DNA

    DEFF Research Database (Denmark)

    Lund, Anne Mathilde; Andreasen, Elisa W.; Korgaard, Jaide V.

    Synthetic biology has evolved dramatically within the past decade, which calls for a revolution of the Standard Assembly method that makes the foundation of BioBricks. We believe that iGEM should be about fast assembly of BioBricks, where any thinkable part, device or existing BioBrick can be com...... be combined for any type of organism within one day. Therefore, we have designed a new BioBrick Kit based on a novel assembly standard; called “Plug 'n' Play with DNA”....

  11. Psychodrama: group psychotherapy through role playing.

    Science.gov (United States)

    Kipper, D A

    1992-10-01

    The theory and the therapeutic procedure of classical psychodrama are described along with brief illustrations. Classical psychodrama and sociodrama stemmed from role theory, enactments, "tele," the reciprocity of choices, and the theory of spontaneity-robopathy and creativity. The discussion focuses on key concepts such as the therapeutic team, the structure of the session, transference and reality, countertransference, the here-and-now and the encounter, the group-as-a-whole, resistance and difficult clients, and affect and cognition. Also described are the neoclassical approaches of psychodrama, action methods, and clinical role playing, and the significance of the concept of behavioral simulation in group psychotherapy.

  12. Playing a quantum game with a qutrit

    International Nuclear Information System (INIS)

    Sinha, Urbasi; Kolenderski, Piotr; Youning, Li; Zhao, Tong; Volpini, Matthew; Laflamme, Raymond; Jennewein, Thomas; Cabello, Adan

    2014-01-01

    The Aharon Vaidman (AV) quantum game [1] demonstrates the advantage of using simple quantum systems to outperform classical strategies. We present an experimental test of this quantum advantage by using a three-state quantum system (qutrit) encoded in a spatial mode of a single photon passing through a system of three slits [2,3]. We prepare its states by controlling the photon propagation and the number of open and closed slits. We perform POVM measurements by placing detectors in the positions corresponding to near and far field. These tools allow us to perform tomographic reconstructions of qutrit states and play the AV game with compelling evidence of the quantum advantage

  13. Major Oil Plays In Utah And Vicinity

    Energy Technology Data Exchange (ETDEWEB)

    Thomas Chidsey

    2007-12-31

    Utah oil fields have produced over 1.33 billion barrels (211 million m{sup 3}) of oil and hold 256 million barrels (40.7 million m{sup 3}) of proved reserves. The 13.7 million barrels (2.2 million m3) of production in 2002 was the lowest level in over 40 years and continued the steady decline that began in the mid-1980s. However, in late 2005 oil production increased, due, in part, to the discovery of Covenant field in the central Utah Navajo Sandstone thrust belt ('Hingeline') play, and to increased development drilling in the central Uinta Basin, reversing the decline that began in the mid-1980s. The Utah Geological Survey believes providing play portfolios for the major oil-producing provinces (Paradox Basin, Uinta Basin, and thrust belt) in Utah and adjacent areas in Colorado and Wyoming can continue this new upward production trend. Oil plays are geographic areas with petroleum potential caused by favorable combinations of source rock, migration paths, reservoir rock characteristics, and other factors. The play portfolios include descriptions and maps of the major oil plays by reservoir; production and reservoir data; case-study field evaluations; locations of major oil pipelines; identification and discussion of land-use constraints; descriptions of reservoir outcrop analogs; and summaries of the state-of-the-art drilling, completion, and secondary/tertiary recovery techniques for each play. The most prolific oil reservoir in the Utah/Wyoming thrust belt province is the eolian, Jurassic Nugget Sandstone, having produced over 288 million barrels (46 million m{sup 3}) of oil and 5.1 trillion cubic feet (145 billion m{sup 3}) of gas. Traps form on discrete subsidiary closures along major ramp anticlines where the depositionally heterogeneous Nugget is also extensively fractured. Hydrocarbons in Nugget reservoirs were generated from subthrust Cretaceous source rocks. The seals for the producing horizons are overlying argillaceous and gypsiferous beds in

  14. Playful teaching between freedom and control

    DEFF Research Database (Denmark)

    Nørgård, Rikke Toft; Toft-Nielsen, Claus; Whitton, Nicola

    2016-01-01

    Within higher education today, a culture is emerging characterized by fear of failure, avoidance of risk-taking, extrinsic motivation, and goal-oriented behavior – what we call a ‘gameful approach’ to HE. This paper uses the concept of ‘the magic circle’ – a central metaphor within game studies...... as it invites for a different type of teaching and learning environment, providing a safe educational space, in which mistake-making is not only encouraged, but engrained into the system. Taking up a ‘lusory attitude’ in the magic circle can create freedom, support playfulness and intrinsic motivation, and make...

  15. La Traditio Legis de Cristo a Pedro y Pablo en un plato de vidrio de Cástulo, Linares (Jaén = Traditio Legis of Christ to Peter and Paul in a glass bowl from Cástulo, Linares (Jaén

    Directory of Open Access Journals (Sweden)

    José Mª Blázquez

    2016-04-01

    Full Text Available En este artículo analizamos la iconografía de un plato de vidrio encontrado en Cástulo con la representación de la Tradicio legis o transmisión de la ley de Cristo a los apóstoles Pedro y Pablo.In this paper we analyze the iconography of a glass bowl found in Cástulo showing the representation of the Traditio legis, or «transmission of the law» of Christ to apostles Peter and Paul.

  16. Major Oil Plays in Utah and Vicinity

    Energy Technology Data Exchange (ETDEWEB)

    Thomas C. Chidsey; Craig D. Morgan; Kevin McClure; Douglas A. Sprinkel; Roger L. Bon; Hellmut H. Doelling

    2003-12-31

    Utah oil fields have produced over 1.2 billion barrels (191 million m{sup 3}). However, the 13.7 million barrels (2.2 million m{sup 3}) of production in 2002 was the lowest level in over 40 years and continued the steady decline that began in the mid-1980s. The Utah Geological Survey believes this trend can be reversed by providing play portfolios for the major oil-producing provinces (Paradox Basin, Uinta Basin, and thrust belt) in Utah and adjacent areas in Colorado and Wyoming. Oil plays are geographic areas with petroleum potential caused by favorable combinations of source rock, migration paths, reservoir rock characteristics, and other factors. The play portfolios will include: descriptions and maps of the major oil plays by reservoir; production and reservoir data; case-study field evaluations; locations of major oil pipelines; identification and discussion of land-use constraints; descriptions of reservoir outcrop analogs; and summaries of the state-of-the-art drilling, completion, and secondary/tertiary techniques for each play. This report covers research activities for the sixth quarter of the project (October 1 through December 31, 2003). This work included describing outcrop analogs for the Jurassic Twin Creek Limestone and Mississippian Leadville Limestone, major oil producers in the thrust belt and Paradox Basin, respectively, and analyzing best practices used in the southern Green River Formation play of the Uinta Basin. Production-scale outcrop analogs provide an excellent view of reservoir petrophysics, facies characteristics, and boundaries contributing to the overall heterogeneity of reservoir rocks. They can be used as a ''template'' for evaluation of data from conventional core, geophysical and petrophysical logs, and seismic surveys. In the Utah/Wyoming thrust belt province, the Jurassic Twin Creek Limestone produces from subsidiary closures along major ramp anticlines where the low-porosity limestone beds are extensively

  17. 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.

  18. 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.

  19. Playing Nabokov: Performances by Himself and Others

    Directory of Open Access Journals (Sweden)

    Susan Elizabeth Sweeney

    1998-06-01

    Full Text Available In 1918, in the Crimea, the adolescent Vladimir Nabokov devised a new pastime: "parodizing a biographic approach" by narrating his own actions aloud. In this self-conscious "game," he orchestrated changes in grammatical person, gender, and tense in order to transform his present experiences into a third-person past, as remembered by a female friend in an imaginary future. Staging his own biography in this fashion allowed Nabokov to resolve the inherent conflict between his life and his art. Indeed, he went on to play the game of narrating his own biography throughout his memoir, Speak, Memory: An Autobiography Revisited , and in his fiction. Fifty years after Nabokov invented this game, he met his first real-life biographer, Andrew Field, who resisted playing it by Nabokov's rules. The ensuing quarrel between subject and biographer eventually inspired three other parodic texts: Nabokov's novel, Look at the Harlequins! ; Field's biography, Nabokov: His Life in Part , and Roberta Smoodin's novel, Inventing Ivanov . Inevitably, each of these books became, like Speak, Memory before it, another performance of Nabokov's self-reflexive game. Indeed, Nabokov's critics, biographers, and disciples may find it almost impossible to represent his life and art without merely repeating his own representations of himself.

  20. Online gaming addiction? Motives predict addictive play behavior in massively multiplayer online role-playing games

    OpenAIRE

    Kuss, DJ; Louws, J; Wiers, RW

    2012-01-01

    Recently, there have been growing concerns about excessive online gaming. Playing Massively Multiplayer Online Role-Playing Games (MMORPGs) appears to be particularly problematic, because these games require a high degree of commitment and time investment from the players to the detriment of occupational, social, and other recreational activities and relations. A number of gaming motives have been linked to excessive online gaming in adolescents and young adults. We assessed 175 current MMORP...