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Sample records for sony aibo playing

  1. Improvements in the native development environment for Sony AIBO

    Directory of Open Access Journals (Sweden)

    Csaba Kertész

    2013-09-01

    Full Text Available The entertainment robotics have been on a peak with AIBO, but this robot brand has been discontinued by the Sony in 2006 to help its financial position. Among other reasons, the robot failed to enter into both the mainstream and the robotics research labs besides the RoboCup competitions, however, there were some attempts to use the robot for rehabilitation and emotional medical treatments. A native software development environment (Open-R SDK was provided to program AIBO, nevertheless, the operating system (Aperios induced difficulties for the students and the researchers in the software development. The author of this paper made efforts to update the Open-R and overcome the problems. More enhancements have been implemented in the core components, some software methodologies were applied to solve a number of restrictions and the achievements are summarized here.

  2. Social behaviour of dogs encountering AIBO, an animal-like robot in a neutral and in a feeding situation.

    Science.gov (United States)

    Kubinyi, Eniko; Miklósi, Adám; Kaplan, Frédéric; Gácsi, Márta; Topál, József; Csányi, Vilmos

    2004-03-31

    The use of animal-like autonomous robots might offer new possibilities in the study of animal interactions, if the subject recognises it as a social partner. In this paper we investigate whether AIBO, a dog-like robot of the Sony Corp. can be used for this purpose. Twenty-four adult and sixteen 4-5 months old pet dogs were tested in two situations where subjects encountered one of four different test-partners: (1) a remote controlled car; (2) an AIBO robot; (3) AIBO with a puppy-scented furry cover; and (4) a 2-month-old puppy. In the neutral situation the dog could interact freely with one of the partners for 1 min in a closed arena in the presence of its owner. In the feeding situation the encounters were started while the dog was eating food. Our results show that age and context influence the social behaviour of dogs. Further, we have found that although both age groups differentiated the living and non-living test-partners for some extent, the furry AIBO evoked significantly increased responses in comparison to the car. These experiments show the first steps towards the application of robots in behavioural studies, notwithstanding that at present AIBO's limited ability to move constrains its effectiveness as social partner for dogs.

  3. Overview and forensic investigation approaches of the gaming console Sony PlayStation Portable

    Science.gov (United States)

    Schön, Stephan; Schön, Ralph; Kröger, Knut; Creutzburg, Reiner

    2013-03-01

    This paper addresses the forensically interesting features of the Sony PlayStation Portable game console. The construction and the internal structure are analyzed precisely and interesting forensic features of the operating system and the file system are presented.

  4. Play Therapy Utilizing the Sony EyeToy®

    DEFF Research Database (Denmark)

    Brooks, Tony; Petersson, Eva

    2005-01-01

    An international collaborative explorative pilot study is detailed between hospitals in Denmark and Sweden involving rehabilitation medical staff and children where the affordable, popular and commercially available Sony Playstation 2 EyeToy® is used to investigate our goal in enquiring to the po......An international collaborative explorative pilot study is detailed between hospitals in Denmark and Sweden involving rehabilitation medical staff and children where the affordable, popular and commercially available Sony Playstation 2 EyeToy® is used to investigate our goal in enquiring...

  5. Hyperspectral anomaly detection using Sony PlayStation 3

    Science.gov (United States)

    Rosario, Dalton; Romano, João; Sepulveda, Rene

    2009-05-01

    We present a proof-of-principle demonstration using Sony's IBM Cell processor-based PlayStation 3 (PS3) to run-in near real-time-a hyperspectral anomaly detection algorithm (HADA) on real hyperspectral (HS) long-wave infrared imagery. The PS3 console proved to be ideal for doing precisely the kind of heavy computational lifting HS based algorithms require, and the fact that it is a relatively open platform makes programming scientific applications feasible. The PS3 HADA is a unique parallel-random sampling based anomaly detection approach that does not require prior spectra of the clutter background. The PS3 HADA is designed to handle known underlying difficulties (e.g., target shape/scale uncertainties) often ignored in the development of autonomous anomaly detection algorithms. The effort is part of an ongoing cooperative contribution between the Army Research Laboratory and the Army's Armament, Research, Development and Engineering Center, which aims at demonstrating performance of innovative algorithmic approaches for applications requiring autonomous anomaly detection using passive sensors.

  6. 76 FR 40400 - Sony Music Holdings, Inc., D/B/A Sony DADC Americas, a Subsidiary of Sony Corporation of America...

    Science.gov (United States)

    2011-07-08

    ... DEPARTMENT OF LABOR Employment and Training Administration [TA-W-75,181] Sony Music Holdings, Inc., D/B/A Sony DADC Americas, a Subsidiary of Sony Corporation of America Including On-Site Leased... Adjustment Assistance (TAA) applicable to workers and former workers of Sony Music Holdings, Inc. (``SMHI...

  7. 76 FR 54802 - Sony Music Holdings, Inc., D/B/A Sony DADC Americas a Subsidiary of Sony Corporation of America...

    Science.gov (United States)

    2011-09-02

    ... DEPARTMENT OF LABOR Employment and Training Administration [TA-W-75,181] Sony Music Holdings, Inc... Determination Regarding Application for Reconsideration for the workers and former workers of Sony Music... Music Holdings, Inc. (``SMHI''), d/b/a Sony DADC Americas, a subsidiary of Sony Corporation of America...

  8. A pet-type robot AIBO-assisted therapy as a day care program for chronic schizophrenia patients: A pilot study

    Directory of Open Access Journals (Sweden)

    Shin Narita

    2016-07-01

    Full Text Available Background AAT (Animal-assisted therapy was developed to promote human social and emotional functioning as a day care program for psychiatric patients. Aims In this study, we performed AAT using a pet-type robot, AIBO for schizophrenic patients. Methods After obtaining informed consent, we performed the AIBO-assisted therapy for three schizophrenic (ICD-10, F20.x2 patients (male: 1, female: 2 whose medication did not change over the 8 weeks study period in a ward. Results It was found that the AAT using AIBO may be useful for the patients with negative and general psychopathological symptoms such as “Anxiety” and “Uncooperativeness”. Conclusion We make use of this result, and we want to develop the AAT program using a pet-type robot, AIBO which may be suitable for Japanese psychiatric patients.

  9. Human-Animal Trust as an Analog for Human-Robot Trust: A Review of Current Evidence

    Science.gov (United States)

    2012-03-01

    limitations); (2) models of the task itself (e.g., the procedures involved, contingencies, strategies , probable scenarios, and variables in the environment...dominance-based method (i.e., the dog is treated as a subordinate), and a reward -based method (i.e., promotes companionship). Hens, K., 2009 Companion...dog and the Sony AIBO Observation of child’s interactions and structured interview, and a card sort task (e.g., is AIBO more like “object A

  10. Case study: the introduction of stereoscopic games on the Sony PlayStation 3

    Science.gov (United States)

    Bickerstaff, Ian

    2012-03-01

    A free stereoscopic firmware update on Sony Computer Entertainment's PlayStation® 3 console provides the potential to increase enormously the popularity of stereoscopic 3D in the home. For this to succeed though, a large selection of content has to become available that exploits 3D in the best way possible. In addition to the existing challenges found in creating 3D movies and television programmes, the stereography must compensate for the dynamic and unpredictable environments found in games. Automatically, the software must map the depth range of the scene into the display's comfort zone, while minimising depth compression. This paper presents a range of techniques developed to solve this problem and the challenge of creating twice as many images as the 2D version without excessively compromising the frame rate or image quality. At the time of writing, over 80 stereoscopic PlayStation 3 games have been released and notable titles are used as examples to illustrate how the techniques have been adapted for different game genres. Since the firmware's introduction in 2010, the industry has matured with a large number of developers now producing increasingly sophisticated 3D content. New technologies such as viewer head tracking and head-mounted displays should increase the appeal of 3D in the home still further.

  11. Sony andis hirmutava kasumihoiatuse / Romet Kreek

    Index Scriptorium Estoniae

    Kreek, Romet, 1972-

    2005-01-01

    Maailma suuruselt teine tarbeelektroonika tootja Sony teatas, et selle aasta kasumiks tuleb 10 miljardit jeeni. Kasumihoiatus põhjustas Sony aktsia hinna kukkumise Tokyo börsil 3,6 protsenti, 3710 jeenile

  12. Forensic Analysis of the Sony Playstation Portable

    Science.gov (United States)

    Conrad, Scott; Rodriguez, Carlos; Marberry, Chris; Craiger, Philip

    The Sony PlayStation Portable (PSP) is a popular portable gaming device with features such as wireless Internet access and image, music and movie playback. As with most systems built around a processor and storage, the PSP can be used for purposes other than it was originally intended - legal as well as illegal. This paper discusses the features of the PSP browser and suggests best practices for extracting digital evidence.

  13. The Sony PlayStation II EyeToy: low-cost virtual reality for use in rehabilitation.

    Science.gov (United States)

    Rand, Debbie; Kizony, Rachel; Weiss, Patrice Tamar L

    2008-12-01

    The objective of this study was to investigate the potential of using a low-cost video-capture virtual reality (VR) platform, the Sony PlayStation II EyeToy, for the rehabilitation of older adults with disabilities. This article presents three studies that were carried out to provide information about the EyeToy's potential for use in rehabilitation. The first study included the testing of healthy young adults (N = 34) and compared their experiences using the EyeToy with those using GestureTek's IREX VR system in terms of a sense of presence, level of enjoyment, control, success, and perceived exertion. The second study aimed to characterize the VR experience of healthy older adults (N = 10) and to determine the suitability and usability of the EyeToy for this population and the third study aimed to determine the feasibility of the EyeToy for use by individuals (N = 12) with stroke at different stages. The implications of these three studies for applying the system to rehabilitation are discussed.

  14. Sony’s Nightmare before Christmas: The 2014 North Korean Cyber Attack on Sony and Lessons for US Government Actions in Cyberspace

    Science.gov (United States)

    2018-02-01

    Both Sony and Sony Corp. expressed discomfort with the controversial film. Kazuo Hirai, chief executive officer of Sony Corp., screened the movie...THE JOHNS HOPKINS UNIVERSITY APPLIED PHYSICS LABORATORY12 Furthermore, the president’s role is ultimately political, and a statement from that office ...15 Sony’s financial and economic Losses

  15. Children's Behavior toward and Understanding of Robotic and Living Dogs

    Science.gov (United States)

    Melson, Gail F.; Kahn, Peter H., Jr.; Beck, Alan; Friedman, Batya; Roberts, Trace; Garrett, Erik; Gill, Brian T.

    2009-01-01

    This study investigated children's reasoning about and behavioral interactions with a computationally sophisticated robotic dog (Sony's AIBO) compared to a live dog (an Australian Shepherd). Seventy-two children from three age groups (7-9 years, 10-12 years, and 13-15 years) participated in this study. Results showed that more children…

  16. 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…

  17. Password Cracking Using Sony Playstations

    Science.gov (United States)

    Kleinhans, Hugo; Butts, Jonathan; Shenoi, Sujeet

    Law enforcement agencies frequently encounter encrypted digital evidence for which the cryptographic keys are unknown or unavailable. Password cracking - whether it employs brute force or sophisticated cryptanalytic techniques - requires massive computational resources. This paper evaluates the benefits of using the Sony PlayStation 3 (PS3) to crack passwords. The PS3 offers massive computational power at relatively low cost. Moreover, multiple PS3 systems can be introduced easily to expand parallel processing when additional power is needed. This paper also describes a distributed framework designed to enable law enforcement agents to crack encrypted archives and applications in an efficient and cost-effective manner.

  18. Predicting the winner of the 2008 US Presidential Elections using a Sony PlayStation 3

    NARCIS (Netherlands)

    Stevens, M.M.J.; Lenstra, A.K.; Weger, de B.M.M.

    2007-01-01

    We have used a Sony Playstation 3 to correctly predict the outcome of the 2008 US presidential elections. In order not to influence the voters we keep our prediction secret, but commit to it by publishing its cryptographic hash on this website. The document with the correct prediction and matching

  19. Editor’s Note - Vol. 2 Issue 3

    Directory of Open Access Journals (Sweden)

    Rubén González Crespo

    2013-09-01

    Full Text Available The research works presented in this issue are based on various topics of interest, among wich are included: Mobile services, gesture recognition, physics simulation, management decision support, business intelligence, Internet, remote executables, scientific computing, university-industry links, Sony AIBO, Aperios, toolchain, MAS, data fusion, tracks, merge, inference, Homeland Security, european projects, research trends, emerging technologies and desk research.

  20. Pc Card Sony Ericsson: Semiotik Dan Iklan

    OpenAIRE

    Mutmainnah, Yulia

    2014-01-01

    Through advertisement, producers send messages for their product strength to consumers. Those messages are conveyed through various kinds of signs either in the form of language, picture, caption, icon, index, or symbol. There is communicative exchange on GC79 PC Card Sony Ericsson advertisement between sender and receiver. Sender (advertisement maker) of this advertisement makes good use of reward polluter style, which is, persuading comsumers to use PC Card Sony Ericsson product.

  1. Sony vs. Apple - iPod launching, a case study of leadership and innovation

    Directory of Open Access Journals (Sweden)

    Camelia Cojocaru

    2014-12-01

    Full Text Available In 1979, Sony launched a portable Walkman range. For nearly a quarter of century, the Sony Walkman was the undisputed market leader and Sony was considered a top innovative company. Then, in 2001, Apple decided to launch the iPod, a new portable player. About 80% of the iPod technical components (e.g. memory, storage media were produced by various companies within the Sony group. In 2004, iPod sales overtake Sony Walkman globally and become the new market leader in portable players. How was this possible? Theoretically, Sony held all conditions for launching the new generation of portable players, but instead, a new company – Apple – completely changed the market.

  2. Sony vs. Apple - iPod launching, a case study of leadership and innovation

    OpenAIRE

    Camelia Cojocaru; Silviu Cojocaru

    2014-01-01

    In 1979, Sony launched a portable Walkman range. For nearly a quarter of century, the Sony Walkman was the undisputed market leader and Sony was considered a top innovative company. Then, in 2001, Apple decided to launch the iPod, a new portable player. About 80% of the iPod technical components (e.g. memory, storage media) were produced by various companies within the Sony group. In 2004, iPod sales overtake Sony Walkman globally and become the new market leader in portable players. How was ...

  3. Viraalimarkkinointi web-sivustoilla : Case: Sony Music Finland

    OpenAIRE

    Kerminen, Satu

    2010-01-01

    Tekijät Satu Kerminen Ryhmä tai aloitusvuosi 2007 Opinnäytetyön nimi Viraalimarkkinointi web-sivustoilla Case: Sony Music Finland Sivu- ja liitesivumäärä 37 + 7 Ohjaaja Mirja Jaakkola Tämä raportti on Haaga-Helia Ammattikorkeakoululle tehty opinnäytetyö. Opinnäytetyö on osa IT-tradenomin tutkintoa. Tämän opinnäytetyön aiheena on viraalimarkkinointi web-sivustoilla. Aihetta tutkittiin suunnittelemalla ja toteuttamalla viraalimarkkinointisivusto Sony ...

  4. Potential marketing plan for Sony Computer Entertainment, Inc. to China

    OpenAIRE

    Li, Weishen

    2013-01-01

    The purpose of this thesis was to create a marketing plan for Sony Computer Enter-tainment, Inc. (SCE) for its market entry in mainland China. SCE is a major Japanese video game company which develops and manufactures video game consoles and game software on a global scale. SCE belongs to Sony Cooperation. Sony operates almost its every single business in China except the video game business due to the internal factors of China. Along with the great increase of Chinese people’s purchas-ing po...

  5. 75 FR 3914 - Recordation of Trade Name “Sony Ericsson Mobile Communications AB”

    Science.gov (United States)

    2010-01-25

    ... Trade Name ``Sony Ericsson Mobile Communications AB'' AGENCY: Customs and Border Protection, Department... Ericsson Mobile Communications AB'' has been recorded with CBP as a trade name by Sony Ericsson Mobile....). Pursuant to these regulations, Sony Ericsson Mobile Communications AB applied to CBP for protection of its...

  6. User Compensation as a Data Breach Recovery Action: An Investigation of the Sony PlayStation Network Breach.

    OpenAIRE

    Venkatesh, Viswanath

    2017-01-01

    Drawing on expectation confirmation research, we develop hypotheses regarding the effect of compensation on key customer outcomes following a major data breach and consequent service recovery effort. Data were collected in a longitudinal field study of Sony customers during their data breach in 2011. A total of 144 customers participated in the two-phase data collection that began when the breach was announced and concluded after reparations were made. Using polynomial modeling an...

  7. 75 FR 69471 - Sony Electronics, Inc.; Amended Certification Regarding Eligibility To Apply for Worker...

    Science.gov (United States)

    2010-11-12

    ....] Sony Electronics, Inc.; Amended Certification Regarding Eligibility To Apply for Worker Adjustment Assistance TA-W-71,501, Sony Electronics, Inc., SEL Headquarters, Including On- Site Leased Workers of Selectremedy, Staffmark, and Payrolling.com , San Diego, California; TA-W-71,501A, Sony Electronics, Inc...

  8. Feasibility of using the Sony PlayStation 2 gaming platform for an individual poststroke: a case report.

    Science.gov (United States)

    Flynn, Sheryl; Palma, Phyllis; Bender, Anneke

    2007-12-01

    Many Americans live with physical functional limitations stemming from stroke. These functional limitations can be reduced by task-specific training that is repetitive, motivating, and augmented with feedback. Virtual reality (VR) is reported to offer an engaging environment that is repetitive, safe, motivating, and gives task-specific feedback. The purpose of this case report was to explore the use of a low-cost VR device [Sony PlayStation 2 (PS2) EyeToy] for an individual in the chronic phase of stroke recovery. An individual two years poststroke with residual sensorimotor deficits completed 20 one-hour sessions using the PS2 EyeToy. The game's task requirements included target-based motion, dynamic balance, and motor planning. The feasibility of using the gaming platform was explored and a broad selection of outcomes was used to assess change in performance. Device use was feasible. Clinically relevant improvements were found on the Dynamic Gait Index and trends toward improvement on the Fugl-Meyer Assessment, Berg Balance Scale, UE Functional Index, Motor Activity Log, and Beck Depression Inventory. A low-cost VR system was easily used in the home. In the future it may be used to improve sensory/motor recovery following stroke as an adjunct to standard care physical therapy.

  9. Sony Ericsson tegi parima telefoni / Kuldar Kullasepp

    Index Scriptorium Estoniae

    Kullasepp, Kuldar, 1980-

    2008-01-01

    Vt. ka Postimees : na russkom jazõke 25. veebr., lk. 14. Barcelonas peetud Mobile World Congressil esitlesid telefonitootjad uusi mudeleid. Möödunud aasta parimaks telefoniks tunnistati Sony Ericsson W910

  10. La Délinquance Idéologique: Sony Labou Tansi and the Political Love Story of Romeo and Juliet

    Directory of Open Access Journals (Sweden)

    Rebekah Bale

    2016-12-01

    Full Text Available The article discusses an adaptation of William Shakespeare's Romeo and Juliet, (La Résurrection Rouge et Blanche de Romeo et Juliette- 'The Red and White Revival of Romeo and Juliet' by the Congolese writer Sony Labou Tansi. It examines the consequences of a focus on the political frame of the narrative. Sony's version is an indictment of a monstrous and hyper-violent political system in which the only choice left is the manner of one’s death. Sony uses the play as a means to interrogate a society that focuses on the political fetishization of violent dictatorships and nihilistic choices. With a radical shift in focus, Sony’s work also requires the audience / reader to consider the necessity of theatre and, by extension, the power under which it operates. Sony’s language in this adaptation gives the story of Romeo and Juliet, a post-colonial framework as well as an urgent political message. The analysis concludes that the adaptation presents the conventional love story as a political tragedy of the post-colonial condition.

  11. Development of a multimode navigation system for an assistive robotics project

    OpenAIRE

    Cherubini , Andrea; Oriolo , G; Macri , F; Aloise , F; Babiloni , F; Cincotti , F; Mattia , D

    2007-01-01

    International audience; Assistive technology is an emerging area where robotic devices can be used to strengthen the residual abilities of individuals with motor disabilities or to help them achieve independence in the activities of daily living. This paper deals with a project aimed at designing a system that provides remote control of home-installed appliances, including the Sony AIBO, a commercial mobile robot. The development of the project is described by focusing on the design of the ro...

  12. Konkurss "Sony Jazz Stage" otsib uusi talente

    Index Scriptorium Estoniae

    2006-01-01

    The Contemporary Music Centre'i korraldatavast konkursist "Sony Jazz Stage 2006". Võistlus toimub vokaali ja bassi (basskitarri või kontrabassi) kategoorias (The Contemporary Music Centre'i posti-või meiliaadress - vt. www.jazzkaar.ee)

  13. 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.

  14. Performance of Sony's Alloy Based Li-Ion Battery

    National Research Council Canada - National Science Library

    Foster, Donald; Wolfenstine, Jeff; Read, Jeffrey; Allen, Jan L

    2008-01-01

    Cells from the new Nexelion battery from Sony Corporation were tested for capacity, low temperature performance, high power capability, high temperature storage, rapid recharge and cycle life on deep discharge...

  15. Le Kongo de Sony Labou Tansi

    Directory of Open Access Journals (Sweden)

    Céline Gahungu

    2015-02-01

    Full Text Available Les textes inédits de Sony Labou Tansi proposent une réflexion sur l’histoire, et plus singulièrement sur celle du Kongo. Le souvenir du prestigieux royaume apparaît dès les premiers manuscrits, composés au début des années 1970. Loin d’être circonscrit aux écrits de jeunesse, le Kongo surgit sous de multiples formes dans le dédale des textes rédigés au cours des années suivantes. Cette fascination pousse l’écrivain dans une dynamique de recherche esthétique : comment évoquer cet illo tempore mythique sans sacrifier à une historicité convenue ? Comment inventer une écriture en mesure de rendre compte du fabuleux royaume ?L’analyse littéraire ne peut cependant faire fi du contexte politique dans lequel Sony Labou Tansi s’inscrit. Outre sa dimension historique et toponymique, Kongo est un ethnonyme dont l’auteur s’est réclamé. Celui-ci a revendiqué à de nombreuses reprises son appartenance à une identité kongo au point de s’être engagé, à la fin des années 1980, dans les rangs du MCDDI1. Ce discours identitaire et l’adhésion à un parti ethnique ont troublé l’image d’un auteur volontiers perçu comme un démocrate véritable. Est-il possible d’articuler le Kongo littéraire et le Kongo politique ? Le Kongo, dont l’ombre portée apparaît dans les manuscrits littéraires mais également dans les articles et les déclarations politiques, pourrait-il nous aider à saisir les enjeux de l’écriture protéiforme de Sony Labou Tansi ?

  16. Soni-removal of nucleic acids from inclusion bodies.

    Science.gov (United States)

    Neerathilingam, Muniasamy; Mysore, Sumukh; Gandham, Sai Hari A

    2014-05-23

    Inclusion bodies (IBs) are commonly formed in Escherichia coli due to over expression of recombinant proteins in non-native state. Isolation, denaturation and refolding of these IBs is generally performed to obtain functional protein. However, during this process IBs tend to form non-specific interactions with sheared nucleic acids from the genome, thus getting carried over into downstream processes. This may hinder the refolding of IBs into their native state. To circumvent this, we demonstrate a methodology termed soni-removal which involves disruption of nucleic acid-inclusion body interaction using sonication; followed by solvent based separation. As opposed to conventional techniques that use enzymes and column-based separations, soni-removal is a cost effective alternative for complete elimination of buried and/or strongly bound short nucleic acid contaminants from IBs. Copyright © 2014 The Authors. Published by Elsevier Inc. All rights reserved.

  17. Avaliação do desempenho da tecnologia NeoSoniX TM em cirurgias de catarata Performance evaluation of NeoSoniX TM technology in cataract surgery

    Directory of Open Access Journals (Sweden)

    Leonardo Akaishi

    2006-06-01

    Full Text Available OBJETIVOS: As técnicas e resultados da cirurgia de catarata melhoraram drasticamente com o avanço tecnológico. Um dos motivos para melhoria seria a menor utilização de ultra-som com novos aparelhos de facoemulsificação. O objetivo deste estudo é confirmar na prática a vantagem teórica da caneta NeoSoniX TM. MÉTODOS: Foi realizada uma análise na qual os autores compararam resultados dos parâmetros registrados pelo aparelho de facoemulsificação Legacy durante 300 cirurgias de catarata realizadas com caneta de ultra-som (handpiece convencional e 100 com a caneta NeoSoniX TM. Todas as cirurgias foram realizadas pelo mesmo cirurgião, com a mesma técnica cirúrgica. A escolha da "handpiece" foi aleatória, sendo comparadas, em relação ao grau de dureza das cataratas, os parâmetros de tempo do ultra-som, quantidade de solução salina balanceada e porcentagem de "average power" utilizadas durante as cirurgias. RESULTADOS: Foi realizada análise retrospectiva numa série cronológica de casos, mostrando que em qualquer que seja o grau de dureza da catarata, o tempo de utilização do ultra-som com a caneta NeoSoniX foi inferior ao da caneta convencional (pPURPOSE: The techniques and results of cataract surgery have improved dramatically with technological advancements. One of the reasons for this improvement would be the reduced use of ultrasound with the new phacoemulsification devices. The objective of this study is to confirm the theoretical advantage of the NeoSoniX handpiece. METHODS: The authors compared the results of the parameters recorded by the Legacy phacoemulsification system during 300 cataract surgeries performed with the use of the conventional ultrasound handpiece and 100 performed with the innovative NeosonixTM. All surgeries were performed by the same senior surgeon, using the same surgical technique. The choice of handpiece was random. The handpieces were compared considering cataract grade of hardness, in

  18. Sony D-Eight

    CERN Multimedia

    1987-01-01

    The 8mm backup format is a format for storing magnetic tape data used in computer systems, launched by Exabyte Corporation. It is also known as Data8, often abbreviated to D8 and writes D-Eight on some Sony brand media. The company was formed in order to take the 8 mm video format and make it suitable for data storage. They did this by building a mechanism and a reliable data format that used the common 8 mm video tape technology that was available at the time. This was the first form of helical scanning used commercially for data storage. The ribbon was made vertically and has a length of 112 meters. It was designed to withstand heat and high temperatures. It has been introduced in at CERN in 1994.

  19. The Past, Present and Future of the Compact Disc, Multimedia and the Industry: An Interview with Sony's Dr. Toshi Doi.

    Science.gov (United States)

    Herther, Nancy

    1992-01-01

    This interview with Dr. Toshi Doi, director of the Sony Corporation, covers his work at Sony, the multimedia industry, industry cooperation, Sony compact disc products and formats, multimedia standards and pricing, multimedia formats, and the future of the industry. A diagram of computer companies and corresponding multimedia platforms is…

  20. 77 FR 3499 - Sony Electronics, Inc., Including On-Site Leased Workers From Selectremedy Park Ridge, NJ...

    Science.gov (United States)

    2012-01-24

    ... DEPARTMENT OF LABOR Employment and Training Administration [TA-W-71,501M] Sony Electronics, Inc... Electronics, Inc., SEL Headquarters, including on-site leased workers of SelectRemedy, StaffMark, and Payrolling.com , San Diego, California (TA-W-71,501); Sony Electronics, Inc., including on-site leased...

  1. The Effects of Playing Educational Video Games on Kindergarten Achievement.

    Science.gov (United States)

    Din, Feng S.; Calao, Josephine

    2001-01-01

    Investigated whether kindergarten students who played Sony PlayStation educational video games for 40 minutes daily for 11 weeks learned better than peers who did not play such games. Found that the experimental group gained significantly more than the control group in spelling and decoding on the Wide Range Achievement Test-R3. Found no…

  2. 76 FR 28418 - Voluntary Termination of Foreign-Trade Subzone 33C; Sony Corporation of America, Mt. Pleasant, PA

    Science.gov (United States)

    2011-05-17

    ...-Trade Subzone 33C; Sony Corporation of America, Mt. Pleasant, PA Pursuant to the authority granted in... Industrial Development Corporation of Southwestern Pennsylvania, (grantee of FTZ 33) authorizing the establishment of Foreign-Trade Subzone 33C at the Sony Corporation of America plant in Mt. Pleasant...

  3. Remarks on forensically interesting Sony Playstation 3 console features

    Science.gov (United States)

    Daugs, Gunnar; Kröger, Knut; Creutzburg, Reiner

    2012-02-01

    This paper deals with forensically interesting features of the Sony Playstation 3 game console. The construction and the internal structure are analyzed more precisely. Interesting forensic features of the operating system and the file system are presented. Differences between a PS3 with and without jailbreak are introduced and possible forensic attempts when using an installed Linux are discussed.

  4. 粉可爱Sony Ericsson Hello Kitty 手机

    Institute of Scientific and Technical Information of China (English)

    2009-01-01

    Sony Ericsson最近在香港推出了Hello Kitty主题手机.型号为W395 x Hello Kitty.卖点当然就是Hello Kitry主题啦。W395x Hello Kitty官方定价为1380港元.而且限量发售。

  5. AquaLase versus NeoSoniX--a comparison study.

    Science.gov (United States)

    Jiraskova, Nada; Rozsival, Pavel; Kadlecova, Jana; Nekolova, Jana; Pozlerova, Jana; Dubravska, Zlatica

    2007-12-01

    To compare the metrics and surgical outcome when using Infiniti AquaLase and NeoSoniX cataract removal modalities. This prospective clinical study involved 50 patients with bilateral cataracts and lens removal using AquaLase in the right eye and NeoSoniX in the left eye. Best corrected visual acuity (BCVA), endothelial cell density and pachymetry were evaluted pre- and postoperatively. Statistical analysis was performed using the Wilcoxon Signed- Rank Test. Preoperative mean pachymetry was 569 +/- 31 mu in the right eye (RE) and 560 +/- 37 mu in the left eye (LE), mean endothelial cell density 2744 +/- 418 cells/mm(2) (RE) and 2730 +/- 472 cells/mm(2) (LE). One week after operation pachymetry was 576 +/- 52 mu (RE) and 583 +/- 72 mu (LE) and endothelial cell density 2388 +/- 586 cells/mm(2) (RE) and 2463 +/- 615 cells/mm(2) (LE). One month after surgery pachymetry was 556 +/- 43 mu (RE) and 559 +/- 44 mu (LE) and endothelial cell density 2368 +/- 52 cells/mm(2) (RE) and 2495 +/- 548 cells/mm(2) (LE). BCVA improved in all eyes and was 0.8 or better on the first postoperative day. Both the NeosoniX and AquaLase minimize intraoperative damage to ocular structures.

  6. Dampak Brand Equity pada Keputusan Pembelian melalui Brand Preference Konsumen pada Produk Televisi Merek Sony di Kota Pekanbaru

    OpenAIRE

    Restuti, Sri; Sulistyowati, Lilis; Prajnagaja, Soracca Devi

    2015-01-01

    This study aimed to analyze the effect of brand equity on the purchase decisions of consumers through brand preference Sony brand televisions in the city of Pekanbaru. This study used 112 samples. The analytical method used is descriptive analysis method is a way to test variables, regression test, and final test path analysis or path analysis. From the results of the testing that has been done, brand equity directly affect Consumer Buying Decision on Sony Television Products in Pekanbaru "is...

  7. Emulador de Master System 2 corriendo bajo PlayStation Portable

    OpenAIRE

    García Flores, Jorge

    2013-01-01

    Creación de un emulador de Master System 2 (videoconsola de SEGA) para ser ejecutado en PlayStation Portable (videoconsola de Sony), implentando los lenguajes de programación C y ensamblados. El uso de este emulador servirá para poder ejecutar los videojuegos para Master System 2 en la videoconsola PlayStation Portable. Ingeniería Técnica en Informática de Gestión

  8. The Home Copying Loophole Widens: Sony & Others v . Easyinternetcafé

    OpenAIRE

    Free, Dominic; Garnett, Nic

    2003-01-01

    The record industry is engaged in a determined campaign to stop the unlawful copying of music files downloaded via the Internet. In Sony & Others v. Easyinternetcafé [2003] All ER(D) 249 proceedings were brought by several major record companies to prevent Easyinternetcafé from providing a service copying music files onto CDs for its customers. The claimants succeeded in their aim. However the summary judgment which they obtained had a sting in the tail. It supports the proposition that t...

  9. Toimenpide-ehdotuksia sosiaaliseen mediaan : case: Sony Music Entertainment Finland Oy

    OpenAIRE

    Marttila, Noora

    2016-01-01

    Tämä opinnäytetyö toteutettiin toimeksiantona Sony Music Entertainment Finland Oy levy-yhtiölle. Toimeksiantaja on kansainvälinen yritys joka on yksi Suomen suurimmista levy-yhtiöistä. Yritys käyttää sosiaalista mediaa osana digitaalista markkinointiaan. Sitä käytetään erityisesti artistien sekä julkaisujen tunnettuuden lisäämiseen. Sosiaalinen media on kasvava markkinoinnin keino, joka oikein hyödynnettynä voi johtaa hyviin lopputuloksiin. Tämän työn tarkoituksena on antaa yrityksell...

  10. Technical assessment of Navitar Zoom 6000 optic and Sony HDC-X310 camera for MEMS presentations and training.

    Energy Technology Data Exchange (ETDEWEB)

    Diegert, Carl F.

    2006-02-01

    This report evaluates a newly-available, high-definition, video camera coupled with a zoom optical system for microscopic imaging of micro-electro-mechanical systems. We did this work to support configuration of three document-camera-like stations as part of an installation in a new Microsystems building at Sandia National Laboratories. The video display walls to be installed as part of these three presentation and training stations are of extraordinary resolution and quality. The new availability of a reasonably-priced, cinema-quality, high-definition video camera offers the prospect of filling these displays with full-motion imaging of Sandia's microscopic products at a quality substantially beyond the quality of typical video microscopes. Simple and robust operation of the microscope stations will allow the extraordinary-quality imaging to contribute to Sandia's day-to-day research and training operations. This report illustrates the disappointing image quality from a camera/lens system comprised of a Sony HDC-X310 high-definition video camera coupled to a Navitar Zoom 6000 lens. We determined that this Sony camera is capable of substantially more image quality than the Navitar optic can deliver. We identified an optical doubler lens from Navitar as the component of their optical system that accounts for a substantial part of the image quality problem. While work continues to incrementally improve performance of the Navitar system, we are also evaluating optical systems from other vendors to couple to this Sony camera.

  11. Motor Control and Sequencing of Boys with Attention-Deficit/Hyperactivity Disorder (ADHD) During Computer Game Play

    Science.gov (United States)

    Houghton, Stephen; Milner, Nikki; West, John; Douglas, Graham; Lawrence, Vivienne; Whiting, Ken; Tannock, Rosemary; Durkin, Kevin

    2004-01-01

    The motor control of 49 unmedicated boys clinically diagnosed with ADHD, case-matched with 49 non-ADHD boys, was assessed while playing Crash Bandicoot I, a SonyTM Playstation platform computer video game. In Crash Bandicoot participants control the movements of a small-animated figure through a hazardous jungle environment. Operationally defined…

  12. Degradation reactions in SONY-type Li-ion batteries

    Energy Technology Data Exchange (ETDEWEB)

    Roth, E.P.; Nagasubramanian, G.

    2000-07-01

    Thermal instabilities were identified in SONY-type lithium-ion cells and correlated with interactions of cell constituents and reaction products. Three temperature regions of interaction were identified and associated with the state of charge (degree of Li intercalation) of the cell. Anodes were shown to undergo exothermic reactions as low as 100 C involving the solid electrolyte interface (SEI) layer and the LiPF{sub 6} salt in the electrolyte (EC:PC:DEC/LiPF{sub 6}). These reactions could account for the thermal runaway observed in these cells beginning at 100 C. Exothermic reactions were also observed in the 200 C--300 C region between the intercalated lithium anodes, the LiPF{sub 6} salt, and the PVDF. These reactions were followed by a high-temperature reaction region, 300 C--400 C, also involving the PVDF binder and the intercalated lithium anodes. The solvent was not directly involved in these reactions but served as a moderator and transport medium. Cathode exothermic reactions with the PVDF binder were observed above 200 C and increased with the state of charge (decreasing Li content). This offers an explanation for the observed lower thermal runaway temperatures for charged cells.

  13. Motivace zaměstnanců a zaměstnanecké benefity ve firmě Sony

    OpenAIRE

    Vildová, Romana

    2012-01-01

    The aim of this thesis is to study the issue of employee motivation and employee benefits from a theoretical point of view and based on that perform analysis of motivation in company Sony. The work is divided into two parts, theoretical one and practical one. The theoretical part is covered in the first two chapters, which deal with the employee motivation in general and commonly offered employee benefits. Practical part is presented in the third and fourth chapters. The third chapter introdu...

  14. Perubahan Tema Iklan Menurut Siklus Hidup Produk

    Directory of Open Access Journals (Sweden)

    Marselinus Krisna

    2013-11-01

    Full Text Available Abstract: This research is an descriptive qualitative study about the changes of TV commercial’s themes of Sony PlayStation console in USA at 1995-2010. As human beings, the product has its life cycle. The life cycle of products is very influential in the formation of advertising messages. The Sony PlayStation is one brand of video game console generation to the five released by Sony Computer Entertainment and the most popular in the history of the gaming industry. The life cycle of PlayStation consoles reaches its peak at the time of appearance of the PlayStation 2 console. During the life cycle of the last PlayStation has released several television commercials used to promote this console for the consumer.   Abstrak: Riset ini merupakan studi deskriptif kualitatif tentang perubahan tema iklan televisi dari produk konsol Sony PlayStation di Amerika Serikat pada periode 1995-2010. Seperti manusia, produk juga memiliki siklus hidup. Siklus hidup produk sangat mempengaruhi pembeuatan pesan iklan. Sony PlayStation adalah salah satu merek generasi konsol video game yang dikeluarkan oleh Sony Computer Entertainment dan sangay populer dalam sejarah industri games. Siklus hidup produk konsol PlayStation mencapai puncaknya pada saat dimunculkannya konsol PlayStation 2. Selama periode siklus hidupnya , PlayStation mengeluarkan beberapa iklan televisi yang digunakan untuk mempromosikan konsol kepada para konsumen.

  15. Measuring gamma at LHCb with an Atwood-Dunietz-Soni Method

    CERN Document Server

    Patel, M

    2006-01-01

    The selection efficiencies and backgrounds for the two-body Atwood-Dunietz-Soni modes B+- -> D0bar/D0 K+-, where the D0bar/D0 decays to Kpi, KK or pipi, are determined from studies with LHCb's full GEANT based Monte Carlo simulation. These are used with a toy Monte Carlo, and assumptions about the D0bar/D0 -> Kpipipi decay modes, to estimate the precision with which LHCb will be able to measure the CKM angle gamma. For the majority of values of the unknown strong phases in the relevant D0bar/D0 decays, the fits to the toy Monte Carlo data converge and return the input values. Depending on the values of these phases, the precision on gamma from a nominal year of data (2fb-1 integrated luminosity) is in the range 2-6 degrees without the background, and 5-13 degrees with the considered background. In the latter case the background estimate is statistically limited and has a large uncertainty.

  16. Implications of Multi-Core Architectures on the Development of Multiple Independent Levels of Security (MILS) Compliant Systems

    Science.gov (United States)

    2012-10-01

    Two CBEA based products available for purchase were: Sony PlayStation 3 and the IBM BladeCenter QS20. The CBEA provides a single general purpose...and second generation Sony PlayStation 3 devices. Figure 13 provides the block diagram for the CMOS 90 nm Cell Broadband Engine processor [IBM07a...information between two red networks via a black network. In this scenario, a Sony PlayStation 3 is used for the CBEA-compliant processor. The CBEA

  17. Perubahan Tema Iklan Menurut Siklus Hidup Produk

    OpenAIRE

    Krisna, Marselinus

    2011-01-01

    Abstract: This research is an descriptive qualitative study about the changes of TV commercial’s themes of Sony PlayStation console in USA at 1995-2010. As human beings, the product has its life cycle. The life cycle of products is very influential in the formation of advertising messages. The Sony PlayStation is one brand of video game console generation to the five released by Sony Computer Entertainment and the most popular in the history of the gaming industry. The life cycle of PlaySta...

  18. Pengaruh Produk, Faktor Sosial, Harga, Iklan, Dan Word Of Mouth Terhadap Keputusan Pembelian Sony Xperia Pada Mahasiswa Universitas Sumatera Utara

    OpenAIRE

    Hidayatullah, Rahmat

    2015-01-01

    This research aims to know and analyze the influence of product, social factors, price, advertising, and word of mouth on purchasing decision sony xperia on student of north sumatera university. This research includes explanatory research. The data used in this study are primary and secondary data. Population in this research is student of north sumatera university. Hypothesis testing done by using path analysis, the independent variable is product as X_1, social factors as X_2, price as ...

  19. HandSight: Supporting Everyday Activities through Touch-Vision

    Science.gov (United States)

    2015-10-01

    dp/B00MNBKFHC/ o Cheap and durable o Low frame rate, bad image quality, fixed focus (infinite) • Sony Playstation Eye: http://www.amazon.com/Sony... PlayStation -Camera-Bulk-Packaging-Pc/dp/B0072I2240 o Sony Playstation Eye camera with IR filter removed and visible light filter added o For vein

  20. Examples of design and achievement of vision systems for mobile robotics applications

    Science.gov (United States)

    Bonnin, Patrick J.; Cabaret, Laurent; Raulet, Ludovic; Hugel, Vincent; Blazevic, Pierre; M'Sirdi, Nacer K.; Coiffet, Philippe

    2000-10-01

    Our goal is to design and to achieve a multiple purpose vision system for various robotics applications : wheeled robots (like cars for autonomous driving), legged robots (six, four (SONY's AIBO) legged robots, and humanoid), flying robots (to inspect bridges for example) in various conditions : indoor or outdoor. Considering that the constraints depend on the application, we propose an edge segmentation implemented either in software, or in hardware using CPLDs (ASICs or FPGAs could be used too). After discussing the criteria of our choice, we propose a chain of image processing operators constituting an edge segmentation. Although this chain is quite simple and very fast to perform, results appear satisfactory. We proposed a software implementation of it. Its temporal optimization is based on : its implementation under the pixel data flow programming model, the gathering of local processing when it is possible, the simplification of computations, and the use of fast access data structures. Then, we describe a first dedicated hardware implementation of the first part, which requires 9CPLS in this low cost version. It is technically possible, but more expensive, to implement these algorithms using only a signle FPGA.

  1. Public mood and consumption choices: evidence from sales of Sony cameras on Taobao.

    Directory of Open Access Journals (Sweden)

    Qingguo Ma

    Full Text Available Previous researchers have tried to predict social and economic phenomena with indicators of public mood, which were extracted from online data. This method has been proved to be feasible in many areas such as financial markets, economic operations and even national suicide numbers. However, few previous researches have examined the relationship between public mood and consumption choices at society level. The present study paid attention to the "Diaoyu Island" event, and extracted Chinese public mood data toward Japan from Sina MicroBlog (the biggest social media in China, which demonstrated a significant cross-correlation between the public mood variable and sales of Sony cameras on Taobao (the biggest Chinese e-business company. Afterwards, several candidate predictors of sales were examined and finally three significant stepwise regression models were obtained. Results of models estimation showed that significance (F-statistics, R-square and predictive accuracy (MAPE all improved due to inclusion of public mood variable. These results indicate that public mood is significantly associated with consumption choices and may be of value in sales forecasting for particular products.

  2. Public mood and consumption choices: evidence from sales of Sony cameras on Taobao.

    Science.gov (United States)

    Ma, Qingguo; Zhang, Wuke

    2015-01-01

    Previous researchers have tried to predict social and economic phenomena with indicators of public mood, which were extracted from online data. This method has been proved to be feasible in many areas such as financial markets, economic operations and even national suicide numbers. However, few previous researches have examined the relationship between public mood and consumption choices at society level. The present study paid attention to the "Diaoyu Island" event, and extracted Chinese public mood data toward Japan from Sina MicroBlog (the biggest social media in China), which demonstrated a significant cross-correlation between the public mood variable and sales of Sony cameras on Taobao (the biggest Chinese e-business company). Afterwards, several candidate predictors of sales were examined and finally three significant stepwise regression models were obtained. Results of models estimation showed that significance (F-statistics), R-square and predictive accuracy (MAPE) all improved due to inclusion of public mood variable. These results indicate that public mood is significantly associated with consumption choices and may be of value in sales forecasting for particular products.

  3. Sony Co., Ltd.: An outlook is made for merchandising of the manganese acid lithium ion battery; Mangansan richiumuion denchi no shohinka ni medo

    Energy Technology Data Exchange (ETDEWEB)

    NONE

    1998-12-31

    Sony Co., Ltd. sells the manganese acid lithium ion battery that a battery is 1 by 2 as to the next generation lithium ion during 99 years. It is characteristics that a price is restrained because manganese is used for the proper pole material instead of cobalt of the rare metal. It becomes mass production by Koriyama factory where a lithium ion battery is being manufactured improving an existent production line. It is seen when some percents of manufacture cost goes down more than cobalt acid battery of news file before. A manganese acid lithium ion battery uses manganese acid lithium for the proper pole of the battery. The efficiency of the charge of the usual lithium ion battery is good, and composition is easy, and uses cobalt acid lithium, which is easy to produce. One side where a material fee is cheap, the stability at the high temperature of manganese acid is low, and composition is difficult. Only NEC Moli Energy corporation who is the subsidiary company of NEC succeeds in the mass production. NEC Moli Energy corporation is extending market share by the price competition power. It seems to have the possibility that manganese acid becomes the main force with a battery by two by new entering of Sony Co., Ltd. of the lithium ion battery extreme big enterprises. (translated by NEDO)

  4. Repeatable Reverse Engineering with the Platform for Architecture-Neutral Dynamic Analysis

    Science.gov (United States)

    2015-09-18

    Sony BMG Music Entertainment were installing a rootkit onto millions of computers [1]. The Sony rootkit recorded information about users’ computers...to send back to Sony and hid every file on the system with a certain prefix; worse, Sony’s uninstaller allowed any web page to download and execute...Blizzard Entertainment . Each of the game’s discs comes with a unique CD key that identifies the copy and permits both installation and online play

  5. The recently chosen digital video standard : playing the game within the game

    NARCIS (Netherlands)

    Lint, L.J.O.; Pennings, H.P.G.

    2000-01-01

    In the recent process leading to the agreement on the digital versatile disc two product standards have been developed: one by Philips and Sony, and the other by Toshiba and Time Warner. Three actions in the process of standardization have startled business analysts. First, Matsushita's choice to

  6. A New Way to Play Music Together: The Continuator in the Classroom

    Science.gov (United States)

    Ferrari, Laura; Addessi, Anna Rita

    2014-01-01

    This article describes a didactic experience concerning the interaction between young children and the Continuator, an Interactive Reflexive Musical System (IRMS) elaborated at SONY- Computer Science Laboratory in Paris. The general aim was to analyse whether and how the Continuator can be used in the kindergartner during the daily school…

  7. Solving Coupled Gross--Pitaevskii Equations on a Cluster of PlayStation 3 Computers

    Science.gov (United States)

    Edwards, Mark; Heward, Jeffrey; Clark, C. W.

    2009-05-01

    At Georgia Southern University we have constructed an 8+1--node cluster of Sony PlayStation 3 (PS3) computers with the intention of using this computing resource to solve problems related to the behavior of ultra--cold atoms in general with a particular emphasis on studying bose--bose and bose--fermi mixtures confined in optical lattices. As a first project that uses this computing resource, we have implemented a parallel solver of the coupled time--dependent, one--dimensional Gross--Pitaevskii (TDGP) equations. These equations govern the behavior of dual-- species bosonic mixtures. We chose the split--operator/FFT to solve the coupled 1D TDGP equations. The fast Fourier transform component of this solver can be readily parallelized on the PS3 cpu known as the Cell Broadband Engine (CellBE). Each CellBE chip contains a single 64--bit PowerPC Processor Element known as the PPE and eight ``Synergistic Processor Element'' identified as the SPE's. We report on this algorithm and compare its performance to a non--parallel solver as applied to modeling evaporative cooling in dual--species bosonic mixtures.

  8. 78 FR 48189 - Certain Point-to-Point Network Communication Devices and Products Containing Same; Notice of...

    Science.gov (United States)

    2013-08-07

    ...; Sharp Electronics Corporation of NJ; Sony Computer Entertainment, Inc. of Japan; Sony Computer Entertainment America Inc. of CA; Sony Computer Entertainment America LLC of CA; Sony Corporation of Japan; Sony Corporation of America of NY; Sony Electronics Inc. of CA; Sony Mobile Communications AB of Sweden; Sony...

  9. Is AIBO Real? Understanding Children's Beliefs about and Behavioral Interactions with Anthropomorphic Toys

    Science.gov (United States)

    Francis, Andrea; Mishra, Punya

    2009-01-01

    Interactive toys for children are becoming more popular for both play and educational purposes, yet an understanding of the dependent measures used to study such interactions has not yet been explored. This study takes advantage of the idea that robotic animals exhibit both living and pretend qualities, and are therefore ideal for studying…

  10. Sony Labou Tansi, afflux des écrits et flux de l’écriture

    Directory of Open Access Journals (Sweden)

    Nicolas Martin-Granel

    2014-04-01

    Full Text Available Cet état des lieux des archives laissées par Sony Labou Tansi comprend deux volets. Le premier se présente comme un historique de la sauvegarde et de la valorisation des écrits qui constituent un continent immense et inédit. Leur histoire mouvementée est racontée à partir du moment où l’écriture s’arrête, lors la disparition de l’écrivain en 1995. Matériellement, les écrits sont couchés, pour la plupart, dans des cahiers d’écolier jetés en vrac au fond de la petite bibliothèque de sa maison de Makélékélé à Brazzaville. Sans date, parfois sans titre, ils représentent un véritable défi à la critique génétique qui cherche à les classer, les inventorier, les numériser et enfin à les éditer. Reconstituer leur parcours, au fil des multiples versions et transformations successives, aboutit à dresser la cartographie du labyrinthe textuel constitué non seulement du fonds SLT séparé entre la France et le Congo mais aussi des cahiers et lettres disséminés par l’auteur auprès de ses nombreux amis lecteurs et éditeurs. Dans le second volet, on s’attache à retrouver le fil conducteur de l’écriture, à en restituer la logique vitaliste et hypertextuelle. Si SLT écrivait comme on respire, son écriture, d’allure improvisée, décrite par la génétique comme « à processus », relève, du point de vue anthropologique, du prophétisme scripturaire : un dire-écrire en progression continue – contre le progrès, sans jamais se retourner vers la lecture.

  11. 31st August 2011 - Government of Japan R. Chubachi, Executive Member of the Council for Science and Technology Policy, Cabinet Office, Vice Chairman, Representative Corporate Executive Officer and Member of the Board, Sony Corporation, visiting the ATLAS experimental area with Former Collaboration Spokesperson P. Jenni and Senior physicist T. Kondo.

    CERN Multimedia

    Raphaël Piguet

    2011-01-01

    31st August 2011 - Government of Japan R. Chubachi, Executive Member of the Council for Science and Technology Policy, Cabinet Office, Vice Chairman, Representative Corporate Executive Officer and Member of the Board, Sony Corporation, visiting the ATLAS experimental area with Former Collaboration Spokesperson P. Jenni and Senior physicist T. Kondo.

  12. 76 FR 58841 - Certain Digital Televisions and Components Thereof, and Certain Electronic Devices Having a Blu...

    Science.gov (United States)

    2011-09-22

    ... investigation named as respondents Sony Corporation of Tokyo, Japan; Sony Corporation of America of New York, New York; Sony Electronics, Inc. of San Diego, California; Sony Computer Entertainment, Inc. of Tokyo, Japan; and Sony Computer Entertainment America LLC of Foster City, California (collectively ``Sony...

  13. 77 FR 20417 - Certain Cameras and Mobile Devices, Related Software and Firmware, and Components Thereof and...

    Science.gov (United States)

    2012-04-04

    ... the same. The complaint names as respondents Sony Corporation of Japan; Sony Corporation of America of NY; Sony Electronics Inc. of CA; Sony Mobile Communications AB of United Kingdom; Sony Mobile...

  14. 76 FR 7582 - Notice of Receipt of Complaint; Solicitation of Comments Relating to the Public Interest

    Science.gov (United States)

    2011-02-10

    ... names as respondents Sony Corporation of Tokyo, Japan; Sony Corporation of America of New York, NY; Sony Electronics, Inc. of San Diego, CA; Sony Computer Entertainment, Inc. of Tokyo, Japan; and Sony Computer...

  15. The use of video capture virtual reality in burn rehabilitation: the possibilities.

    Science.gov (United States)

    Haik, Josef; Tessone, Ariel; Nota, Ayala; Mendes, David; Raz, Liat; Goldan, Oren; Regev, Elli; Winkler, Eyal; Mor, Elisheva; Orenstein, Arie; Hollombe, Ilana

    2006-01-01

    We independently explored the use of the Sony PlayStation II EyeToy (Sony Corporation, Foster City, CA) as a tool for use in the rehabilitation of patients with severe burns. Intensive occupational and physical therapy is crucial in minimizing and preventing long-term disability for the burn patient; however, the therapist faces a difficult challenge combating the agonizing pain experienced by the patient during therapy. The Sony PlayStation II EyeToy is a projected, video-capture system that, although initially developed as a gaming environment for children, may be a useful application in a rehabilitative context. As compared with other virtual reality systems the EyeToy is an efficient rehabilitation tool that is sold commercially at a relatively low cost. This report presents the potential advantages for use of the EyeToy as an innovative rehabilitative tool with mitigating effects on pain in burn rehabilitation. This new technology represents a challenging and motivating way for the patient to immerse himself or herself in an alternate reality while undergoing treatment, thereby reducing the pain and discomfort he or she experiences. This simple, affordable technique may prove to heighten the level of patient cooperation and therefore speed the process of rehabilitation and return of functional ability.

  16. 78 FR 3916 - Certain Blu-Ray Disc Players, Components Thereof and Products Containing the Same; Termination of...

    Science.gov (United States)

    2013-01-17

    ... to terminate the investigation as to respondents Sony Corporation and Sony Computer Entertainment Inc., both of Tokyo, Japan; Sony Corporation of America of New York, New York; Sony Electronics Inc. of San Diego, California; and Sony Computer Entertainment America of Foster City, California (collectively...

  17. 77 FR 65413 - Certain Cameras and Mobile Devices, Related Software and Firmware, and Components Thereof and...

    Science.gov (United States)

    2012-10-26

    ... investigation named as respondents Sony Corporation of Tokyo, Japan; Sony Corporation of America of New York, New York; Sony Electronics Inc. of San Diego, California; Sony Mobile Communications AB of London, United Kingdom; and Sony Mobile Communications (USA) Inc. of Atlanta, Georgia. On September 20, 2012...

  18. 77 FR 40084 - Certain Portable Communication Devices; Determination Not To Review Initial Determinations...

    Science.gov (United States)

    2012-07-06

    ... ``Samsung''); Sony Corporation of Tokyo, Japan, Sony Corporation of America of New York, New York, Sony Electronics, Inc. of San Diego, California, Sony Ericsson Mobile Communications AB of Lund, Sweden, Sony..., Research In Motion Corp. of Irving, Texas (collectively ``RIM''); HTC Corporation of Taoyuan, Taiwan; HTC...

  19. 77 FR 17094 - In the Matter of Certain Portable Communication Devices Commission Determination Not To Review an...

    Science.gov (United States)

    2012-03-23

    ... Richardson, Texas; Sony Corporation of Tokyo, Japan; Sony Corporation of America of New York, New York; Sony Electronics, Inc. of San Diego, California; Sony Ericsson Mobile Communications AB of Lund, Sweden; Sony...; Research In Motion Corp. of Irving, Texas; HTC Corporation of Taoyuan, Taiwan; HTC America, Inc. of...

  20. 77 FR 26041 - Certain Cameras and Mobile Devices, Related Software and Firmware, and Components Thereof and...

    Science.gov (United States)

    2012-05-02

    ...: Sony Corporation, 1-7-1 Konan, Minato-ku, Tokyo 108-0075, Japan. Sony Corporation of America, 550 Madison Avenue, New York, NY 10022. Sony Electronics Inc., 16530 Via Esprillo, San Diego, CA 92127-1708. Sony Mobile Communications AB, 202 Hammersmith Road, London W6 7DN, United Kingdom. Sony Mobile...

  1. 77 FR 515 - Certain Portable Communication Devices; Receipt of Amended Complaint; Solicitation of Comments...

    Science.gov (United States)

    2012-01-05

    ... Telecommunications America, LLC of Richardson, TX; Sony Corporation of Japan; Sony Corporation of America of New York, NY; Sony Electronics, Inc. of San Diego, CA; Sony Ericsson Mobile Communication AB of Sweden; Sony... Corp. of Irving, TX; HTC Corporation of Taiwan; HTC America, Inc. of Bellevue, WA; LG Electronics, Inc...

  2. 76 FR 6496 - In the Matter of Certain Liquid Crystal Display Devices and Products Interoperable With the Same...

    Science.gov (United States)

    2011-02-04

    ... notice of investigation named as respondents Sony Corporation of Tokyo, Japan; Sony Corporation of America of New York, New York; Sony Electronics Corporation of San Diego, California; and Sony Computer...

  3. Sony PlayStationi looja jätab ameti / Mariko Sanchanta ; tõlk. Erik Aru

    Index Scriptorium Estoniae

    Sanchanta, Mariko

    2007-01-01

    Insener Ken Kutaragi lahkumine Sonyst võib olla märk nihkest mõtteviisis, kui ettevõte muudab oma rõhuasetust nii, et praegune mängukonsoolide põlvkond jääb firma viimaseks riistvaratootjana. Vt. samas: Nintendo Wii müük kahekordseks

  4. Keeping up with video game technology: objective analysis of Xbox Kinect™ and PlayStation 3 Move™ for use in burn rehabilitation.

    Science.gov (United States)

    Parry, Ingrid; Carbullido, Clarissa; Kawada, Jason; Bagley, Anita; Sen, Soman; Greenhalgh, David; Palmieri, Tina

    2014-08-01

    Commercially available interactive video games are commonly used in rehabilitation to aide in physical recovery from a variety of conditions and injuries, including burns. Most video games were not originally designed for rehabilitation purposes and although some games have shown therapeutic potential in burn rehabilitation, the physical demands of more recently released video games, such as Microsoft Xbox Kinect™ (Kinect) and Sony PlayStation 3 Move™ (PS Move), have not been objectively evaluated. Video game technology is constantly evolving and demonstrating different immersive qualities and interactive demands that may or may not have therapeutic potential for patients recovering from burns. This study analyzed the upper extremity motion demands of Kinect and PS Move using three-dimensional motion analysis to determine their applicability in burn rehabilitation. Thirty normal children played each video game while real-time movement of their upper extremities was measured to determine maximal excursion and amount of elevation time. Maximal shoulder flexion, shoulder abduction and elbow flexion range of motion were significantly greater while playing Kinect than the PS Move (p≤0.01). Elevation time of the arms above 120° was also significantly longer with Kinect (p<0.05). The physical demands for shoulder and elbow range of motion while playing the Kinect, and to a lesser extent PS Move, are comparable to functional motion needed for daily tasks such as eating with a utensil and hair combing. Therefore, these more recently released commercially available video games show therapeutic potential in burn rehabilitation. Objectively quantifying the physical demands of video games commonly used in rehabilitation aides clinicians in the integration of them into practice and lays the framework for further research on their efficacy. Copyright © 2013 Elsevier Ltd and ISBI. All rights reserved.

  5. Annual Science and Engineering Technology Conference Presentations (8th)

    Science.gov (United States)

    2007-04-19

    Indonesia, Malaysia , Philippines, Singapore, Taiwan, and Thailand. SOURCE: Global Insight and S&E Indicators 2006 1990 1991 1992 1993 1994 1995 1996...Complex 4-D Visualization Exploitation – Cell Processor developed for Sony Play Station 3 – Custom Power PC developed for Microsoft Xbox 360 and Nintendo

  6. 77 FR 40639 - Notice of Determinations Regarding Eligibility To Apply for Worker Adjustment Assistance

    Science.gov (United States)

    2012-07-10

    ... 15, 2011. Service Division, Sony Field Operations. 81,480 Convergys Corporation...... Ogden, UT April.... 81,423 Sony Electronics, Inc., San Diego, CA......... April 28, 2012. Home, Service, Sony Supply Chain Solutions, Selectremedy, Staffmark, etc. 81,423A Sony Electronics, Inc., San Jose, CA April 28...

  7. Wii, Kinect, and Move. Heart Rate, Oxygen Consumption, Energy Expenditure, and Ventilation due to Different Physically Active Video Game Systems in College Students

    OpenAIRE

    SCHEER, KRISTA S.; SIEBRANT, SARAH M.; BROWN, GREGORY A.; SHAW, BRANDON S.; SHAW, INA

    2014-01-01

    Nintendo Wii, Sony Playstation Move, and Microsoft XBOX Kinect are home video gaming systems that involve player movement to control on-screen game play. Numerous investigations have demonstrated that playing Wii is moderate physical activity at best, but Move and Kinect have not been as thoroughly investigated. The purpose of this study was to compare heart rate, oxygen consumption, and ventilation while playing the games Wii Boxing, Kinect Boxing, and Move Gladiatorial Combat. Heart rate, o...

  8. 76 FR 76759 - Certain Portable Communication Devices, Receipt of Complaint; Solicitation of Comments Relating...

    Science.gov (United States)

    2011-12-08

    ... Park, New Jersey; Samsung Telecommunications America, LLC of Richardson, TX; Sony Corporation of Japan; Sony Corporation of America of New York, NY; Sony Electronics, Inc. of San Diego, CA; Sony Ericsson...; Research In Motion Corp. of Irving, TX; HTC Corporation of Taiwan; HTC America, Inc. of Bellevue, WA; LG...

  9. 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.

  10. 77 FR 8897 - Notice of Receipt of an Amended Complaint; Solicitation of Comments Relating to the Public Interest

    Science.gov (United States)

    2012-02-15

    ...; Samsung Electronics America, Inc. of NJ; Samsung Telecommunications America L.L.C. of TX; Sony Corporation of Japan; Sony Corporation of America of NY; Sony Electronics, Inc. of CA; Sony Ericsson Mobile of... respondents Research In Motion Ltd. of Canada; Research In Motion Corp. of TX; HTC Corporation of Taiwan; HTC...

  11. 76 FR 12994 - In the Matter of Certain Digital Televisions and Components Thereof, and Certain Electronic...

    Science.gov (United States)

    2011-03-09

    ... parties upon which the complaint is to be served: Sony Corporation, 7-1 Konan, 1-chome, Minato-ku, Tokyo 108-0075, Japan; Sony Corporation of America, 550 Madison Avenue, New York, NY 10022; Sony Electronics, Inc., 16530 Via Esprillo, San Diego, CA 92127; Sony Computer Entertainment, Inc., 2-6-21, Minami...

  12. 78 FR 55096 - Certain Point-to-Point Network Communication Devices and Products Containing Same; Institution of...

    Science.gov (United States)

    2013-09-09

    ... Electronics Corporation, 1 Sharp Plaza, Mahwah, NJ 07495. Sony Computer Entertainment, Inc., 1-7-1 Konan... Boulevard, 2nd Floor, Foster City, CA 94404. Sony Corporation, 1-7-1 Konan, Minato-ku, Tokyo 108-0075, Japan. Sony Corporation of America, 550 Madison Avenue, Floor 27, New York, NY 10022-3211. Sony Electronics...

  13. 76 FR 25706 - Notice of Receipt of Complaint; Solicitation of Comments Relating to the Public Interest

    Science.gov (United States)

    2011-05-05

    ... complaint names as respondents Sony Corporation of Tokyo, Japan, Sony Corporation of America of New York, NY and Sony Electronics, Inc. of San Diego, CA. The complainant, proposed respondents, other interested...

  14. 76 FR 7583 - Notice of Receipt of Complaint; Solicitation of Comments Relating to the Public Interest

    Science.gov (United States)

    2011-02-10

    ... digital televisions and components thereof. The complaint names as respondents Sony Corporation of Tokyo, Japan; Sony Corporation of America of New York, NY; Sony Electronics, Inc. of San Diego, CA. The...

  15. 76 FR 54496 - In the Matter of Certain Electronic Devices Having a Digital Television Receiver and Components...

    Science.gov (United States)

    2011-09-01

    ... named the following respondents: Sony Corporation of Japan; Sony Corporation of America of New York, New York; and Sony Electronics, Inc. of San Diego, California. On August 10, 2011, complainant and...

  16. 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.

  17. Children with developmental coordination disorder play active virtual reality games differently than children with typical development.

    Science.gov (United States)

    Gonsalves, Leandra; Campbell, Amity; Jensen, Lynn; Straker, Leon

    2015-03-01

    Active virtual reality gaming (AVG) may be useful for children with developmental coordination disorder (DCD) to practice motor skills if their movement patterns are of good quality while engaged in AVG. This study aimed to examine: (1) the quality of motor patterns of children with DCD participating in AVG by comparing them with children with typical development (TD) and (2) whether differences existed in the motor patterns utilized with 2 AVG types: Sony PlayStation 3 Move and Microsoft Xbox 360 Kinect. This was a quasi-experimental, biomechanical laboratory-based study. Twenty-one children with DCD, aged 10 to 12 years, and 19 age- and sex-matched children with TD played a match of table tennis on each AVG type. Hand path, wrist angle, and elbow angle were recorded using a motion analysis system. Linear mixed-model analyses were used to determine differences between DCD and TD groups and Move and Kinect AVG type for forehands and backhands. Children with DCD utilized a slower hand path speed (backhand mean difference [MD]=1.20 m/s; 95% confidence interval [95% CI]=0.41, 1.98); greater wrist extension (forehand MD=34.3°; 95% CI=22.6, 47.0); and greater elbow flexion (forehand MD=22.3°; 95% CI=7.4, 37.1) compared with children with TD when engaged in AVG. There also were differences in movement patterns utilized between AVG types. Only simple kinematic measures were compared, and no data regarding movement outcome were assessed. If a therapeutic treatment goal is to promote movement quality in children with DCD, clinical judgment is required to select the most appropriate AVG type and determine whether movement quality is adequate for unsupervised practice. © 2015 American Physical Therapy Association.

  18. Digital Gaming Perspectives of Older Adults: Content vs. Interaction

    Science.gov (United States)

    Marston, Hannah R.

    2013-01-01

    There were two objectives to this study: (a) to establish flow and (2) to establish whether computer game interaction or content was important to the older adult, using the Nintendo Wii and the Sony PlayStation 2 consoles. An earlier study had identified the sports genre as a preference, and three games (golf, tennis, and boxing) were selected…

  19. 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...

  20. 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.

  1. 77 FR 68830 - Certain Projectors With Controlled-Angle Optical Retarders, Components Thereof, and Products...

    Science.gov (United States)

    2012-11-16

    ... Commission's notice of investigation named as respondents Sony Corporation of Tokyo, Japan; Sony Corporation of America of New York, New York; and Sony Electronics Inc. of San Diego, California. The Office of... Kingdom and Compound Photonics U.S. Corporation of Phoenix, Arizona (collectively ``Compound Photonics...

  2. 75 FR 52975 - Notice of Receipt of Complaint; Solicitation of Comments Relating to the Public Interest

    Science.gov (United States)

    2010-08-30

    ... and products interoperable with the same. The complaint names as respondents Sony Corporation of Tokyo, Japan; Sony Corporation of America of New York, NY; Sony Electronics Corporation of San Diego, CA; and... INFORMATION: The Commission has received a complaint filed on behalf of Chimei-Innolux Corporation, Chimei...

  3. 78 FR 66952 - Certain Point-to-Point Network Communication Devices and Products Containing the Same Notice of...

    Science.gov (United States)

    2013-11-07

    ... Communication Devices and Products Containing the Same Notice of Amendment of the Complaint and Notice of... Sony Ericsson Mobile Communications (USA) Inc. of Atlanta, Georgia (``Sony Ericsson''). On September 20... remove references to SCEA Inc. and Sony Ericsson. These respondents no longer exist as corporate entities...

  4. 78 FR 77713 - Notice of Receipt of Complaint; Solicitation of Comments Relating to the Public Interest

    Science.gov (United States)

    2013-12-24

    ... Telecommunications America, L.L.C. of Richardson, TX; Sony Corporation of Japan; Sony Mobile Communications AB of Sweden; Sony Mobile Communications (USA), Inc. of Atlanta, GA; ZTE Corporation of China and ZTE (USA) Inc... respondents Nokia Corporation (Nokia Oyj) of Finland; Nokia, Inc. of Sunnyvale, CA; Samsung Electronics Co...

  5. 76 FR 66750 - Certain Projectors With Controlled-Angle Optical Retarders, Components Thereof, and Products...

    Science.gov (United States)

    2011-10-27

    ... containing same. The complaint names as respondents Sony Corporation of Japan; Sony Corporation of America of New York, NY; and Sony Electronics Inc. of San Diego, CA. The complainant, proposed respondents, other... behalf of Compound Photonics Ltd. and Compound Photonics U.S. Corporation on October 21, 2011. The...

  6. 75 FR 59290 - In the Matter of Certain Liquid Crystal Display Devices and Products Interoperable With the Same...

    Science.gov (United States)

    2010-09-27

    ... parties upon which the complaint is to be served: Sony Corporation, 1-7-1, Konan, Minato-ku, Tokyo, Japan; Sony Corporation of America, 550 Madison Ave., New York, NY 10022; Sony Electronics Corporation, 16530... Innolux Corporation of Taiwan; Chi Mei Optoelectronics U.S.A., Inc. of San Jose, California; and Innolux...

  7. 77 FR 2758 - Certain Portable Communication Devices; Institution of Investigation

    Science.gov (United States)

    2012-01-19

    .... Sony Corporation, 1-7-1 Konan, Minato-ku, Tokyo 108-0075, Japan. Sony Corporation of America, 550 Madison Avenue, New York, NY 10022- 3211. Sony Electronics, Inc., 16530 Via Esprillo, San Diego, CA 92127.... Research In Motion Corp., 122 W. John Carpenter Parkway, Suite 430, Irving, TX 75039-2013. HTC Corporation...

  8. 76 FR 58840 - In the Matter of Certain Display Devices, Including Digital Televisions and Monitors II; Notice...

    Science.gov (United States)

    2011-09-22

    ... instituted this investigation on March 11, 2011, based on a complaint filed by Sony Corporation of Tokyo, Japan (``Sony''). 76 FR 13432 (Mar. 11, 2011). The complaint alleged violations of section 337 of the..., 2011, Sony and LG filed a joint motion to terminate the investigation in its entirety based on the...

  9. 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...

  10. Wii, Kinect, and Move. Heart Rate, Oxygen Consumption, Energy Expenditure, and Ventilation due to Different Physically Active Video Game Systems in College Students.

    Science.gov (United States)

    Scheer, Krista S; Siebrant, Sarah M; Brown, Gregory A; Shaw, Brandon S; Shaw, Ina

    Nintendo Wii, Sony Playstation Move , and Microsoft XBOX Kinect are home video gaming systems that involve player movement to control on-screen game play. Numerous investigations have demonstrated that playing Wii is moderate physical activity at best, but Move and Kinect have not been as thoroughly investigated. The purpose of this study was to compare heart rate, oxygen consumption, and ventilation while playing the games Wii Boxing, Kinect Boxing, and Move Gladiatorial Combat. Heart rate, oxygen consumption, and ventilation were measured at rest and during a graded exercise test in 10 males and 9 females (19.8 ± 0.33 y, 175.4 ± 2.0 cm, 80.2 ± 7.7 kg,). On another day, in a randomized order, the participants played Wii Boxing, K inect Boxing, and Move Gladiatorial Combat while heart rate, ventilation, and oxygen consumption were measured. There were no differences in heart rate (116.0 ± 18.3 vs. 119.3 ± 17.6 vs. 120.1 ± 17.6 beats/min), oxygen consumption (9.2 ± 3.0 vs. 10.6 ± 2.4 vs. 9.6 ± 2.4 ml/kg/min), or minute ventilation (18.9 ± 5.7 vs. 20.8 ± 8.0 vs. 19.7 ± 6.4 L/min) when playing Wii boxing, Kinect boxing, or Move Gladiatorial Combat (respectively). Playing Nintendo Wii Boxing, XBOX Kinect Boxing, and Sony PlayStation Move Gladiatorial Combat all increase heart rate, oxygen consumption, and ventilation above resting levels but there were no significant differences between gaming systems. Overall, playing a "physically active" home video game system does not meet the minimal threshold for moderate intensity physical activity, regardless of gaming system.

  11. 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.

  12. 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.

  13. 76 FR 4375 - In the Matter of Certain MLC Flash Memory Devices and Products Containing Same; Notice of...

    Science.gov (United States)

    2011-01-25

    ..., Lenovo (United States) Inc., PNY Technologies, Inc., Sony Corporation, Sony Electronics, Inc., Transcend Information, Inc. (all collectively ``Covington Respondents''); Research in Motion Corporation and Research in...

  14. 78 FR 17430 - Notice Pursuant to the National Cooperative Research and Production Act of 1993-Open Mobile Alliance

    Science.gov (United States)

    2013-03-21

    ... Technologies, Ipoh, Perak, MALAYSIA; Emtrace Technologies, Inc., Gangnam-Gu, Seoul, REPUBLIC OF KOREA...; REPUBLIC OF KOREA; Sony Ericsson Mobile Communications, AB to Sony Mobile Communications AB, Stockholm...

  15. 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

  16. 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.

  17. Information and Communication Technologies to Promote Social and Psychological Well-Being in the Air Force: A 2012 Survey of Airmen

    Science.gov (United States)

    2014-01-01

    cheer themselves up with entertainment ? Are they shopping compulsively? We also do not know the degree to which the results may have been influenced...location to others; online dating services, such as Match.com and eHarmony; music services, such as Spotify, where users can build and share playlists...gaming consoles (e.g., Microsoft Xbox, Sony PlayStation 3, Nintendo Wii); personal computers; or mobile devices. According to a 2013 gaming-industry

  18. The Case to Widen Defence Acquisition Research Paradigms

    Science.gov (United States)

    2012-04-30

    Group, BAE Systems, the Pension Benefit Guaranty Corporation, and the Departments of Defense, Energy, Justice, and State. Prior to that, he served as...the U.S. Air Force ordered 2,200 Sony PlayStation 3 videogame consoles which then formed the building block of a supercomputer. Soldiers in Iraq and...Afghanistan used Apple iPods and iPhones to run translation software and calculate bullet trajectories. XBox videogame controllers have been modified

  19. 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...

  20. 77 FR 808 - Certain Video Analytics Software, Systems, Components Thereof, and Products Containing Same...

    Science.gov (United States)

    2012-01-06

    .../a Samsung Techwin America, Inc.) of Ridgefield Park, New Jersey; Sony Corporation of Tokyo, Japan; and Sony Electronics, Inc., of San Diego, California as respondents. On December 6, 2011, the ALJ...

  1. Active Videogames and Weight Management: Is There a Future?

    Science.gov (United States)

    Maddison, Ralph; Jull, Andrew; Marsh, Samantha; Direito, Artur; Mhurchu, Cliona Ni

    2013-06-01

    We evaluated the effects of an active videogame (AVG) intervention (Sony [Tokyo, Japan] PlayStation(®) EyeToy(®)) compared with non-AVGs on body composition, physical activity, sedentary behavior, and snack food consumption among overweight 10-12-year-old children over 24 weeks. Our research showed a treatment effect on body mass index and percentage body fat in favor of the intervention group. There was no difference between groups for total physical activity levels, but there was an increase in self-reported AVG play and reductions in non-AVG play and snack food consumption in the intervention group. Research is needed to determine how to augment the effects observed in this study.

  2. Center for Coastline Security Technology, Year 3

    Science.gov (United States)

    2008-05-01

    Polarization control for 3D Imaging with the Sony SRX-R105 Digital Cinema Projectors 3.4 HDMAX Camera and Sony SRX-R105 Projector Configuration for 3D...HDMAX Camera Pair Figure 3.2 Sony SRX-R105 Digital Cinema Projector Figure 3.3 Effect of camera rotation on projected overlay image. Figure 3.4...demonstrate robustness in the presence of outdoor conditions and stable tracking after object occlusion. Figure 4.5.2.1. The architecture of the proposed

  3. 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…

  4. 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....

  5. 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

  6. Prototype of a Graphical CONOPS (Concept of Operations) Development Environment for Agile Systems Engineering

    Science.gov (United States)

    2013-08-30

    issued new acquisition guidance that places increased emphasis on system engineering early in the lifecycle to balance operational performance with...Linux, MS-Windows, Mac OS X, BSD, Sun Solaris, Nintendo Wii , Sony PlayStation 3, and Apple iPhone. It will also run on x86, x86-64, IA64, PowerPC...web-based tool inspired by the Kanban paradigm for managing projects. Each project was represented by its on board , with each board containing a

  7. 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...

  8. 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...

  9. Sony PlayStation EyeToy elicits higher levels of movement than the Nintendo Wii: implications for stroke rehabilitation.

    Science.gov (United States)

    Neil, A; Ens, S; Pelletier, R; Jarus, T; Rand, D

    2013-02-01

    Virtual reality (VR) is an emerging trend in stroke rehabilitation. VR gaming consoles in stroke intervention have been shown to increase motivation and enjoyment during exercise. The amount and intensity of movements elicited using these consoles are unknown. The aims of this study were: (1) to quantify the amount and intensity of movement elicited from both hands of two groups of individuals ([chronic stroke and without a disability [healthy]); (2) to determine the effect of console (Wii/EyeToy) and group (stroke/healthy) on the amount and intensity of upper extremity movement; (3) to determine the effect of console (Wii/EyeToy) and group (stroke/healthy) on the usability and VR experience. A cross-sectional design was taken. Outpatient rehabilitation setting and healthy participant's homes. Participants included ten adults with stroke and ten adults without a disability. Participants experienced two games from each console. Amount and intensity of movement was measured using accelerometers on both wrists, while the virtual experience and usability was determined with questionnaires. No significant differences were found between the consoles usability and experience. EyeToy elicited significantly greater activity count than Wii among the healthy participants (P=0.028) and significantly greater movement intensity in both the stroke (P=0.005) and healthy (P=0.005) groups. Both consoles rated high for usability, enjoyment and satisfaction highlighting their suitability for a range of individuals in stroke rehabilitation. EyeToy provides increased movement and movement intensity. Both consoles are suitable for use in stroke rehabilitation however this information can be helpful to clinicians while selecting a gaming console according to the type and intensity of movements that he/she aims to encourage during therapy.

  10. 76 FR 5824 - In the Matter of Certain Mobile Telephones and Modems; Notice of Investigation

    Science.gov (United States)

    2011-02-02

    ... Act of 1930, as amended, 19 U.S.C. 1337, on behalf of Sony Corporation of Japan. The complaint alleges... shall be served: (a) The complainant is: Sony Corporation, 1-7-1 Konan, Minato-ku, Tokyo, 108-0075...

  11. Users' Orientations in Kingdom of Saudi Arabia towards the Reading ...

    African Journals Online (AJOL)

    pc

    2018-03-05

    Mar 5, 2018 ... by making them occupied with digital entertainment means of the audiovisual materials from Music, Movies, Videos, Games and Others, and making .... three types of devices which are: Sony PRS 600 Device,. Sony PRS 505 ...

  12. 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…

  13. 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....

  14. 76 FR 13432 - In the Matter of Certain Display Devices, Including Digital Televisions and Monitors II; Notice...

    Science.gov (United States)

    2011-03-11

    ... section 337 of the Tariff Act of 1930, as amended, 19 U.S.C. 1337, on behalf of Sony Corporation of Tokyo... notice of investigation shall be served: (a) The complainant is: Sony Corporation, 1-7-1, Konan, Minato...

  15. 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....

  16. 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...

  17. 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.

  18. 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…

  19. 78 FR 16707 - Certain Digital Photo Frames and Image Display Devices and Components Thereof; Issuance of a...

    Science.gov (United States)

    2013-03-18

    ..., New Jersey and Sony Corporation of Tokyo, Japan; Sony Corporation of America of New York, New York..., Inc. (``Aluratek'') of Tustin, California; Audiovox Corporation (``Audiovox'') of Happauge, New York... Falls, Canada; Coby Electronics Corporation (``Coby'') of Lake Success, New York; Curtis International...

  20. Investigating Advances in the Acquisition of Secure Systems Based on Open Architecture, Open Source Software, and Software Product Lines

    Science.gov (United States)

    2012-01-27

    example is found in games converted to serve a purpose other than entertainment , such as the development and use of games for science, technology, and...These play-session histories can then be further modded via video editing or remixing with other media (e.g., adding music ) to better enable cinematic...available OSS (e.g., the Linux Kernel on the Sony PS3 game console2) that game system hackers seek to undo. Finally, games are one of the most commonly

  1. 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.

  2. 76 FR 6826 - Certain Display Devices Including Digital Televisions and Monitors; Notice of Commission...

    Science.gov (United States)

    2011-02-08

    ... Commission instituted this investigation on April 21, 2010, based on a complaint filed by Sony Corporation of Japan (``Sony''). 75 FR 20860-1. The complaint, as amended and supplemented, alleges violations of... Corporation and Innolux Corporation (collectively ``CMI''); TPV Technology Limited; Top Victory Electronics...

  3. 77 FR 48520 - Granting of Request for Early Termination of the Waiting Period Under the Premerger Notification...

    Science.gov (United States)

    2012-08-14

    ... Berger SE; Westcon Holdings, Inc.; Bilfinger Berger SE. 20121084 G Sony Corporation; GaiKai Inc.; Sony..., 2012 Through July 31, 2012 07/02/2012 20121012 G Pinnacle West Capital Corporation; Edison International; Pinnacle West Capital Corporation. 20121022 G Vector Capital IV International. L.P.; Technicolor...

  4. Potsdamer Platz, Berlin - Autographic Experiences, cultural heritage and branded environments

    DEFF Research Database (Denmark)

    Allingham, Peter

    2009-01-01

    One of the main attractions found at Potsdamer Platz in Berlin is Sony Center, a "brandscape" that appeals and communicates to experientially and culturally minded audiences of citizens and tourists. Apart from commercial and cultural venues Sony Center contains apartments, numerous cafés...

  5. Muusika tuppa või õue / Harri Slip, Glen Pilvre

    Index Scriptorium Estoniae

    Slip, Harri

    2016-01-01

    Juhtmevabad kõlarid: Bose SoundLink Colour, Creative Roar 2, Denon Envaya Mini, JBL Charge 3, Klipsch Groove, Onkyo T3 Philips BT6600, Pioneer XW-BTSP70, Samsung Level Box Pro, Sony SRS-XB3, Ultimate Ears Boom 2. Etalon: Sony SRS-HG1

  6. 76 FR 29006 - In the Matter of Certain Motion-Sensitive Sound Effects Devices and Image Display Devices and...

    Science.gov (United States)

    2011-05-19

    ... 98052. Nyko Technologies, Inc., 1990 Westwood Blvd., 3rd Floor, Los Angeles, CA 90025. Sony Ericsson Mobile Communications (USA), Inc., 3333 Piedmont Road, Suite 600, Atlanta, GA 30305. Sony Ericsson Mobile Communications AB, Nya Vattentornet SE-221, 88 Lund, Sweden. Vivitek Corporation, 4425 Cushing Parkway, San Jose...

  7. 76 FR 32228 - Notice of Determinations Regarding Eligibility To Apply for Worker Adjustment Assistance

    Science.gov (United States)

    2011-06-03

    ... identified by name by the International Trade Commission as a member of a domestic industry in an... (Formerly Enterprise Unix Division). 75,052 Siemen's Industry, Inc.. Columbus, OH....... 75,066 General... Music Holdings Pitman, NJ......... Inc., D/B/A Sony DADC Americas (``SMHI''), Sony Corporation of...

  8. Bruce Nauman and the Time on One's Hands: Control, Anxiety and the desire for Endlesness

    NARCIS (Netherlands)

    van Rossem, P.

    2017-01-01

    In 1965, Sony Corporation launched the first portable video camera, the so-called Sony Portapak. This new, quite inexpensive and user-friendly technology, quickly found its way into artists’ hands. Even the rather poor, “milky” character of the resulting video images did not temper artistic interest

  9. [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.

  10. 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.

  11. 75 FR 11909 - In the Matter of: Certain Flash Memory Chips and Products Containing Same; Notice of Commission...

    Science.gov (United States)

    2010-03-12

    ... Industrial Co., Ltd. of China (``LEIC''); Shanghai Lenovo Electronic Co., Ltd. of China (``SLE''); Sony Corporation of America of New York, New York (``SCA''); and Kingston Technology Far East (Malaysia), Sdn. Bhd... the complaint and notice of investigation to add Lenovo (Singapore) Pte. Ltd. of Singapore and Sony...

  12. 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...

  13. 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...

  14. 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…

  15. 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…

  16. 76 FR 59737 - In the Matter of Certain Digital Photo Frames and Image Display Devices and Components Thereof...

    Science.gov (United States)

    2011-09-27

    ..., Somerset, NJ 08875. Sony Corporation, 1-7-1 Konan, Minato-ku, Tokyo 108-0075, Japan. Sony Corporation of.... Aluratek, Inc., 14831 Myford Road, Tustin, CA 92780. Audiovox Corporation, 180 Marcus Boulevard, Happauge...., 4080 Montrose Road, Niagara Falls, L2H 1J9, Canada. Coby Electronics Corporation, 1991 Marcus Avenue...

  17. 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

  18. 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…

  19. 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

  20. 76 FR 72722 - Certain Projectors With Controlled-Angle Optical Retarders, Components Thereof, and Products...

    Science.gov (United States)

    2011-11-25

    ... served: Sony Corporation, 1-7-1 Konan, Minato-ku, Tokyo, Japan 108-0075; Sony Corporation of America, 550... Kingdom and Compound Photonics U.S. Corporation of Phoenix, Arizona. A supplement to the Complaint was... Photonics U.S. Corporation, 1110 North 52nd Street, Phoenix, AZ 85008. (b) The respondents are the following...

  1. 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...

  2. 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.

  3. 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.

  4. 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)

  5. 76 FR 45859 - In the Matter of Certain Video Analytics Software, Systems, Components Thereof, and Products...

    Science.gov (United States)

    2011-08-01

    .... Sony Corporation, 1-7-1 Konan, Minato-ku, Tokyo 108-0075, Japan. Sony Electronics, Inc., 16530 Via... U.S. Patent No. 7,932,923 (``the '923 patent''). The complaint further alleges that an industry in...-7, 9-13, and 15-28 of the '923 patent, and whether an industry in the United States exists as...

  6. 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…

  7. 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…

  8. 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.

  9. Odav ja hea? / Raimo Ylönen

    Index Scriptorium Estoniae

    Ylönen, Raimo

    2009-01-01

    TM võrdleb mobiiltelefone hinnaga 500-2000 krooni: Nokia 1650, Nokia 3110 classic, Nokia 3120 classic, Nokia 5030 XpressRadio, Nokia 5130 XpressMusic, Nokia 7070 Prism, Samsung SGH-B100, Samsung SGH-C260, Samsung SGH-J400, Samsung SGH-M110, Samsung SGH-M310, Sony Ericsson T280i, Sony Ericsson W302

  10. 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.

  11. Does Playing Pay? The Fitness-Effect of Free Play during Childhood

    Directory of Open Access Journals (Sweden)

    Werner Greve

    2014-04-01

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

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

    Science.gov (United States)

    Greve, Werner; Thomsen, Tamara; Dehio, Cornelia

    2014-04-29

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

  13. 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

  14. 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…

  15. 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

  16. 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...

  17. 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...

  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. 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…

  20. 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

  1. 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…

  2. 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...

  3. 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)

  4. 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…

  5. [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.

  6. 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...

  7. 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...

  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. 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.

  10. 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…

  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. 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 ...

  13. 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...

  14. A Conceptual Framework for Representing Human Behavior Characteristics in a System of Systems Agent-Based Survivability Simulation

    Science.gov (United States)

    2010-11-22

    MANET system to reorganize. Soni and Dawra (2007) note that “self-organizing systems of agents with emergent system-level functions offer these...2007 IEEE International Conference on Telecommunications and Malaysia International Conference on Communications, 14-17. Burt, R. (1992). Structural...Bombay. Soni , D and Dawra, S (2007). AI System in (12th WSEAS Int. Conf. on Applied Mathematics, Cairo, Egypt, December 29-31, 2007 401. Sridhar

  15. 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....

  16. 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...

  17. 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.

  18. Penerapan Metode Role Playing Dalam Meningkatkan Motivasi Belajar Anak Usia Play Group

    Directory of Open Access Journals (Sweden)

    Dwi Anita Alfiani

    2015-06-01

    Full Text Available AbstrakSalah satu faktor penting dalam kegiatan belajar (KBM untuk anak usia play group adalah guru yang memahami berbagai macam karakterisik peserta didik dan peduli terhadap kebutuhan anak didiknya.Namun Dari hasil penelitian dan kenyataan di lapangan, menunjukkan bahwa pelaksanaan kegiatan belajar mengajar (KBM untuk anak-anak usia play group masih banyak kelemahan dan kekurangannya karenanya  guru juga harus mampu menguasai teknik dan metode dalam  mengajar B untuk anak.Anak didik pada usia play group.Dengan demikian, metode pembelajaran merupakan alat untuk menciptakan proses belajar mengajar.Subana dan Sunarti (2000 : 20 Berpendapat metode adalah rencana penyajian bahan yang menyeluruh dengan urutan yang sistematis berdasarkan approach tertentu. Jadi metode merupakan cara melaksanakan pekerjaan, sedangkan approach, dapat tumbuh beberapan metode. Role Playing adalah suatu cara penguasaan bahan-bahan pelajaran melalui pengembangan imajinasi dan penghayatan siswa. Pengembangan imajinasi dan penghayatan dilakukan siswa dengan memerankannya sebagai tokoh hidup atau benda mati. Permainan ini pada umumnya dilakukan lebih dari satu orang, hal itu bergantung kepada apa yang diperankan.Role Playing yakni memainkan peranan dari peran-peran yang sudah pasti berdasarkan kejadian terdahulu, yang dimaksudkan untuk menciptakan kembali situasi sejarah/peristiwa masa lalu, menciptakan kemungkinan-kemungkinan kejadian masa yang akan datang, menciptakan peristiwa mutakhir yang dapat diperkaya atau mengkhayal situasi pada suatu tempat dan atau waktu tertentu. berarti metode (Role Playing adalah metode pembelajaran yang di dalamnya menampakkan adanya perilaku pura-pura dari siswa yang terlihat dan atau peniruan situasi dari tokoh-tokoh sejarah sedemikian rupa. Dengan demikian  metode Bermain Peran (RolePlayingadalah metode yang melibatkan siswa untuk pura-pura memainkan peran/ tokoh yang terlibat dalam proses sejarah. Teknik ini juga digunakan untuk dapat

  19. Art of Play

    DEFF Research Database (Denmark)

    Froes, Isabel Cristina G.; Walker, Kevin

    2011-01-01

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

  20. 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…

  1. 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

  2. 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…

  3. 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...

  4. 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...

  5. 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.

  6. 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...

  7. 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…

  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. JPRS Report, Science & Technology, Europe, Economic Competitiveness

    Science.gov (United States)

    1991-04-25

    business), and entertainment electronics com- panies such as Sony , Pioneer, JVC, Hitachi and Mat- sushita ("National Panasonic") in particular are...of outsiders from Southeast Asia, who are making life miser- able for the already too numerous big producers, such as BASF, Sony , TDK, Maxell, FDM...Motor, Mitsubishi Motor, and Yamaha Motor (motorcycles, alongside its parent com- pany Yamaha Corporation, which is also in the musical instrument

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

    Science.gov (United States)

    Smyth, Joshua M

    2007-10-01

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

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

    Science.gov (United States)

    Wood, Richard T A; Griffiths, Mark D

    2015-12-01

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

  12. 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…

  13. 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.

  14. 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...

  15. 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.

  16. 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.

  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. 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…

  19. 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…

  20. 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.

  1. 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…

  2. "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…

  3. 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--…

  4. 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…

  5. Accelerator mass spectrometry {sup 14}C dating of lime mortars: Methodological aspects and field study applications at CIRCE (Italy)

    Energy Technology Data Exchange (ETDEWEB)

    Marzaioli, Fabio, E-mail: fabio.marzaioli@unina2.it [CIRCE, INNOVA and Seconda Universita degli Studi di Napoli, Dipartimento di Scienze Ambientali, Caserta (Italy); Nonni, Sara, E-mail: sara.nonni@uniroma1.it [Dipartimento di Scienze della Terra, ' Sapienza' Universita di Roma (Italy); Passariello, Isabella, E-mail: isabella.passariello@unina2.it [CIRCE, INNOVA and Seconda Universita degli Studi di Napoli, Dipartimento di Scienze Ambientali, Caserta (Italy); Capano, Manuela, E-mail: manuela.capano@unina2.it [CIRCE, INNOVA and Dipartimento di Studio delle Componenti Culturali del Territorio, Seconda Universita degli Studi di Napoli, Santa Maria Capua Vetere, Caserta (Italy); Ricci, Paola, E-mail: paola.ricci@unina2.it [CIRCE, INNOVA and Seconda Universita degli Studi di Napoli, Dipartimento di Scienze Ambientali, Caserta (Italy); Lubritto, Carmine, E-mail: carmine.lubritto@unina2.it [CIRCE, INNOVA and Seconda Universita degli Studi di Napoli, Dipartimento di Scienze Ambientali, Caserta (Italy); De Cesare, Nicola, E-mail: nicola.decesare@unina2.it [CIRCE, INNOVA and Seconda Universita degli Studi di Napoli, Dipartimento di Scienze della Vita, Caserta (Italy); Eramo, Giacomo, E-mail: giacomo.eramo@uniba.it [Dipartimento di Scienze della Terra e Geoambientali, Universita degli Studi di Bari ' Aldo Moro' , Bari (Italy); Quiros Castillo, Juan Antonio, E-mail: quiros.castillo@ehu.es [Universidad del Pais Vasco-Euskal Herriko Unibertsitatea, Dipartimento di Geografia, Prehistoria y Arqueologia, Vitoria-Gasteiz (Spain); and others

    2013-01-15

    Centre for Isotopic Research on Cultural and Environmental heritage (CIRCE) has, recently, obtained some promising results in testing the feasibility of mortar radiocarbon dating by means of an ad hoc developed purification procedure (CryoSoniC: Cryobraking, Sonication, Centrifugation) applied to a series of laboratory mortars. Observed results encouraged CryoSoniC accuracy evaluation on genuine mortars sampled from archeological sites of known or independently constrained age (i.e., other {sup 14}C dates on different materials). In this study, some {sup 14}C measurements performed on genuine mortars will be discussed and compared with independently estimated (i.e., radiocarbon/archaeometrical dating) absolute chronologies of two Spanish sites. Observed results confirm the agreement of the CryoSoniC mortar dates with the archaeological expectations for both examined cases. Several authors reported the possibility of obtaining accurate radiocarbon dates of mortar matrices by analyzing lime lumps: binder-related particles of different sizes exclusively composed of calcium carbonate. In this paper, preliminary data for the absolute chronology reconstruction of the Basilica of the cemetery complex of Ponte della Lama (Canosa di Puglia, Italy) based on lime lumps will also be discussed. Dating accuracy will be quantified by comparing {sup 14}C data on mortar lime lumps from a funerary inscription of known age found near the Basilica, in the same study site. For this site, a comparison between absolute chronologies performed by bulk and CryoSoniC purified lime lumps, and charcoal incased in mortars (when found) will also be discussed. Observed results for this site provide evidence of how bulk lime lump dating may introduce systematic overestimations of the analyzed sample while CryoSoniC purification allows accurate dating.

  6. Accelerator mass spectrometry 14C dating of lime mortars: Methodological aspects and field study applications at CIRCE (Italy)

    Science.gov (United States)

    Marzaioli, Fabio; Nonni, Sara; Passariello, Isabella; Capano, Manuela; Ricci, Paola; Lubritto, Carmine; De Cesare, Nicola; Eramo, Giacomo; Quirós Castillo, Juan Antonio; Terrasi, Filippo

    2013-01-01

    Centre for Isotopic Research on Cultural and Environmental heritage (CIRCE) has, recently, obtained some promising results in testing the feasibility of mortar radiocarbon dating by means of an ad hoc developed purification procedure (CryoSoniC: Cryobraking, Sonication, Centrifugation) applied to a series of laboratory mortars. Observed results encouraged CryoSoniC accuracy evaluation on genuine mortars sampled from archeological sites of known or independently constrained age (i.e., other 14C dates on different materials). In this study, some 14C measurements performed on genuine mortars will be discussed and compared with independently estimated (i.e., radiocarbon/archaeometrical dating) absolute chronologies of two Spanish sites. Observed results confirm the agreement of the CryoSoniC mortar dates with the archaeological expectations for both examined cases. Several authors reported the possibility of obtaining accurate radiocarbon dates of mortar matrices by analyzing lime lumps: binder-related particles of different sizes exclusively composed of calcium carbonate. In this paper, preliminary data for the absolute chronology reconstruction of the Basilica of the cemetery complex of Ponte della Lama (Canosa di Puglia, Italy) based on lime lumps will also be discussed. Dating accuracy will be quantified by comparing 14C data on mortar lime lumps from a funerary inscription of known age found near the Basilica, in the same study site. For this site, a comparison between absolute chronologies performed by bulk and CryoSoniC purified lime lumps, and charcoal incased in mortars (when found) will also be discussed. Observed results for this site provide evidence of how bulk lime lump dating may introduce systematic overestimations of the analyzed sample while CryoSoniC purification allows accurate dating.

  7. 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....

  8. 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.

  9. 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

  10. 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.

  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. 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…

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

    Science.gov (United States)

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

    2016-01-01

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

  14. Modeling Macro-Cognitive Influence on Information Sharing between Members of a Joint Team

    Science.gov (United States)

    2006-12-01

    Decision Matrix Risk Analysis Matrix Three sheets of blank paper Sony voice-activated recording device with Maxell MC-60UR tapes 1:600,000 map sheet...the only portion visible when the participants arrived. A Sony Clear Voice Plus recorder was positioned behind the seat positions wherever...shows a rapid build up of Blue forces in Japan, Malaysia and the Philippines. Taiwan has authorized limited troop, air, and naval force deployments in

  15. 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.

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

    OpenAIRE

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

    2016-01-01

    Aim: Even though there is substantial evidence that play based therapies produce significant change, the specific play processes in treatment remain unexamined. For that purpose, processes of change in long-term psychodynamic play therapy are assessed through a repeated systematic assessment of three children’s “play profiles,” which reflect patterns of organization among play variables that contribute to play activity in therapy, indicative of the children’s coping strategies, and an express...

  18. 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.

  19. 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.

  20. 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.

  1. Toward a Neuroscientific Understanding of Play: A Dimensional Coding Framework for Analyzing Infant–Adult Play Patterns

    Directory of Open Access Journals (Sweden)

    Dave Neale

    2018-03-01

    Full Text Available Play during early life is a ubiquitous activity, and an individual’s propensity for play is positively related to cognitive development and emotional well-being. Play behavior (which may be solitary or shared with a social partner is diverse and multi-faceted. A challenge for current research is to converge on a common definition and measurement system for play – whether examined at a behavioral, cognitive or neurological level. Combining these different approaches in a multimodal analysis could yield significant advances in understanding the neurocognitive mechanisms of play, and provide the basis for developing biologically grounded play models. However, there is currently no integrated framework for conducting a multimodal analysis of play that spans brain, cognition and behavior. The proposed coding framework uses grounded and observable behaviors along three dimensions (sensorimotor, cognitive and socio-emotional, to compute inferences about playful behavior in a social context, and related social interactional states. Here, we illustrate the sensitivity and utility of the proposed coding framework using two contrasting dyadic corpora (N = 5 of mother-infant object-oriented interactions during experimental conditions that were either non-conducive (Condition 1 or conducive (Condition 2 to the emergence of playful behavior. We find that the framework accurately identifies the modal form of social interaction as being either non-playful (Condition 1 or playful (Condition 2, and further provides useful insights about differences in the quality of social interaction and temporal synchronicity within the dyad. It is intended that this fine-grained coding of play behavior will be easily assimilated with, and inform, future analysis of neural data that is also collected during adult–infant play. In conclusion, here, we present a novel framework for analyzing the continuous time-evolution of adult–infant play patterns, underpinned by

  2. Toward a Neuroscientific Understanding of Play: A Dimensional Coding Framework for Analyzing Infant-Adult Play Patterns.

    Science.gov (United States)

    Neale, Dave; Clackson, Kaili; Georgieva, Stanimira; Dedetas, Hatice; Scarpate, Melissa; Wass, Sam; Leong, Victoria

    2018-01-01

    Play during early life is a ubiquitous activity, and an individual's propensity for play is positively related to cognitive development and emotional well-being. Play behavior (which may be solitary or shared with a social partner) is diverse and multi-faceted. A challenge for current research is to converge on a common definition and measurement system for play - whether examined at a behavioral, cognitive or neurological level. Combining these different approaches in a multimodal analysis could yield significant advances in understanding the neurocognitive mechanisms of play, and provide the basis for developing biologically grounded play models. However, there is currently no integrated framework for conducting a multimodal analysis of play that spans brain, cognition and behavior. The proposed coding framework uses grounded and observable behaviors along three dimensions (sensorimotor, cognitive and socio-emotional), to compute inferences about playful behavior in a social context, and related social interactional states. Here, we illustrate the sensitivity and utility of the proposed coding framework using two contrasting dyadic corpora ( N = 5) of mother-infant object-oriented interactions during experimental conditions that were either non-conducive (Condition 1) or conducive (Condition 2) to the emergence of playful behavior. We find that the framework accurately identifies the modal form of social interaction as being either non-playful (Condition 1) or playful (Condition 2), and further provides useful insights about differences in the quality of social interaction and temporal synchronicity within the dyad. It is intended that this fine-grained coding of play behavior will be easily assimilated with, and inform, future analysis of neural data that is also collected during adult-infant play. In conclusion, here, we present a novel framework for analyzing the continuous time-evolution of adult-infant play patterns, underpinned by biologically informed

  3. 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....

  4. 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…

  5. 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…

  6. 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.

  7. 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.

  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. 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....

  10. Low-cost small action cameras in stereo generates accurate underwater measurements of fish

    OpenAIRE

    Letessier, T. B.; Juhel, Jean-Baptiste; Vigliola, Laurent; Meeuwig, J. J.

    2015-01-01

    Small action cameras have received interest for use in underwater videography because of their low-cost, standardised housing, widespread availability and small size. Here, we assess the capacity of GoPro action cameras to provide accurate stereo-measurements of fish in comparison to the Sony handheld cameras that have traditionally been used for this purpose. Standardised stereo-GoPro and Sony systems were employed to capture measurements of known-length targets in a pool to explore the infl...

  11. Legal Realism in Action: Indirect Copyright Liability's Continuing Tort Framework and Sony’s de facto Demise

    OpenAIRE

    Menell, Peter S.; Nimmer, David

    2007-01-01

    The Supreme Court’s indirect copyright liability standard, derived in Sony Corporation of America v. Universal City Studios from patent law and reasserted in Metro-Goldwyn-Mayer Studios Inc. v. Grokster, Ltd, is widely seen as creating a safe harbor for distributors of dual use technologies. Yet, when one looks to cases decided since Sony, legislative enactments, and the decisions of technology companies in the marketplace, a very different reality emerges. This article explores and explains ...

  12. Konstruksi Realitas Pengguna Ponsel Cerdas Berdasarkan Pesan Penempatan Merek dalam Film James Bond: Spectre

    OpenAIRE

    Hafiz, M. Faisal

    2016-01-01

    This study entitled "Construction of Reality of Smartphone User Based on Branding Placement Message in James Bond: Spectre Film". The research is going to examine the relations between the process of branding placement of Sony Xperia Z5 to the movie-viewer who use smartphone from a variety of backgrounds. Researcher focus on how smartphone users adapt to their social needs, how subjective meaning of Sony Xperia Z5 upon the branding placement message in James Bond: Spectre, a...

  13. Neuroprotection from Brain Injury by Novel Estrogens

    Science.gov (United States)

    2001-08-01

    plate contained approxi- substituted estradlol. J. Steroid Blochem. 1988, 29, 657-664. mately 5000 cells as determined by a Neubauer hemacytometer (13...the brain was removed, and the base of the brain was photographed by a digital camera (Sony Preparation of animals MVC-FD5, Tokyo, Japan) for...chloride (TTC) in physiological saline at 37 0 C, and then fixed in 10% formalin. The stained slices were photographed by a digital camera (Sony MVC-FD5

  14. Explosives Instrumentation Group Trial 6/77-Propellant Fire Trials (Series Two).

    Science.gov (United States)

    1981-10-01

    frames/s. A 19 mm Sony U-Matic video cassette recorder (VCR) and camera were used to view the hearth from a tower 100 m from ground-zero (GZ). Normal...camera started. This procedure permitted increased recording time of the event. A 19 mm Sony U-Matic VCR and camera was used to view the container...Lumpur, Malaysia Exchange Section, British Library, U.K. Periodicals Recording Section, Science Reference Library, British Library, U.K. Library, Chemical

  15. Technical Communication--Taking the User into Account.

    Science.gov (United States)

    1981-08-01

    the effect of cognitive style on instructional design, it may be more cost-effective to evaluate how different instructional formats impact different...deck, 2 SONY VCK-3210 televison cameras, and a SONY Switcher/Fader SEG-l special effects generator. One television camera was positioned next to the ...AD-A1O? 030 NEW YORK STATE COLL OF AGRICULTURE AND LIFE SCIENCES -ETC F/ S /9 TECHNICAL COMMUNICATION--TAKING THE USER INTO ACCOUNT U) AUG Al T L

  16. 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…

  17. Young Children's Development of Scientific Knowledge Through the Combination of Teacher-Guided Play and Child-Guided Play

    Science.gov (United States)

    Sliogeris, Marija; Almeida, Sylvia Christine

    2017-09-01

    Play-based approaches to science learning allow children to meaningfully draw on their everyday experiences and activities as they explore science concepts in context. Acknowledging the crucial role of the teacher in facilitating science learning through play, the purpose of this qualitative study was to examine how teacher-guided play, in conjunction with child-guided play, supports children's development of science concepts. While previous research on play-based science learning has mainly focused on preschool settings, this study explores the possibilities of play-based approaches to science in primary school contexts. Using a qualitative methodology grounded in the cultural-historical theoretical perspective, children's learning was examined during a science learning sequence that combined teacher-guided and child-guided play. This study revealed that the teacher-guided play explicitly introduced science concepts which children then used and explored in subsequent child-guided play. However, intentional teaching during the child-guided play continued to be important. Play-based approaches to science allowed children to make sense of the science concepts using familiar, everyday knowledge and activities. It became evident that the expectations and values communicated through classroom practices influenced children's learning through play.

  18. 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 ...

  19. 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 ...

  20. 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.

  1. 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...

  2. 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.

  3. 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...

  4. 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…

  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. 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…

  7. Maternal attitude and child interest in various play activities before and after mother-child play sessions

    Directory of Open Access Journals (Sweden)

    Soedjatmiko Soedjatmiko

    2018-01-01

    Full Text Available Background Play stimulates children’s growth and development. When mothers and their children play, a positive attitude from the mother and adequate interest from the child is required. Little is known about the play activities that effectively stimulate such positive maternal attitude and child interest. Objective To assess for associations between various play activities with maternal attitude and child interest before and after mother-child play sessions. Methods Pre-post intervention questionnaires were distributed to mothers before and after playing with their children. Children were aged 1-5 years, from two play sites (in Surabaya and Makassar, and included using purposive sampling. Eight types of toys/play activities were provided. The allocated time for answering the 17-question survey was 15 minutes. Average scores before and after the mother-child play sessions were analyzed using paired T-test. Results We collected 264 valid questionnaires, 235 in Surabaya and 29 in Makassar. Improvement of maternal attitude after the mother-child play session was found in 132 mothers [mean diff. 0.07 (SD 0.42; 95%CI -0.117 to -0.015; P=0.011]. Play activities with significant improvements in maternal attitude were jigsaw puzzle [mean diff. 0.09 (SD 0.66; 95% CI 0.007 to 0.167;P= 0.033, Lego blocks (mean diff.-0.10 (SD 0.69; 95%CI -0.186 to -0.018; P=0.017, mini-gardening (mean diff. -0.15 (SD 0.75; 95%CI -0.238 to -0.057; P=0.002, sandbox [mean diff.-0.24 (SD 0.83; 95%CI -0.339 to – 0.138; P < 0.001], fishing [mean diff. -0.17 (SD 0.68; 95%CI -0.253 to -0.088; P < 0.001], and animal figurines [mean diff. -0.21 (SD 0.75; 95%CI -0.3 to -0.117;P <0.001]. Improvement of child interest was found in 161 children [mean diff. 0.20 (SD 0.52; 95%CI -0.264 to -0.116; P<0.001]. Play activities with significant improvements in child interest were jigsaw puzzle, Lego blocks, origami, mini-gardening, fishing, and animal figurines. Conclusion Some mother

  8. 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....

  9. 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…

  10. 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…

  11. 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…

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

    Directory of Open Access Journals (Sweden)

    Shinichi Tamura

    2012-01-01

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

  13. 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

  14. Skill-Based and Planned Active Play Versus Free-Play Effects on Fundamental Movement Skills in Preschoolers.

    Science.gov (United States)

    Roach, Lindsay; Keats, Melanie

    2018-01-01

    Fundamental movement skill interventions are important for promoting physical activity, but the optimal intervention model for preschool children remains unclear. We compared two 8-week interventions, a structured skill-station and a planned active play approach, to a free-play control condition on pre- and postintervention fundamental movement skills. We also collected data regarding program attendance and perceived enjoyment. We found a significant interaction effect between intervention type and time. A Tukey honest significant difference analysis supported a positive intervention effect showing a significant difference between both interventions and the free-play control condition. There was a significant between-group difference in group attendance such that mean attendance was higher for both the free-play and planned active play groups relative to the structured skill-based approach. There were no differences in attendance between free-play and planned active play groups, and there were no differences in enjoyment ratings between the two intervention groups. In sum, while both interventions led to improved fundamental movement skills, the active play approach offered several logistical advantages. Although these findings should be replicated, they can guide feasible and sustainable fundamental movement skill programs within day care settings.

  15. 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...

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

    Science.gov (United States)

    Roopnarine, Jaipaul L.; Davidson, Kimberly L.

    2015-01-01

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

  17. THE MAGIC OF PLAY: LOW-INCOME MOTHERS' AND FATHERS' PLAYFULNESS AND CHILDREN'S EMOTION REGULATION AND VOCABULARY SKILLS.

    Science.gov (United States)

    Cabrera, Natasha J; Karberg, Elizabeth; Malin, Jenessa L; Aldoney, Daniela

    2017-11-01

    Using data from a diverse sample of low-income families who participated in the Early Head Start Research Evaluation Project (n = 73), we explored the association between mothers' and fathers' playfulness with toddlers, toddler's affect during play, and children's language and emotion regulation at prekindergarten. There were two main findings. First, fathers' playfulness in toddlerhood was associated with children's vocabulary skills in prekindergarten whereas mothers' playfulness was related to children's emotion regulation. Cross-parental effects were found only for mothers. The association between mothers' playfulness and children's vocabulary and emotion regulation was strengthened when fathers engaged in more pretend play and when children were affectively positive during the play. These findings show that playfulness is an important source of variation in the vocabulary and emotion regulation of children growing up in low-income families. They also point to domain-specific ways that mothers and fathers promote children's regulatory and vocabulary skills, and highlight the importance of children's positive engagement in play. © 2017 Michigan Association for Infant Mental Health.

  18. 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....

  19. 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

  20. 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...

  1. 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...

  2. 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,…

  3. 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.

  4. 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…

  5. Managed Play: The Media’s Impact on Play in the Australian Football League

    Directory of Open Access Journals (Sweden)

    Duncan Samuel Keith

    2018-03-01

    Full Text Available No industry has influenced the transformation of the Australian Football League (AFL into a professional, commercial business more than the media. Today, the AFL players are paid more than ever and are used as marketing tools to promote and sell the game, often to new fans in new markets of Australia - namely New South Wales and Queensland - who haven’t traditionally played Australian Football, preferring the rugby codes instead. But perhaps the biggest change in the AFL is that the play element is now used as function of business. Put simply, winning leads to more money. As such, the play element is now manipulated more than ever. The game has more coaches implementing more tactics, strategies, game plans and set plays than ever before. These changes can be linked back to the media’s influence on the game. This paper utilises the combined observations and theories of Johan Huizinga and Pierre Bourdieu to create a theoretical lens through which we can understand the media’s growing influence in sport and its impact on play’s transformation. The theory will then be expounded through an extensive analysis of the media’s influence in the AFL, particularly its play element. This analysis will be supported with insights and views from AFL fans, members, commentators and theorists.

  6. Teaching to Play Performing a Main Role -- Effective Method of Pretend Play Facilitation in Preschool-Age Children

    Science.gov (United States)

    Gmitrova, Vlasta

    2013-01-01

    We compared the efficiency of teacher's direct and indirect intervention into pretend play. Three hundred sixty-eight kindergarten children and 92 qualified kindergarten teachers were involved in the study. In the control group, a teacher indirectly initiated a play, creating a playing corner adjusted to the theme of the pretend play and during…

  7. Excessive computer game playing among Norwegian adults: self-reported consequences of playing and association with mental health problems.

    Science.gov (United States)

    Wenzel, H G; Bakken, I J; Johansson, A; Götestam, K G; Øren, Anita

    2009-12-01

    Computer games are the most advanced form of gaming. For most people, the playing is an uncomplicated leisure activity; however, for a minority the gaming becomes excessive and is associated with negative consequences. The aim of the present study was to investigate computer game-playing behaviour in the general adult Norwegian population, and to explore mental health problems and self-reported consequences of playing. The survey includes 3,405 adults 16 to 74 years old (Norway 2007, response rate 35.3%). Overall, 65.5% of the respondents reported having ever played computer games (16-29 years, 93.9%; 30-39 years, 85.0%; 40-59 years, 56.2%; 60-74 years, 25.7%). Among 2,170 players, 89.8% reported playing less than 1 hr. as a daily average over the last month, 5.0% played 1-2 hr. daily, 3.1% played 2-4 hr. daily, and 2.2% reported playing > 4 hr. daily. The strongest risk factor for playing > 4 hr. daily was being an online player, followed by male gender, and single marital status. Reported negative consequences of computer game playing increased strongly with average daily playing time. Furthermore, prevalence of self-reported sleeping problems, depression, suicide ideations, anxiety, obsessions/ compulsions, and alcohol/substance abuse increased with increasing playing time. This study showed that adult populations should also be included in research on computer game-playing behaviour and its consequences.

  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. 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…

  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. 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

  12. 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.

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

    Science.gov (United States)

    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. PMID:27167522

  14. 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...

  15. Where do the children play? The influence of playground equipment on physical activity of children in free play.

    Science.gov (United States)

    Farley, Thomas A; Meriwether, Rebecca A; Baker, Erin T; Rice, Janet C; Webber, Larry S

    2008-03-01

    Promotion of physical activity in children depends on an understanding of how children use play equipment. We conducted observations over 2 years of children in 2nd through 8th grades in a schoolyard with 5 distinct play areas with different amounts of play equipment. Children were more likely to play in areas with more installed play equipment, with densities of children in equipped areas 3.3 to 12.6 times higher than in an open grassy field. There were no significant differences by play area in the percent of children who were physically active at all, but children were more likely to be very active in areas with basketball goals and an installed play structure than in an open field. Playground equipment appeared to have a strong influence on where children played and a moderate influence on levels of activity. To maximize physical activity in children, playgrounds should be designed with ample and diverse play equipment.

  16. VIDEO ETNOGRAFI: PENGALAMAN PENELITIAN SOSIAL DENGAN VIDEO KAMERA DI SULAWESI SELATAN

    Directory of Open Access Journals (Sweden)

    Moh Yasir Alimi

    2013-04-01

    Full Text Available Tujuan penelitian ini adalah untuk mengeksplorasi bagaimana video kamera dapat membantu focus pikiran peneliti, mempertajam naluri etnografi, memperbagus hubungan dengan masyarakat dan memperbagus laporan penelitian. Penelitian dilakukan di Sulawesi Selatan selama satu tahun dengan menggunakan handycam Sony DCR-TRV27, handycam Sony yang dilengkapi dengan fitur screen dan layar pengintip untuk siang hari. Kecanggihan teknologi kamera bertemu dengan kekayaan kehidupan social di Sulawesi Selatan, sebagaimana terefleksikan paling baik dalam upacara pernikahan. Video kamera secara sistematik mempunyai tempat yang penting dalam system knowledge/power local. Melakukan hal ini, artikel ini tidak hanya mendiskusikan tentang penggunaan kamera di praktek etnografis, tetapi juga mendiskusikan dunia sosial yang memungkinkan kamera mempunyai peran yang sangat penting didalamnya. In this article, the author explores how a video camera can refocus researcher’s mind, sharpens ethnographic senses, and improve relation with the community. This sophisticated feature of technology has met with the vibrancy of social life in South Sulawesi, best reflected in wedding ceremonies, placing camera nicely in the existing local system of knowledge/power. The research was done for one year using Sony handycam Sony DCR-TRV27. The study is drawn from a year fieldwork experience in South Sulawesi. This article does not only discuss  the use of camera in an ethnographic practice, but also discusses the social world that has enabled the camera to have a central place in it.

  17. Playing with Daddy: Social Toy Play, Early Head Start, and Developmental Outcomes

    OpenAIRE

    Roggman, Lori A.; Boyce, Lisa; Cook, G. A.; Christiansen, K.; Jones, D.

    2007-01-01

    Research on fathers in Early Head Start (EHS) has provided an opportunity to study fathers from low-income families. We examined father-toddler social toy play in relation to EHS enrollment, fathers' psychosocial well-being, and children's developmental outcomes in a sample of 74 father-toddler dyads. Overall, our results show that father-toddler social toy play was more complex among fathers in an EHS program than among those in a comparison group. Greater complexity in father-toddler social...

  18. 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....

  19. Leisure Today--the Many Faces of Play.

    Science.gov (United States)

    Hudson, Susan D.; And Others

    1995-01-01

    This series of papers examines the role of play from various angles, discussing play as an essential human function and universal experience, the role of play in developing cultural values and awareness, a symbolic interactionist view of play, early therapeutic recreation specialists, and the direction of commercialized play. (SM)

  20. 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...

  1. Relativistic twins or sextuplets?

    International Nuclear Information System (INIS)

    Sheldon, Eric

    2003-01-01

    A recent study of the relativistic twin 'paradox' by Soni in this journal affirmed that 'A simple solution of the twin paradox also shows anomalous behaviour of rigidly connected distant clocks' but entailed a pedagogic hurdle which the present treatment aims to surmount. Two scenarios are presented: the first 'flight-plan' is akin to that depicted by Soni, with constant-velocity segments, while the second portrays an alternative mission undertaken with sustained acceleration and deceleration, illustrated quantitatively for a two-way spacecraft flight from Earth to Polaris (465.9 light years distant) and back

  2. Relativistic twins or sextuplets?

    CERN Document Server

    Sheldon, E S

    2003-01-01

    A recent study of the relativistic twin 'paradox' by Soni in this journal affirmed that 'A simple solution of the twin paradox also shows anomalous behaviour of rigidly connected distant clocks' but entailed a pedagogic hurdle which the present treatment aims to surmount. Two scenarios are presented: the first 'flight-plan' is akin to that depicted by Soni, with constant-velocity segments, while the second portrays an alternative mission undertaken with sustained acceleration and deceleration, illustrated quantitatively for a two-way spacecraft flight from Earth to Polaris (465.9 light years distant) and back.

  3. 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…

  4. 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).

  5. 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

  6. Physical Activity Play and Preschool Children's Peer Acceptance: Distinctions between Rough-and-Tumble and Exercise Play

    Science.gov (United States)

    Lindsey, Eric W.

    2014-01-01

    Research Findings: Two forms of exercise play (toy mediated and non-mediated) and 2 forms of rough-and-tumble (R&T) play (chase and fighting) were examined in relation to preschoolers' peer competence. A total of 148 preschoolers (78 boys, 89 Euro-Americans) were observed during free play at their university-sponsored child care center. The…

  7. Revisiting play elements and self-handicapping in play: a comparative ethogram of five Old World monkey species.

    Science.gov (United States)

    Petrů, Milada; Spinka, Marek; Charvátová, Veronika; Lhota, Stanislav

    2009-08-01

    Play behavior has been viewed as a mixture of elements drawn from "serious" behavior, interspersed by ritualized play signals. Two other types of play behaviors have been overlooked: patterns that are dissimilar from any serious behavior and patterns with self-handicapping character, that is, those that put the animal into unnecessary disadvantageous positions or situations. Here the authors show that these 2 types of patterns can constitute a major part of play repertoire. From our own videorecordings and observations, we constructed play ethograms of 5 monkey species (Semnopithecus entellus, Erythrocebus patas, Chlorocebus pygerythrus, Cercopithecus neglectus, and Cercopithecus diana). The authors evaluated the self-handicapping character of each pattern and in Hanuman langurs also the (dis)similarity to serious behavior. Of the 74 patterns in the 5 species, 33 (45%) were judged to have a self-handicapping character. Of 48 patterns observed in langurs, 16 (33%) were totally dissimilar to any serious langur behavior known to us. The authors discuss the possibility that the different types of play elements may have different functions in play. Copyright 2009 APA, all rights reserved.

  8. 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...

  9. 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....

  10. [Play therapy--psychotherapy with play as the medium: I. General introduction, psychoanalytic and client-centered approaches].

    Science.gov (United States)

    von Gontard, Alexander; Lehmkuhl, Gerd

    2003-01-01

    Play therapies are psychotherapies with the medium of play primarily for children under 12 years of age, which can be differentiated according to their theoretical constructs and actual practice. Play therapies have gained importance and relevance in the 1990's, reflected in a wide range of publications. Following trends can be discerned: narrow concepts defined by individual schools of psychotherapy have been left. Different forms of play therapy, as well as behavioural and family therapy have been integrated. Focussed short-term and therapies for specific disorders have been developed. The aim of the first part of this paper is to present an overview of traditional forms of playtherapy, with a focus on the Individual Therapy of A. Adler, the Analytic Psychotherapy of C. G. Jung, Sandplay Therapy of D. Kalff and child-centered (non-directive) play therapy.

  11. Non-Digital Game Playing by Older Adults.

    Science.gov (United States)

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

    2017-09-01

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

  12. 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 ...

  13. 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)

  14. The differences in physical activity levels in preschool children during free play recess and structured play recess

    Directory of Open Access Journals (Sweden)

    Megan L. Frank

    2018-04-01

    Full Text Available Background/Objective: Physical activity (PA is important in reducing childhood obesity, yet a majority of children are not meeting PA guidelines. Schools have been identified as a place to promote childhood PA. The purpose of this study was to determine the best type of physically active recess period to increase preschool-aged children's PA. Methods: PA was measured via accelerometers in preschool-aged children (n = 29 during three, 30-min recess conditions (control; structured play; free play on separate school days. Tertile splits were performed based on PA during the free play condition and children were divided into three groups: highly, moderately and least active. Results: For the aggregated sample, children were more (p ≤ 0.001 active during the free play (1282 ± 662 counts. min−1 and structured play (1416 ± 448 counts. min−1 recess versus the control condition (570 ± 460 counts. min−1 and activity was not different between the free play and structured conditions. However, children who were the most active during free play (1970 ± 647 counts·min−1 decreased (p ≤ 0.05 activity during structured play (1462 ± 535 counts·min−1, whereas children who were moderately active (1031 ± 112 counts·min−1 or the least (530 ± 239 counts·min−1 active during free play increased activity during structured play (1383 ± 345 counts·min−1 moderately active, 1313 ± 413 counts·min−1 least active. Conclusion: Providing a physically-active recess period will contribute to preschool-aged children meeting the recommended PA guidelines; however, different children may respond in a different way based upon the structure of the recess period.

  15. 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)

  16. 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)

  17. 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…

  18. 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…

  19. 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…

  20. 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.

  1. 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…

  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. 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…

  4. Permanent synchronization of camcorders via LANC protocol

    Science.gov (United States)

    Vrancic, Damir; Smith, Steven L.

    2006-02-01

    A device, which keeps two camcorders permanently in synchronization, has been developed. The mentioned device uses LANC (CONTROL-L) camcorder's inputs for synchronization. It enables controlling of two camcorders simultaneously via built-in buttons, by using external LANC remote controller and/or by the PC via serial (RS232) communication. Since device requires LANC inputs on camcorders or ACC inputs on still cameras, it can be used on some camcorders produced by manufacturers Sony and Canon or some still cameras produced by Sony. The device initially synchronizes camcorders or still cameras by applying arbitrarily delayed power-up pulses on LANC (ACC) inputs. Then, on user demand, the camcorders can be permanently synchronized (valid only for some camcorders produced by Sony). The effectiveness of the proposed device is demonstrated by several experiments on three types of camcorders (DCR-TRV900E, HDR-HC1, HVR-Z1U) and one type of still camera (DSC-V1). The electronic schemes, PCB layouts, firmware and communication programs are freely available (under GPL licence).

  5. 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

  6. 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...

  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. 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....

  9. Pleasure to play, arousal to stay: the effect of player emotions on digital game preferences and playing time.

    Science.gov (United States)

    Poels, Karolien; van den Hoogen, Wouter; Ijsselsteijn, Wijnand; de Kort, Yvonne

    2012-01-01

    This study investigated how player emotions during game-play, measured through self-report and physiological recordings, predict playing time and game preferences. We distinguished between short-term (immediately after game-play) and long-term (after 3 weeks) playing time and game preferences. While pleasure was most predictive for short-term playing time and game preferences, arousal, particularly for game preferences, was most predictive on the longer term. This result was found through both self-report and physiological emotion measures. This study initiates theorizing about digital gaming as a hedonic consumer product and sketches future research endeavors of this topic.

  10. Playing at Violence: Lock-down Drills, "Bad Guys" and the Construction of "Acceptable" Play in Early Childhood

    Science.gov (United States)

    Delaney, Katherine K.

    2017-01-01

    This study examines how acceptable play was framed for a class of pre-Kindergarten children by their teacher and classroom aide. Using comic subjectivity theory [Zupancic, A. (2008). "The odd one in: On comedy." Cambridge: MIT Press], the author explores how children's playing at pretend violence (bad guy and pretend gun play) is…

  11. 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

  12. Energy expenditure of sedentary screen time compared with active screen time for children.

    Science.gov (United States)

    Lanningham-Foster, Lorraine; Jensen, Teresa B; Foster, Randal C; Redmond, Aoife B; Walker, Brian A; Heinz, Dieter; Levine, James A

    2006-12-01

    We examined the effect of activity-enhancing screen devices on children's energy expenditure compared with performing the same activities while seated. Our hypothesis was that energy expenditure would be significantly greater when children played activity-promoting video games, compared with sedentary video games. Energy expenditure was measured for 25 children aged 8 to 12 years, 15 of whom were lean, while they were watching television seated, playing a traditional video game seated, watching television while walking on a treadmill at 1.5 miles per hour, and playing activity-promoting video games. Watching television and playing video games while seated increased energy expenditure by 20 +/- 13% and 22 +/- 12% above resting values, respectively. When subjects were walking on the treadmill and watching television, energy expenditure increased by 138 +/- 40% over resting values. For the activity-promoting video games, energy expenditure increased by 108 +/- 40% with the EyeToy (Sony Computer Entertainment) and by 172 +/- 68% with Dance Dance Revolution Ultramix 2 (Konami Digital Entertainment). Energy expenditure more than doubles when sedentary screen time is converted to active screen time. Such interventions might be considered for obesity prevention and treatment.

  13. 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…

  14. 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...

  15. 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…

  16. 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.

  17. Rough-and-tumble play and the regulation of aggression: an observational study of father-child play dyads.

    Science.gov (United States)

    Flanders, Joseph L; Leo, Vanessa; Paquette, Daniel; Pihl, Robert O; Séguin, Jean R

    2009-01-01

    Rough-and-tumble play (RTP) is a common form of play between fathers and children. It has been suggested that RTP can contribute to the development of selfregulation. This study addressed the hypothesis that the frequency of father-child RTP is related to the frequency of physically aggressive behavior in early childhood. This relationship was expected to be moderated by the dominance relationship between father and son during play. Eighty-five children between the ages of 2 and 6 years were videotaped during a free-play session with their fathers in their homes and questionnaire data was collected about father-child RTP frequency during the past year. The play dyads were rated for the degree to which the father dominated play interactions. A significant statistical interaction revealed that RTP frequency was associated with higher levels of physical aggression in children whose fathers were less dominant. These results indicate that RTP is indeed related to physical aggression, though this relationship is moderated by the degree to which the father is a dominant playmate. Copyright 2009 Wiley-Liss, Inc.

  18. A Play and Language Intervention for Two-Year-Old Children: Implications for Improving Play Skills and Language

    Science.gov (United States)

    Conner, Julie; Kelly-Vance, Lisa; Ryalls, Brigette; Friehe, Mary

    2014-01-01

    The purpose of this study was to develop an intervention for 2-year-old children to enhance play and language skills. The intervention was implemented over a 4-week period and included components of reading, modeling, and positive reinforcement of language and play. Specifically, children were read a story and played with a matching toy set.…

  19. [From fantasy to reality: understanding the way of playing of institutionalized children victims of violence through therapeutic play].

    Science.gov (United States)

    Giacomello, Karina Jorgino; Melo, Luciana de Lione

    2011-01-01

    This qualitative research is based on the reference framework of Phenomenology--analysis of the structure of the situated phenomenon, and aims to understand institutionalized children victims of violence through therapeutic play sessions. Participants were three sheltered children of preschool age, one boy and two goals. The therapeutic play sessions of the drama type were held in a reserved place and ranged from 30 to 50 minutes, using the following guiding proposal: "Let us play that we are children who live at the shelter?" Two broad theme categories could be captured: playing and pretending and playing and reality. When they are pretending while playing, sometimes calmly, sometimes violently, the children brought contents that evidenced situations in their daily family reality. When they expose their reality, the children addressed questions about the shelter institution and the bond with these professionals and with the relatives. It can be affirmed that therapeutic play allowed for the children's effective communication by expressing their feelings, desires, experiences, criticism against the environment they live in and family relations, besides permitting a moment of pleasure and relaxation.

  20. 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.…

  1. College Coursework on Children's Play and Future Early Childhood Educators' Intended Practices: The Mediating Influence of Perceptions of Play

    Science.gov (United States)

    Jung, Eunjoo; Jin, Bora

    2015-01-01

    Research on the role of play coursework in future professionals' integration of play in education is essential in the colleges where future professionals are trained. However, the literature on this topic is very thin. It remains unclear whether college coursework on children's play is related to students' intentions to integrate play in early…

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

    Directory of Open Access Journals (Sweden)

    Michael L. DeKay

    2006-11-01

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

  3. 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.…

  4. 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...

  5. 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...

  6. 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.

  7. Teaching clinical interviewing skills using role-playing: conveying empathy to performing a suicide assessment: a primer for individual role-playing and scripted group role-playing.

    Science.gov (United States)

    Shea, Shawn Christopher; Barney, Christine

    2015-03-01

    This article provides a useful introduction to the art of role-playing in both the individual format and the group format using scripted group role-playing (SGRP). Role-playing can provide powerful learning opportunities, but to do so it must be done well. This article imparts guidance toward this goal. SGRP may greatly enhance the acquisition of critical complex interviewing skills, such as suicide assessment and uncovering domestic violence, in health care providers across all disciplines, an educational goal that has not been achievable to date. Although research is at an early stage of development, the hope represented by SGRP is tangible. Copyright © 2015 Elsevier Inc. All rights reserved.

  8. 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...

  9. 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...

  10. Fair Play: A Study of Scientific Workforce Trainers’ Experience Playing an Educational Video Game about Racial Bias

    Science.gov (United States)

    Kaatz, Anna; Carnes, Molly; Gutierrez, Belinda; Savoy, Julia; Samuel, Clem; Filut, Amarette; Pribbenow, Christine Maidl

    2017-01-01

    Explicit racial bias has decreased in the United States, but racial stereotypes still exist and conspire in multiple ways to perpetuate the underparticipation of Blacks in science careers. Capitalizing on the potential effectiveness of role-playing video games to promote the type of active learning required to increase awareness of and reduce subtle racial bias, we developed the video game Fair Play, in which players take on the role of Jamal, a Black male graduate student in science, who experiences discrimination in his PhD program. We describe a mixed-methods evaluation of the experience of scientific workforce trainers who played Fair Play at the National Institutes of Health Division of Training Workforce Development and Diversity program directors’ meeting in 2013 (n = 47; 76% female, n = 34; 53% nonwhite, n = 26). The evaluation findings suggest that Fair Play can promote perspective taking and increase bias literacy, which are steps toward reducing racial bias and affording Blacks equal opportunities to excel in science. PMID:28450447

  11. Everyone Playing in Class: A Group Play Provision for Enhancing the Emotional Well-Being of Children in School

    Science.gov (United States)

    Woolf, Alison

    2011-01-01

    "Everyone Playing in Class" is an unstructured free play based provision for small classes or groups. The intervention involves training staff in attachment theory, presenting up-to-date research findings on the role of play in emotional well-being and relationship building, as well as teaching reflective communication skills. In this…

  12. A Case Study of Gendered Play in Preschools: How Early Childhood Educators' Perceptions of Gender Influence Children's Play

    Science.gov (United States)

    Chapman, Rachel

    2016-01-01

    This research aimed to explore children's play in relation to gender stereotypes and beliefs and practices of educators in preschool settings. A feminist poststructuralist approach framed the design of the research and data were collected in two settings through predetermined categories of play during periods of spontaneous free play. The question…

  13. 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.

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

    Science.gov (United States)

    Peng, Wei; Liu, Ming; Mou, Yi

    2008-04-01

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

  15. 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...

  16. 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...

  17. Use of language in symbolic play of toddlers

    OpenAIRE

    Knap, Petra

    2015-01-01

    The purpose of the thesis is to determine which materials encourage language development during symbolic play, how often do children in the first age group engage in symbolic play, and how can the teacher influence speech development during this activity. The theoretical part defines play, focusing on symbolic play. It also describes the role of the preschool teacher during play and explores the speech of younger children during symbolic play. The empirical part of the thesis examines whic...

  18. Disruptive Effects of Colorful versus Non-Colorful Play Area on Structured Play – a Pilot Study with Preschoolers

    Directory of Open Access Journals (Sweden)

    Keren Stern-Ellran

    2016-10-01

    Full Text Available To contribute to young children's development, sensory enrichment is often provided via colorful play areas. However, little is known about the effects of colorful environments on children while they engage in age-appropriate tasks and games. Studies in adults suggest that aspects of color can distract attention and impair performance, and children are known to have less developed attentional and executive abilities than adults. Preliminary studies conducted in children aged 5-8 suggest that the colorfulness of both distal (e.g., wall decorations and proximal (e.g., the surface of the desktop environments can have a disruptive effect on children's performance. The present research seeks to extend the previous studies to an even younger age group and focus on proximal colorfulness. With a sample of 15 pre-schoolers (3-4 years old we examined whether a colorful play surface compared to a non-colorful (white play surface would affect engagement in developmentally appropriate structured play. Our pilot findings suggest that a colorful play surface interfered with preschoolers' structured play, inducing more behaviors indicating disruption in task execution compared with a non-colorful play surface. The implications of the current study for practice and further research are discussed.

  19. Learning More about Those Who Play in Session: The National Play Therapy in Counseling Practices Project (Phase I)

    Science.gov (United States)

    Lambert, Simone F.; LeBlanc, Michael; Mullen, Jodi Ann; Ray, Dee; Baggerly, Jennifer; White, JoAnna; Kaplan, David

    2007-01-01

    Through a joint research committee sponsored by the Association for Play Therapy (APT) and the American Counseling Association (ACA), The National Play Therapy in Counseling Practices Project conducted the first phase of investigation. Findings offered a snapshot of mental health providers of play therapy, regarding the nature of who they are and…

  20. 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…

  1. 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…

  2. 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...

  3. 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....

  4. From Togetherness to Equal Partnership in Role Play.

    Science.gov (United States)

    Hannikainen, Maritta

    1998-01-01

    Explored different kinds of participation in play and development of joint role play. Observed games and play sessions of a 2-year-old girl in a day care group. Found that the girl proceeded from a feeling of togetherness in a shared space through parallel and successive play actions to reciprocity and equal exchange of play actions. (JPB)

  5. 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.

  6. 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...

  7. 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

  8. 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.

  9. 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.

  10. Representation of Cultural Role-Play for Training

    Science.gov (United States)

    Santarelli, Thomas; Pepe, Aaron; Rosenzweiz, Larry; Paulus, John; Yi, Ahn Na

    2010-01-01

    The Department of Defense (000) has successfully applied a number of methods for cultural familiarization training ranging from stand-up classroom training, to face-to-face live role-play, to so-called smart-cards. Recent interest has turned to the use of single and mUlti-player gaming technologies to augment these traditional methods of cultural familiarization. One such system, termed CulturePad, has been designed as a game-based role-play environment suitable for use in training and experimentation involving cultural roleplay scenarios. This paper describes the initial CulturePad effort focused on a literature review regarding the use of role-play for cultural training and a feasibility assessment of using a game-mediated environment for role-play. A small-scale pilot involving cultural experts was conducted to collect qualitative behavioral data comparing live role-play to game-mediated role-play in a multiplayer gaming engine.

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

    Science.gov (United States)

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

    2010-01-01

    Objective Psychobiological traits may be associated with excessive Internet use. This study assessed the relationships between biogenetic traits, the amount of time spent in online game playing, and the genre of the online game being played. Methods Five hundred sixty five students who enjoyed one of the four types of games included in this study were recruited. The types of games examined included role playing games (RPG), real-time strategy games (RTS), first person shooting games (FPS), and sports games. Behavioral patterns of game play, academic performance, and player biogenetic characteristics were assessed. Results The amount of time that the participants spent playing online games was significantly greater on weekends than on weekdays. On weekends, the types of games with the largest numbers of participants who played games for more than three hours were ranked as follows: RPG and FPS, RTS, and sports games. The Young's Internet Addiction Scale (YIAS)score for the RPG group was the highest among the groups of the four types of game players. The time that participants spent playing games on weekdays was negatively associated with academic performance, especially for the RPG and FPS groups. Compared with the other groups, the RPG and RTS groups had higher novelty seeking (NS) scores and self-directedness (SD) scores, respectively. Additionally, the sports game group had higher reward dependency scores than the other groups. Conclusion These results suggest that RPGs may have specific factors that are attractive to latent game addicts with higher NS scores. Additionally, excessive playing of online games is related to impaired academic performance. PMID:20396428

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

    Science.gov (United States)

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

    2010-03-01

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

  13. 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)

  14. How passion and impulsivity influence a player's choice of videogame, intensity of playing and time spent playing

    OpenAIRE

    Puerta-Cortés, Diana Ximena; Panova, Tayana; Carbonell, Xavier; Chamarro, Andrés

    2016-01-01

    Videogames have received much attention in addiction research due to their popularity and frequent use. However, few studies have addressed the effect of passion and impulsivity in gamers. Therefore, the aim of the current study was to examine the influence of passion and impulsivity on the intensity of play, playing time, and choice of Massive Multiplayer Online Role Play Game (MMORPG) vs. non-MMORPG. A sample of 630 university students (40.7% Colombian, 59.3% Spanish) responded ...

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

    Science.gov (United States)

    Robinson, Daniel B.; Barrett, Joe

    2017-01-01

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

  16. 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...

  17. The role of play in Danish child care

    DEFF Research Database (Denmark)

    Winther-Lindqvist, Ditte Alexandra

    2017-01-01

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

  18. Analysis of inside play in basketball Analysis of inside play in basketball

    Directory of Open Access Journals (Sweden)

    D. Pintor

    2010-09-01

    Full Text Available

    In this research a descriptive analysis about some of the parameters implied in the inside play in basketball has been studied. Data of the 16 teams of the A.C.B. league were collected: each team was studied in an official game chosen randomly. Items of observation related with the frequency of apparition of the inside play in the game, with the time expended to offence as well as the way used to finish the play, were established. Data obtained show that in the 41,61% of global possessions appears inside play while in the 37,45% of these take place a pass toward the positions near the basket. The average time expended since starting the possession of the ball until the moment in which a pass is made is 8,41 seconds. The analysis shows the considerable capacity of resolution of players who receives an inside ball, which is represented by the percentage of times in which these players finish the offence (82,78%. A bigger number of direct actions than indirect actions to finish the offence play and a very low degree of opposition to the shot have been detected, overcoat taking in account that these shots were made in areas with a big amount of players.
    KEY WORDS: Basketball, inside play, inside pass.

     

    En el presente estudio se ha realizado una análisis descriptivo de algunos parámetros que definen el juego interior en baloncesto. Se tomaron datos de cada uno de los 16 equipos que participan en la liga A.C.B.: cada equipo fue estudiado en un encuentro oficial de competición, elegido de forma aleatoria. Se establecieron conductas de observación relacionadas con la frecuencia de aparición del juego interior en los partidos, con el tiempo empleado en el ataque, así como con la forma de resolución de la jugada. Los datos obtenidos reflejan que en el 4l,61% del total de posesiones se produce juego interior, mientras que en el 37

  19. 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)

  20. 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.

  1. Guiding Future Early Childhood Educators to Reclaim Their Own Play as a Foundation for Becoming Effective Advocates for Children's Play

    Science.gov (United States)

    Nicholson, Julie; Shimpi, Priya Mariana

    2015-01-01

    Two case studies describe how two women, enrolled in an undergraduate course on play, were guided to examine play across their lifespan, critique the barriers that led to a decline in their play from childhood to young adulthood, and engage in cycles of documentation, dialogue, and analysis of their adult play experiences in order to discover…

  2. 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 ...

  3. Rough-and-Tumble Play and the Regulation of Aggression: An Observational Study of Father–Child Play Dyads

    OpenAIRE

    Flanders, Joseph L.; Leo, Vanessa; Paquette, Daniel; Pihl, Robert O.; Séguin, Jean R.

    2009-01-01

    Rough-and-tumble play (RTP) is a common form of play between fathers and children. It has been suggested that RTP can contribute to the development of selfregulation. This study addressed the hypothesis that the frequency of father–child RTP is related to the frequency of physically aggressive behavior in early childhood. This relationship was expected to be moderated by the dominance relationship between father and son during play. Eighty-five children between the ages of 2 and 6 years were ...

  4. 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…

  5. 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.

  6. 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.

  7. 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…

  8. Foreign Ludicity in Online Role-Playing Games

    Science.gov (United States)

    Liang, Mei-Ya

    2012-01-01

    This article reports on an explorative case study which, in the first place, aimed to ascertain different types of foreign language play in online role-playing in "Second Life," and which, secondly aimed to describe how various sources of contextual support can explain this foreign language play. Students' written conversation was…

  9. Play therapy: considerations and applications for the practitioner.

    Science.gov (United States)

    Kool, Ritesh; Lawver, Timothy

    2010-10-01

    Play therapy represents a unique form of treatment that is not only geared toward young children, but is translated into a language children can comprehend and utilize-the language of play. For the referring provider or practitioner, questions may remain regarding the nature, course, and efficacy of play therapy. This article reviews the theoretical underpinnings of play therapy, some practical considerations, and finally a summary of the current state of research in regard to play therapy. The authors present the practicing psychiatrist with a road map for referring a patient to play therapy or initiating it in appropriate cases.

  10. 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…

  11. 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…

  12. 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…

  13. Learning from Potsdamer Platz and Crysis

    DEFF Research Database (Denmark)

    Pihl, Ole Verner

    2008-01-01

    the examples of the square of the Sony Center and Potsdamer Platz. Using the Potsdamer Platz and the Sony Center cases as a learning tool in the design process might evoke a new kind of multimodal space representation. The first part of this paper will look into the history of Potsdamer Platz and the origin...... of the "Panoptikon". It will discuss the problems and advantages of the architectural, urban, social and philosofical context  of "transparency", as Baudriallard, Focault, Nouvel, and Toyo Ito describe it. The second part will look into the virtual and actual world of architects such as Marcos Novak, Usman Haque...

  14. The Effect Playing Online GamesOn The Players

    OpenAIRE

    Christopher Akami J.S

    2014-01-01

    Online game is a game that requires internet connection to play and while playing a lot of individuals do not care about a lot of things. Games can also influence the gamers to have bad behavior. However, playing online games can be exciting although only playing for a moment.

  15. Playfulness and prenatal alcohol exposure: a comparative study.

    Science.gov (United States)

    Pearton, Jordan Louise; Ramugondo, Elelwani; Cloete, Lizahn; Cordier, Reinie

    2014-08-01

    South Africa carries a high burden of alcohol abuse. The effects of maternal alcohol consumption during pregnancy are most pronounced in poor, rural communities. Earlier research suggests that children with prenatal alcohol exposure have poor social behaviour; however, to date, no research has investigated their playfulness. This study investigated the differences in playfulness of children with and without prenatal alcohol exposure. Grade one learners with a positive history of prenatal alcohol exposure (n = 15) and a reference group without a positive history of prenatal alcohol exposure (n = 15) were filmed engaging in free play at their schools. The Test of Playfulness was used to measure playfulness from recordings. Data were subjected to Rasch analysis to calculate interval level measure scores for each participant. The overall measure scores and individual Test of Playfulness social items were subjected to paired samples t-tests to calculate if significant differences existed between the groups. Children with prenatal alcohol exposure had a significantly lower mean overall playfulness score than the reference group (t = -2.51; d.f. = 28; P = 0.02). Children with prenatal alcohol exposure also scored significantly lower than the reference group on 5 of the 12 Test of Playfulness items related to social play. This research suggests that children with prenatal alcohol exposure are more likely to experience poorer overall quality of play, with particular deficits in social play. Considering play is a child's primary occupation, this finding becomes pertinent for occupational therapy practice, particularly in post-apartheid South Africa, where high prenatal alcohol exposure prevalence rates are couched within persistent socio-economic inequalities. © 2014 Occupational Therapy Australia.

  16. 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…

  17. Negative correlates of computer game play in adolescents.

    Science.gov (United States)

    Colwell, J; Payne, J

    2000-08-01

    There is some concern that playing computer games may be associated with social isolation, lowered self-esteem, and aggression among adolescents. Measures of these variables were included in a questionnaire completed by 204 year eight students at a North London comprehensive school. Principal components analysis of a scale to assess needs fulfilled by game play provided some support for the notion of 'electronic friendship' among boys, but there was no evidence that game play leads to social isolation. Play was not linked to self-esteem in girls, but a negative relationship was obtained between self-esteem and frequency of play in boys. However, self-esteem was not associated with total exposure to game play. Aggression scores were not related to the number of games with aggressive content named among three favourite games, but they were positively correlated with total exposure to game play. A multiple regression analysis revealed that sex and total game play exposure each accounted for a significant but small amount of the variance in aggression scores. The positive correlation between playing computer games and aggression provides some justification for further investigation of the causal hypothesis, and possible methodologies are discussed.

  18. The effects of gender, motor skills and play area on the free play activities of 8-11 year old school children.

    Science.gov (United States)

    Harten, Nathan; Olds, Tim; Dollman, Jim

    2008-09-01

    Two studies were conducted to examine the interactions between gender, play area, motor skills and free play activity in 8-11 year old school children. In both studies, boys were more active than girls. In boys, but not in girls, energy expenditure was greater for high-skill than for low-skill children (p = 0.0002), and increased as play area increased (p = 0.01). These results suggest that motor skills and play space are important variables in determining the free play activity of boys, but not of girls. This may be related to widely different play styles among boys and girls.

  19. Adults’ influence on pretend play of young children

    Directory of Open Access Journals (Sweden)

    Yermolova T.V.

    2013-09-01

    Full Text Available The article analyzes modern approaches to determining the adult’s role in the development of child play activity and discusses the data of empirical studies concerning the impact of socio-cultural context on parent-child play. The article regards the direct and indirect influences of parents on the pretend play of their children, discloses the sources of individual and cross-cultural differences in the quantity and quality of parent-child pretend play, specifies gender differences in mothers’ and fathers’ play behavior. The article’s main focus is pretend play, providing the efficiency and timeliness of cognitive, emotional and social developments of children in early age.

  20. 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...

  1. 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....

  2. Video Game Play in British and Japanese Adolescents

    Science.gov (United States)

    Colwell, John; Kato, Makiko

    2005-01-01

    Results from research into negative correlates of computer/video game play in the United Kingdom and in Japan are presented, with new analyses across cultures. Patterns of play are similar, although Japanese adolescents have been playing for longer, they play fewer aggressive games, and there is greater perceived concern by Japanese parents.…

  3. The Effect Playing Online GamesOn The Players

    Directory of Open Access Journals (Sweden)

    Christopher Akami J.S

    2014-11-01

    Full Text Available Online game is a game that requires internet connection to play and while playing a lot of individuals do not care about a lot of things. Games can also influence the gamers to have bad behavior. However, playing online games can be exciting although only playing for a moment.

  4. 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...

  5. Escapist Motives for Playing On-Line Games

    DEFF Research Database (Denmark)

    Sudzina, Frantisek; Razmerita, Liana

    2012-01-01

    Social games have become popular along with the tremendous growth of social networking sites, esp. Facebook. There is a gap in literature on what motivates people to play Facebook games. This paper studies social games usage behavior of students. We focus on escapist reasons, based on Warmelink...... of escapist motives for playing Facebook and other on-line games, we investigate how they are linked to demographic data such as: age, gender, place of origin, along with other social interactions patterns and social network usage behavior, current gaming status and an estimate of gaming time. According...... to our study, only 10% of respondents, who have started to play Facebook games, continued to play them. The most important motives for playing games is mundane breaking, the second reason is pleasure seeking, the third is stress relieving, and the least important is imagination conjuring....

  6. Games people play the psychology of human relationships

    CERN Document Server

    Berne, Eric

    2010-01-01

    The bestselling Games People Play is the book that has helped millions of people understand the dynamics of relationships, by psychiatrist Eric Berne.We all play games. In every encounter with other people we are doing so. The nature of these games depends both on the situation and on who we meet.Eric Berne's classic Games People Play is the most accessible and insightful book ever written about the games we play: those patterns of behaviour that reveal hidden feelings and emotions. Wise and witty, it shows the underlying motivations behind our relationships and explores the roles that we try to play - and are forced to play.Games People Play gives you the keys to unlock the psychology of others - and yourself. You'll become more honest, more effective, and a true team player.'A brilliant, amusing, and clear catalogue of the psychological theatricals that human beings play over and over again' Kurt VonnegutEric Berne was a prominent psychiatrist and bestselling author.After inventing his groundbreaking Transa...

  7. Playing at School: An Inquiry Approach to Using an Experiential Play Lab in an Early Childhood Teacher Education Course

    Science.gov (United States)

    Kemple, Kristen M.; Oh, Ji Hyun; Porter, Daniella

    2015-01-01

    Play is considered an important activity of the early childhood years. Research supports the contribution of play to children's development, learning, and well-being. In spite of this, time for play is being pushed out in many early childhood programs by greater time allotted to formal instruction in narrow academic skills to be tested eventually…

  8. 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...

  9. "Everything's Upside Down. We'll Call It Upside Down Valley!": Siblings' Creative Play Themes, Object Use, and Language during Pretend Play

    Science.gov (United States)

    Howe, Nina; Abuhatoum, Shireen; Chang-Kredl, Sandra

    2014-01-01

    Research Findings: Pretend play is an important context that supports young children's developing social-cognitive and creative abilities. The play behaviors of 70 sibling dyads in early and middle childhood were examined for the following indices of creativity in play: (a) play themes (set-up/organization, expected, creative), (b) object use…

  10. THE IMPORTANCE OF PLAY DURING HOSPITALIZATION OF CHILDREN

    Science.gov (United States)

    Koukourikos, Konstantinos; Tzeha, Laila; Pantelidou, Parthenopi; Tsaloglidou, Areti

    2015-01-01

    Introduction: Play constitutes an essential parameter of the normal psychosomatic development of children, as well as their statutory right. It is also an important means of communication in childhood. Objective: To review, detect and highlight all data cited regarding the role of play during the hospitalization of children. Methodology: Literature review was achieved by searching the databases Scopus, PubMed, Cinhal in English, using the following key words: therapeutic play, play therapy, hospitalized child, therapist. Results: During hospitalization, play either in the form of therapeutic play, or as in the form of play therapy, is proven to be of high therapeutic value for ill children, thus contributing to both their physical and emotional well-being and to their recovery. It helps to investigate issues related to the child’s experiences in the hospital and reduce the intensity of negative feelings accompanying a child’s admission to hospital and hospitalization. Play is widely used in pre-operative preparation and invasive procedures, while its use among children hospitalized for cancer is beneficial. Conclusion: The use of play in hospital may become a tool in the hands of healthcare professionals, in order to provide substantial assistance to hospitalized children, as long as they have appropriate training, patience, and will to apply it during hospitalization. PMID:26889107

  11. Play with your food! Sensory play is associated with tasting of fruits and vegetables in preschool children.

    Science.gov (United States)

    Coulthard, Helen; Sealy, Annemarie

    2017-06-01

    The objective of the current study was to ascertain whether taking part in a sensory play activity with real fruits and vegetables (FV) can encourage tasting in preschool children, compared to a non-food activity or visual exposure to the activity. Three to four year old pre-school children (N = 62) were recruited from three preschool nursery classes from a school in Northamptonshire, UK. A between participants experimental study was conducted with each class assigned to one of three conditions; sensory FV play, sensory non-food play and visual FV exposure. Parental report of several baseline variables were taken; child baseline liking of the foods used in the study, parental and child FV consumption (portions/day), child neophobia and child tactile sensitivity. Outcome measures were the number of fruits and vegetables tasted in a post experiment taste test which featured (n = 5) or did not feature (n = 3) in the task. Analyses of covariance controlling for food neophobia and baseline liking of foods, showed that after the activity children in the sensory FV play condition tried more FV than both children in the non-food sensory play task (p foods used in the activity (p foods that were not used in the activity (p vegetables may encourage FV tasting in preschool children more than non food play or visual exposure alone. Long term intervention studies need to be carried out to see if these effects can be sustained over time. Copyright © 2017 Elsevier Ltd. All rights reserved.

  12. Children Learning to Use Technologies through Play: A Digital Play Framework

    Science.gov (United States)

    Bird, Jo; Edwards, Susan

    2015-01-01

    Digital technologies are increasingly acknowledged as an important aspect of early childhood education. A significant problem for early childhood education has been how to understand the pedagogical use of technologies in a sector that values play-based learning. This paper presents a new framework to understand how children learn to use…

  13. Case Study 1: Playful Team Reflection Using LEGO® Serious Play®

    Science.gov (United States)

    Seidl, Tobias

    2017-01-01

    Teamwork and cooperation are important 21st century skills and therefore important parts of the higher education curriculum. Following Kolb's "experiential learning cycle" model a combination of project work and moderated reflection can help students to acquire these skills. This article elaborates how LEGO® Serious Play® (LSP) can be…

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

    OpenAIRE

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

    2010-01-01

    Objective Psychobiological traits may be associated with excessive Internet use. This study assessed the relationships between biogenetic traits, the amount of time spent in online game playing, and the genre of the online game being played. Methods Five hundred sixty five students who enjoyed one of the four types of games included in this study were recruited. The types of games examined included role playing games (RPG), real-time strategy games (RTS), first person shooting games (FPS), an...

  15. 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),…

  16. The Many Faces of Role-Playing Games

    DEFF Research Database (Denmark)

    Hitchens, Michael; Drachen, Anders

    2009-01-01

    Role-playing games have grown and evolved into a large number of forms in the last thirty years, spanning digital as well as non-digital media. They demonstrate a wide variety in the number of participants, style of play and the formal and informal systems that govern them. Despite this diversity...... players at least seem to think they know when something is a role-playing game. Yet there is no commonly accepted definition which both captures games generally accepted as role-playing games and distinguishes them from other, similar, games which begs the question, whether roleplaying games are united...... by anything more than a colloquial name. Additionally, research involving these games is hampered by lack of a widely accepted definition of what constitutes a roleplaying game, as it is then not even possible to clearly delineate the subject of such research. In this paper various example of role-playing...

  17. Cats and Portals: Video Games, Learning, and Play

    Science.gov (United States)

    Gee, James Paul

    2008-01-01

    The author builds on arguments he has made elsewhere that good commercial video games foster deep learning and problem solving and that such games in fact promote mastery as a form of play. Here he maintains that some good video games engage players with an important type of play, namely of play as discovery, of play as surmising new possibilities…

  18. Improving free play skills of severely retarded children.

    Science.gov (United States)

    Wehman, P; Marchant, J A

    1978-02-01

    Severely and profoundly retarded children are usually deficient in play skills. Since play facilitates socialization, language, and motor development, it is a vitally improtant skill to acquire. This pilot study examined the effects of a behavioral training program on the autistic, independent, and social types of play of four severely and profoundly retarded children. The training program involved the use of instructions, modeling, physical guidance, and verbal reinforcement. Results indicated that a marked increase in independent and social play occurred with the introduction of the training program with all four children. Occupational therapists can play an increasingly important role in helping educators formulate relevant educational programs for severely retarded children, particularly in the areas of play and motor skill development.

  19. CHILDREN'S MOVEMENT SKILLS WHEN PLAYING ACTIVE VIDEO GAMES.

    Science.gov (United States)

    Hulteen, Ryan M; Johnson, Tara M; Ridgers, Nicola D; Mellecker, Robin R; Barnett, Lisa M

    2015-12-01

    Active video games (AVGs) may be useful for movement skill practice. This study examined children's skill execution while playing Xbox Kinect™ and during movement skill assessment. Nineteen children (10 boys, 9 girls; M age=7.9 yr., SD=1.4) had their skills assessed before AVG play and then were observed once a week for 6 wk. while playing AVGs for 50 min. While AVG play showed evidence of correct skill performance (at least 30-50% of the time when playing table tennis, tennis, and baseball), nearly all skills were more correctly performed during skill assessment (generally more than 50% of the time). This study may help researchers to better understand the role AVGs could play in enhancing real life movement skills.

  20. 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…

  1. 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…

  2. 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…

  3. Game Analysis, Validation, and Potential Application of EyeToy Play and Play 2 to Upper-Extremity Rehabilitation

    Directory of Open Access Journals (Sweden)

    Yu-ping Chen

    2014-01-01

    Full Text Available Objective. To describe and analyze the potential use of games in the commercially available EyeToy Play and EyeToy Play 2 on required/targeted training skills and feedback provided for clinical application. Methods. A summary table including all games was created. Two movement experts naïve to the software validated required/targeted training skills and feedback for 10 randomly selected games. Ten healthy school-aged children played to further validate the required/targeted training skills. Results. All but two (muscular and cardiovascular endurance had excellent agreement in required/targeted training skills, and there was 100% agreement on feedback. Children’s performance in required/targeted training skills (number of unilateral reaches and bilateral reaches, speed, muscular endurance, and cardiovascular endurance significantly differed between games (P<.05. Conclusion. EyeToy Play games could be used to train children’s arm function. However, a careful evaluation of the games is needed since performance might not be consistent between players and therapists’ interpretation.

  4. 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.

  5. Playing With the City: Street Art and Videogames

    DEFF Research Database (Denmark)

    Vazques Marquez, Israel; Pajares Tosca, Susana

    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...

  6. 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.

  7. 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)

  8. 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)

  9. 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....

  10. Is There Evidence That Active Videogames Increase Energy Expenditure and Exercise Intensity for People Poststroke and with Cerebral Palsy?

    Science.gov (United States)

    Deutsch, Judith E; Guarrera-Bowlby, Phyllis; Myslinski, Mary Jane; Kafri, Michal

    2015-02-01

    This article asked and answered the question of whether there was evidence to support the use of videogames for promotion of wellness and fitness for people poststroke and those with cerebral palsy (CP). A literature search of PubMed, CINAHL, and PEDro using a population, intervention, and outcome (PIO) approach and the key words "stroke (or CP) AND video games (and synonyms) AND energy expenditure (EE) (and synonyms)" was conducted. It yielded two relevant references for people poststroke and five references for people with CP. The literature extraction and synthesis by the categories of the PIO indicated that most studies used only the population of interest, except two that compared the EE with that of healthy controls. The main finding is that both people poststroke (moderate severity) and people with CP (mild severity) can achieve moderate EE playing Wii(™) (Nintendo, Kyoto, Japan), PlayStation(®) (Sony, Tokyo, Japan), and Kinect(™) (Microsoft, Redmond, WA) games. Adults with CP of mild severity played the videogames at vigorous levels, whereas those with severe CP played them at low levels. There appears to be an interaction between development and severity that influences the exercise intensity measured by EE. The findings suggests that videogames are a gateway for wellness promotion.

  11. Ontogenetic trajectories of chimpanzee social play: similarities with humans.

    Directory of Open Access Journals (Sweden)

    Giada Cordoni

    Full Text Available Social play, a widespread phenomenon in mammals, is a multifunctional behavior, which can have many different roles according to species, sex, age, relationship quality between playmates, group membership, context, and habitat. Play joins and cuts across a variety of disciplines leading directly to inquiries relating to individual developmental changes and species adaptation, thus the importance of comparative studies appears evident. Here, we aim at proposing a possible ontogenetic pathway of chimpanzee play (Pan troglodytes and contrast our data with those of human play. Chimpanzee play shows a number of changes from infancy to juvenility. Particularly, solitary and social play follows different developmental trajectories. While solitary play peaks in infancy, social play does not show any quantitative variation between infancy and juvenility but shows a strong qualitative variation in complexity, asymmetry, and playmate choice. Like laughter in humans, the playful expressions in chimpanzees (at the different age phases seem to have a role in advertising cooperative dispositions and intentions thus increasing the likelihood of engaging in solid social relationships. In conclusion, in chimpanzees, as in humans, both play behavior and the signals that accompany play serve multiple functions according to the different age phases.

  12. Children's Pastimes and Play in Sixteen Nations: Is Free-Play Declining?

    Science.gov (United States)

    Singer, Dorothy G.; Singer, Jerome L.; D'Agnostino, Heidi; DeLong, Raeka

    2009-01-01

    This article is based on a study of the role of play and experiential-learning activities beyond formal schooling in sixteen nations. The study, supported by Unilever PLC, gathered information from the mothers of twenty-four hundred children in countries in North America, South America, Africa, Europe, and Asia who described and rated their…

  13. Play your Brain (Russisk oversættelse)

    DEFF Research Database (Denmark)

    Fredens, Kjeld; Prehn, Annette

    Do you want to... Turn your brain into a co-player not an opponent? Create that crucial readiness to change in yourself and others? Build a stronger repertoire in whatever you do? Then get to know the 8 keys on your inner piano. In Play Your Brain, award-winning trainer Anette Prehn...... and neuroscience researcher Kjeld Fredens introduce a groundbreaking approach to coaching yourself: through knowledge of how your brain works, combined with a playful, flexible, musical attitude in working along with it. Here are simple yet powerful tools for achieving the goals in your life and career. Whatever...... your experience in other instruments, you can become a virtuoso at playing your brain and playing your way to success...

  14. Play Initiating Behaviors and Responses in Red Colobus Monkeys

    Science.gov (United States)

    Worch, Eric A.

    2012-01-01

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

  15. 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…

  16. 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…

  17. Plato and Play: Taking Education Seriously in Ancient Greece

    Science.gov (United States)

    D'Angour, Armand

    2013-01-01

    In this article, the author outlines Plato's notions of play in ancient Greek culture and shows how the philosopher's views on play can be best appreciated against the background of shifting meanings and evaluations of play in classical Greece. Play--in various forms such as word play, ritual, and music--proved central to the development of…

  18. 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...

  19. Motivations to play specifically predict excessive involvement in massively multiplayer online role-playing games: evidence from an online survey.

    Science.gov (United States)

    Zanetta Dauriat, Francesca; Zermatten, Ariane; Billieux, Joël; Thorens, Gabriel; Bondolfi, Guido; Zullino, Daniele; Khazaal, Yasser

    2011-01-01

    Several studies have linked massively multiplayer online role-playing games (MMORPGs) with possible problematic usage or internet addiction. The main goal of the present study was to assess links between motivations to play in MMORPGs and addictive involvement in such types of games. A total of 696 gamers responded to an online survey. Five distinct motivations to play were identified in gamers: achievement, socializing, immersion, relaxing and escaping. Multiple regression analysis revealed that addictive MMORPG use patterns are predicted by achievement, escapism and socializing motives. Gender was also a significant predictor of problematic involvement in MMORPGs. Moreover, addictive MMORPG use positively correlated with the weekly time devoted to playing MMORPGs. Copyright © 2011 S. Karger AG, Basel.

  20. The role of play objects and object play in human cognitive evolution and innovation.

    Science.gov (United States)

    Riede, Felix; Johannsen, Niels N; Högberg, Anders; Nowell, April; Lombard, Marlize

    2018-01-01

    In this contribution, we address a major puzzle in the evolution of human material culture: If maturing individuals just learn their parental generation's material culture, then what is the origin of key innovations as documented in the archeological record? We approach this question by coupling a life-history model of the costs and benefits of experimentation with a niche-construction perspective. Niche-construction theory suggests that the behavior of organisms and their modification of the world around them have important evolutionary ramifications by altering developmental settings and selection pressures. Part of Homo sapiens' niche is the active provisioning of children with play objects - sometimes functional miniatures of adult tools - and the encouragement of object play, such as playful knapping with stones. Our model suggests that salient material culture innovation may occur or be primed in a late childhood or adolescence sweet spot when cognitive and physical abilities are sufficiently mature but before the full onset of the concerns and costs associated with reproduction. We evaluate the model against a series of archeological cases and make suggestions for future research. © 2018 The Authors Evolutionary Anthropology Published by Wiley Periodicals, Inc.

  1. The role of play objects and object play in human cognitive evolution and innovation

    Science.gov (United States)

    Johannsen, Niels N.; Högberg, Anders; Nowell, April; Lombard, Marlize

    2018-01-01

    Abstract In this contribution, we address a major puzzle in the evolution of human material culture: If maturing individuals just learn their parental generation's material culture, then what is the origin of key innovations as documented in the archeological record? We approach this question by coupling a life‐history model of the costs and benefits of experimentation with a niche‐construction perspective. Niche‐construction theory suggests that the behavior of organisms and their modification of the world around them have important evolutionary ramifications by altering developmental settings and selection pressures. Part of Homo sapiens' niche is the active provisioning of children with play objects — sometimes functional miniatures of adult tools — and the encouragement of object play, such as playful knapping with stones. Our model suggests that salient material culture innovation may occur or be primed in a late childhood or adolescence sweet spot when cognitive and physical abilities are sufficiently mature but before the full onset of the concerns and costs associated with reproduction. We evaluate the model against a series of archeological cases and make suggestions for future research. PMID:29446561

  2. Play with Science in Inquiry Based Science Education

    OpenAIRE

    Andrée, Maria; Lager-Nyqvist, Lotta; Wickman, Per-Olof

    2011-01-01

    In science education students sometimes engage in imaginary science-oriented play where ideas about science and scientists are put to use. Through play, children interpret their experiences, dramatize, give life to and transform what they know into a lived narrative. In this paper we build on the work of Vygotsky on imagination and creativity. Previous research on play in primary and secondary school has focused on play as a method for formal instruction rather than students’ spontaneous info...

  3. Imitating human playing styles in Super Mario Bros

    OpenAIRE

    Ortega, Juan; Shaker, Noor; Togelius, Julian; Yannakakis, Georgios N.

    2013-01-01

    We describe and compare several methods for generating game character controllers that mimic the playing style of a particular human player, or of a population of human players, across video game levels. Similarity in playing style is measured through an evaluation framework, that compares the play trace of one or several human players with the punctuated play trace of an AI player. The methods that are compared are either hand-coded, direct (based on supervised learning) or...

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

    Science.gov (United States)

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

    2005-03-01

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

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

    Directory of Open Access Journals (Sweden)

    Rowan Brockman

    2011-06-01

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

  6. Refugee children's play: Before and after migration to Australia.

    Science.gov (United States)

    MacMillan, Kelli K; Ohan, Jeneva; Cherian, Sarah; Mutch, Raewyn C

    2015-08-01

    Play is vital to children's development, health and resilience. Play modulates cognitive, emotional and social well-being. Children constitute approximately half of all humanitarian refugee entrants resettled in Australia. Refugee children are commonly victims and witnesses of war and persecution, living across resource-poor environs during transit. Little is known about the effects of refugee migration on play. This study explores how refugee children engaged in play pre-migration (in their home country) and post-migration (Australia). Refugee children attending the Refugee Health Clinic of a tertiary children's hospital were invited to complete a qualitative descriptive study of play. The children were asked to draw how they played pre- and post-migration. Drawings were analysed for (i) the presence of play; (ii) location of play; and (iii) drawing detail. Nineteen refugee children were recruited (mean age 8.5 years ± standard deviation 6.4 months). Significantly fewer children drew play pre- versus post-migration (11/19, 58% vs. 18/19, 95% P migration (pre: 2/8, 25% vs. post: 7/8, 87%, P = 0.06), trending to significance. Of those children who drew play, almost all drew playing outside (pre-migration: 10/11, 90.9%; post-migration: 17/18, 94.4%). Drawings showed equivalent detail pre- and post-migration. Resettled refugee children, especially girls, demonstrated limited play pre-migration, with higher levels of engagement post-resettlement. Facilitating opportunities for variety of play may strengthen positive resettlement outcomes for children and parents. Larger longitudinal studies examining play in refugee children and associations with physical, development and psychological well-being are warranted. © 2015 The Authors. Journal of Paediatrics and Child Health © 2015 Paediatrics and Child Health Division (Royal Australasian College of Physicians).

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

    Science.gov (United States)

    Brockman, Rowan; Jago, Russell; Fox, Kenneth R

    2011-06-10

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

  8. Cybersecurity for Critical Infrastructure

    Science.gov (United States)

    2015-04-01

    mere intrusion and resulted in physical damage to some computers, an incident of this nature on a private company such as Sony should not be...Baker, Major, USAF A Research Report Submitted to the Faculty In Partial Fulfillment of the Graduation Requirements for the Degree of MASTER...iv Introduction……………………………………………………………………………….……....1 Was the Sony Incident a Cyber Attack………………………………………………….………..3 Defining Cyber

  9. 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

  10. 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.

  11. 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...

  12. 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...

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

    Science.gov (United States)

    Sonday, Amshuda; Gretschel, Pam

    2016-03-01

    Exploratory play is one of the most vital ways in which children learn about their environment and develop. It is well documented that limited mobility restricts a child's ability to engage in their environment through exploratory play. In this study, a qualitative, collective case study design explored the impact of powered mobility on the exploratory play of two children with physical disabilities. Data were collected from the children, their parents and their siblings through participant observation and in-depth, informal interviews. This paper focuses on two themes: Opportunity to Play revealed how powered mobility increased opportunities for the children to become more actively engaged in exploratory play with others across a wider array of contexts, and My Child was Transformed highlighted significant changes in the affect and motivation of each child, which seemed to be linked to their increased internal control over their play choices. The findings suggest that the provision of powered mobility is a key contributor promoting the participation of physically disabled children in exploratory play. Because of undergraduate curricular constraints, a limitation of this study was that data were only confined to 2 months; affecting the depth of data gained that prolonged engagement would have offered. The study recommends for occupational therapy practice that occupational therapists advocate for easier access to powered mobility through governmental and policy means. The study also recommends further research be conducted on the experiences of the caregivers on how these powered mobility devices have influenced their day-to-day occupations. Copyright © 2015 John Wiley & Sons, Ltd.

  14. An exploratory study of the association between online gaming addiction and enjoyment motivations for playing massively multiplayer online role-playing games

    OpenAIRE

    Hussain, Z; Williams, GA; Griffiths, MD

    2015-01-01

    Massively multiplayer online role-playing games (MMORPGs) are a popular form of entertainment used by millions of gamers worldwide. Potential problems relating to MMORPG play have emerged, particularly in relation to being addicted to playing in such virtual environments. In the present study, factors relating to online gaming addiction and motivations for playing in MMORPGs were examined to establish whether they were associated with addiction. A sample comprised 1,167 gamers who were survey...

  15. Playing With the City: Street Art and Videogames

    OpenAIRE

    Vazques Marquez, Israel; Pajares Tosca, Susana

    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 spectator...

  16. Kinect based physiotherapy system for home use

    Directory of Open Access Journals (Sweden)

    Haas Dominik

    2015-09-01

    Full Text Available In physiotherapy, rehabilitation outcome is majorly dependent on the patient continuing exercises at home. To support a continuous and correct execution of exercises composed by the physiotherapist it is important that the patient stays motivated. With the emergence of game consoles such as Nintendo Wii, Sony PlayStation or Microsoft Xbox360 that employ special controllers or camera based motion recognition as means of user input those technologies have also been found to be interesting for other real-life applications. We present a concept to employ the Microsoft Kinect system as means to support patients during physiotherapy exercises at home. The system is intended to allow a physiotherapist to compose an individual set of exercises and to control the correct execution of those exercises through tracking the patient’s motions.

  17. 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....

  18. FCJ-175 Humans at play in the Anthropocene

    Directory of Open Access Journals (Sweden)

    Troy Innocent

    2015-06-01

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

  19. 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...

  20. Designing for social interaction in open-ended play environments

    NARCIS (Netherlands)

    de Valk, L.; Bekker, T.; Eggen, J.H.

    2015-01-01

    Interactive technology is becoming more strongly integrated in innovative play solutions. As play is often a social experience, understanding the dynamic social context in which such play takes place is an essential step in designing new interactive play environments. In this paper, we explore the

  1. 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...

  2. Children's Play in the Visual Arts and Literature

    Science.gov (United States)

    Saracho, Olivia N.

    2010-01-01

    Throughout history, society has expressed little interest in early childhood play. Still early literature authors and classical paintings portray childhood play experiences. The way play has been conceived in the past in child development, psychology and other disciplines relates to contemporary early childhood programmes. This article provides an…

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

    Directory of Open Access Journals (Sweden)

    Guida Veiga

    2016-04-01

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

  4. Research Note: Young Children's Resolution of Distress Through Play.

    Science.gov (United States)

    Barnett, Lynn A.

    1984-01-01

    Indicates that highly anxious preschool children reduced anxiety levels through play. Compared with low-anxious subjects, highly anxious children engaged in more dramatic/fantasy play forms. Imaginative qualities which children introduce in their play are more essential to the resolution of the conflict than social forms of play.(Author)

  5. Animal Welfare: Could Adult Play be a False Friend?

    Directory of Open Access Journals (Sweden)

    Catherine Blois-Heulin

    2015-05-01

    Full Text Available There is no consensus regarding the functions of play. As play behavior is a characteristic of young stages of development, it has been suggested that the higher prevalence of adult play observed in domestic animals could be the result of their “neotenic retardation.” Functional hypotheses have dealt with the long term benefits, such as “rehearsal,” “motor training” for future adult competencies or “training for the unexpected.” However, there is little consistent experimental evidence favoring a particular hypothesis. The present study aimed to test the functional significance of adult play as a potential reliable indicator of good welfare, a by-product of domestication or a tool for social cohesion. Observations of both a domestic species (the horse and wild/captive animals (cercopithecids confirm the literature data that show the greater prevalence of adult play in the domestic/captive situations. This convergence between a domestic and a wild species argue against the idea that adult play may be a mere product of domestication. Moreover, animals living in naturalistic situations had the same low level of adult play as observed in wild animals suggesting that captive/domestic animals do not play only because they are stress free or well fed. Play is not a reliable indicator of welfare: Horses and adult macaques that played the most were also those that exhibited the greatest signals of poor welfare as stereotypic behaviors. Furthermore, adult play was more frequent at times of social disturbances and instability. Adult play is a sign showing that the adult organism needs to evacuate stress.

  6. 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...

  7. Planning for outdoor play: Government and family decision-making.

    Science.gov (United States)

    Sterman, Julia J; Naughton, Geraldine A; Bundy, Anita C; Froude, Elspeth; Villeneuve, Michelle A

    2018-03-08

    Despite indisputable developmental benefits of outdoor play, children with disabilities can experience play inequity. Play decisions are multifactorial; influenced by children's skills and their familial and community environments. Government agencies have responsibilities for equity and inclusion of people with disabilities; including in play. This multiple-perspective case study aimed to understand outdoor play decision-making for children with disabilities from the perspectives and interactions of: local government and families of primary school-aged children with disabilities. Five mothers, four local government employees, and two not-for-profit organization representatives participated in semi-structured interviews. Inductive and iterative analyzes involved first understanding perspectives of individuals, then stakeholders (local government and families), and finally similarities and differences through cross-case analysis. Local government focused more on physical access, than social inclusion. Local government met only minimal requirements and had little engagement with families. This resulted in poor understanding and action around family needs and preferences when designing public outdoor play spaces. To increase meaningful choice and participation in outdoor play, government understanding of family values and agency around engagement with local government needs to improve. Supporting familial collective capabilities requires understanding interactions between individuals, play, disability, and outdoor play environments.

  8. Teaching Play Skills to Young Children with Autism

    Science.gov (United States)

    Jung, Sunhwa; Sainato, Diane M.

    2013-01-01

    Background: Play is critical for the development of young children and is an important part of their daily routine. However, children with autism often exhibit deficits in play skills and engage in stereotypic behaviour. We reviewed studies to identify effective instructional strategies for teaching play skills to young children with autism.…

  9. Contexts of Childhood and Play: Exploring Parental Perceptions

    Science.gov (United States)

    Singh, Asha; Gupta, Deepa

    2012-01-01

    The article explores cross-cultural notions of play in childhood among parents based on empirical investigations in two economically diverse residential areas in a metropolis in India. All parents had an unquestionable belief in an epistemic grounding of play in children's lives. However, parents begin to question play timings and children's…

  10. Emerging Cross Border Tourism Region Macau-Zhuhai: Place in Play/Place to Play

    Directory of Open Access Journals (Sweden)

    Hendrik Tieben

    2012-12-01

    Full Text Available This paper explores the new tourism region Macau-Zhuhai which is emerging in the south-western part of the Pearl River Delta (PRD. Since Macau’s handover to the People’s Republic of China in 1999, the former Portuguese enclave is becoming increasingly integrated into the PRD. Together with its mainland neighbor Zhuhai it is creating a bi-city region; although without coordinated planning. Currently, both cities embark on a first joint project encouraged by the Chinese Central Government on the island Hengqin. The paper is investigating the attempts of both cities to reinvent themselves as places to play and how they find themselves on the playing field of global and national forces. The paper ends with the suggestion of an alternative understanding of tourism and destinations which learns from spatial practices of a new generation of tourists in Asia.

  11. 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.

  12. Systematic observation of play behavior in autistic children.

    Science.gov (United States)

    Black, M; Freeman, B J; Montgomery, J

    1975-12-01

    The play behavior, defined as interaction with peers and objects, of five autistic children was systematically observed in four environments, i.e., a stark environment, a theraplay unit, a playroom, and an outside play deck. The preliminary results suggested that (1) with some children environment has little or no effect on their play behavior; (2) with multiple objects, autistic children frequently related to the objects rather than to their peers; (3) object play was most frequently at the manipulative stage and often included repetitive and negative behavior; (4) within a confined space with no objects present, autistic children frequently engaged in solitary repetitive behavior; and (5) within a confined space designed to facilitate a movement flow (theraplay), autistic children modeled and imitated and were involved in gross motor play together.

  13. 76 FR 58167 - Safety Standard for Play Yards

    Science.gov (United States)

    2011-09-20

    ... subject matter expert. Thus, EWS contains the best data to support the play yard regulatory work. 1... compressed the airway. One toddler was killed when the play yard collapsed unexpectedly. The child was... hospitalization was caused by the presence of soft bedding in the play yard. This was a severe injury to a 7-week...

  14. Theory of Mind Deficit Is Associated with Pretend Play Performance, but Not Playfulness, in Children with Autism Spectrum Disorder

    Directory of Open Access Journals (Sweden)

    Ping-Chen Chan

    2016-12-01

    Conclusion: The findings support the idea that children with ASD who have better ToM might be able to develop better pretend play, but not better playfulness, which might be more strongly related to their autistic severity.

  15. MOTHER-CHILD AND FATHER-CHILD PLAY INTERACTION: THE IMPORTANCE OF PARENTAL PLAYFULNESS AS A MODERATOR OF THE LINKS BETWEEN PARENTAL BEHAVIOR AND CHILD NEGATIVITY.

    Science.gov (United States)

    Menashe-Grinberg, Atara; Atzaba-Poria, Naama

    2017-11-01

    Based on the premise that father-child play is an important context for children's development and that fathers "specialize" in play, similarities and differences in the role of playfulness in the father-child and mother-child relationship were examined. Participants in this study included 111 families (children's age: 1-3 years). Father-child and mother-child play interactions were videotaped and coded for parental playfulness, sensitivity, structuring, and nonintrusiveness as well as child negativity. Results indicated that mothers and fathers did not differ in playfulness and that mothers and fathers who were higher in playfulness had children with lower levels of negativity. However, playfulness differently moderated the links between parents' and children's behaviors for mothers and fathers. A double-risk pattern was found for mothers, such that the links between child negativity and maternal sensitivity, structuring, and nonintrusiveness were significant only for the subgroup of mothers with low levels of playfulness. When mothers had high levels of playfulness, these effects were negligible. For fathers, a double-buffer pattern was revealed, indicating that the links between child negativity and paternal sensitivity and structuring were significant only for fathers with high levels of playfulness. When fathers had low levels of playfulness, these effects were negligible. These findings demonstrate the important role that parental playfulness has on parent-child interaction as well as the need to examine moderation patterns separately for fathers and mothers. © 2017 Michigan Association for Infant Mental Health.

  16. 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.

  17. Learning through Play: Portraits, Photoshop, and Visual Literacy Practices

    Science.gov (United States)

    Honeyford, Michelle A.; Boyd, Karen

    2015-01-01

    Play has a significant role in language and literacy learning. However, even when valued in schools, opportunities for play are limited beyond early childhood education. This study of an after-school program for adolescents looks closely at several forms of play that students engaged in to produce self-portraits. The study suggests that play and…

  18. Play Behavior and Attachment in Toddlers with Autism

    Science.gov (United States)

    Naber, Fabienne B. A.; Bakermans-Kranenburg, Marian J.; van IJzendoorn, Marinus H.; Swinkels, Sophie H. N.; Buitelaar, Jan K.; Dietz, Claudine; van Daalen, Emma; van Engeland, Herman

    2008-01-01

    Play helps to develop social skills. Children with autism show deviances in their play behavior that may be associated with delays in their social development. In this study, we investigated manipulative, functional and symbolic play behavior of toddlers with and without autism (mean age: 26.45, SD 5.63). The results showed that the quality of…

  19. Multimodal Play and Adolescents: Notes on Noticing Laughter

    Science.gov (United States)

    Vasudevan, Lalitha

    2015-01-01

    In this article, I explore laughter as a form of multimodal play in which adolescents' engage across contexts and in various configurations. With a few recent exceptions, a focus on unscripted play is largely missing from ongoing research and discussion about the education of adolescents. Whereas the space to play has been vitally important to the…

  20. Deep-water northern Gulf of Mexico hydrocarbon plays

    International Nuclear Information System (INIS)

    Peterson, R.H.; Cooke, D.W.

    1995-01-01

    The geologic setting in the deep-water (depths greater than 1,500 feet) Gulf of Mexico is very favorable for the existence of large, commercial hydrocarbon accumulations. These areas have active salt tectonics that create abundant traps, underlying mature Mesozoic source rocks that can be observed expelling oil and gas to the ocean surface, and good quality reservoirs provided by turbidite sand deposits. Despite the limited amount of drilling in the deep-water Gulf of Mexico, 11 deep-water accumulations have been discovered which, when developed, will rank in the top 100 largest fields in the Gulf of Mexico. Proved field discoveries (those with announced development plans) have added over 1 billion barrels of oil equivalent to Gulf of Mexico reserves, and unproved field discoveries may add to additional billion barrels of oil equivalent. The Minerals Management Service, United States Department of the Interior, has completed a gulf-wide review of over 1,086 oil and gas fields and placed every pay sand in each field into a hydrocarbon play (plays are defined by chronostratigraphy, lithostratigraph, structure, and production). Seven productive hydrocarbon plays were identified in the deep-water northern Gulf of Mexico. Regional maps illustrate the productive limits of each play. In addition, field data, dry holes, and wells with sub-economic pay were added to define the facies and structural limits for each play. Areas for exploration potential are identified for each hydrocarbon play. A type field for each play is chosen to demonstrate the play's characteristics

  1. 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...

  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. 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. Preschoolers' Free Play--Connections with Emotional and Social Functioning

    Science.gov (United States)

    Veiga, Guida; Neto, Carlos; Rieffe, Carolien

    2016-01-01

    Play has an important role in various aspects of children's development. However, time for free play has declined substantially over the last decades. To date, few studies have focused on the relationship between opportunities for free play and children's social functioning. The aims of this study are to examine whether children´s free play is…

  5. 78 FR 22296 - Notice Pursuant to the National Cooperative Research and Production Act of 1993-Heterogeneous...

    Science.gov (United States)

    2013-04-15

    .... Specifically, Analog Devices Inc., Norwood, MA; University of Bologna, Bologna, ITALY; Sandia Corporation, Albuquerque, NM; Marvell International LTD, Hamilton, HM, BERMUDA; Swarm64 GmbH, Berlin, GERMANY; Sony Mobile...

  6. 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.

  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. Economic appraisal of shale gas plays in Continental Europe

    International Nuclear Information System (INIS)

    Weijermars, Ruud

    2013-01-01

    Highlights: ► Economic feasibility of five European shale gas plays is assessed. ► Polish and Austrian shale plays appear profitable for P90 assessment criterion. ► Posidonia (Germany), Alum (Sweden) and a Turkish shale play below the hurdle rate. ► A 10% improvement of the IRR by sweet spot targeting makes all plays profitable. - Abstract: This study evaluates the economic feasibility of five emergent shale gas plays on the European Continent. Each play is assessed using a uniform field development plan with 100 wells drilled at a rate of 10 wells/year in the first decade. The gas production from the realized wells is monitored over a 25 year life cycle. Discounted cash flow models are used to establish for each shale field the estimated ultimate recovery (EUR) that must be realized, using current technology cost, to achieve a profit. Our analyses of internal rates of return (IRR) and net present values (NPVs) indicate that the Polish and Austrian shale plays are the more robust, and appear profitable when the strict P90 assessment criterion is applied. In contrast, the Posidonia (Germany), Alum (Sweden) and a Turkish shale play assessed all have negative discounted cumulative cash flows for P90 wells, which puts these plays below the hurdle rate. The IRR for P90 wells is about 5% for all three plays, which suggests that a 10% improvement of the IRR by sweet spot targeting may lift these shale plays above the hurdle rate. Well productivity estimates will become better constrained over time as geological uncertainty is reduced and as technology improves during the progressive development of the shale gas fields

  9. 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

  10. The Art of Playful Mobility in Museums

    DEFF Research Database (Denmark)

    Froes, Isabel Cristina G.; Walker, Kevin

    2012-01-01

    Many of us interact with other people in online games and social networks, through multiple digital devices. But harnessing playful and mobile activities for museum learning is mostly undeveloped. In this chapter we explore play as a structure to support visitor learning, drawing from internation...

  11. [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.

  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. Puppet Visual Adaptation on Playing Cards as Educational Media

    Directory of Open Access Journals (Sweden)

    Joko Wiyoso

    2017-02-01

    Full Text Available This study aims at presenting an effective media in a form of puppet picture playing cards as a means to introduce traditional puppet to the society. Research and Development (R&D was chosen as the method to develop the playing cards. Results were presented in a form of the design of puppet picture playing cards as many as 54 cards as well as 54 puppet characters as the background pictures. The design of the playing cards is adjusted to the common playing cards which are distributed widely in the society, including both the sizes and symbols, like the pictures of spade, heart, diamond, and club. In detail, the design comprises: (1 the size of playing cards which is 6 cm width of the upper and lower sides and 9 cm length for the left and right sides. (2 The playing cards’ background is in a bright color so does the puppet picture on the card can be seen clearly.

  14. Eighteen-month follow-up of a play-based intervention to improve the social play skills of children with attention deficit hyperactivity disorder.

    Science.gov (United States)

    Wilkes-Gillan, Sarah; Bundy, Anita; Cordier, Reinie; Lincoln, Michelle

    2014-10-01

    There is a well-documented need for interventions to successfully address the social difficulties of children with attention deficit hyperactivity disorder. This study aimed to further the development of a previously conducted pilot of a play-based intervention. To achieve this, children's social play outcomes pre-post and 18-month following the intervention were examined by raters unaware of the study's purpose. Additionally, parents' experiences of the intervention were explored. Participants included five children with attention deficit hyperactivity disorder who had participated in a play-based intervention and their typically developing playmates; parents of children with attention deficit hyperactivity disorder also participated. Children and their playmates attended an 18-month follow-up play session and parents participated in semi-structured interviews. The Test of Playfulness was used to measure children's play outcomes in the context of social play with a peer, pre-post and 18-months following the intervention. Wilcoxon signed-ranks (Z) and Cohen's-d were used to measure effect. Thematic analysis was used to analyse reoccurring themes from parents' interviews. Children's social play outcomes improved pre-post intervention (Z = 2.02; P = 0.04; d = 1.6) and were maintained 18-month post intervention (Z = 0.14; P = 0.89; d = -0.4). Core themes included: the intervention as an enjoyable experience, a common language for talking about play/social interactions, an observable change in children's skills, transference of skills and the need for support to refresh learnt lessons over time. The intervention demonstrated preliminary and long-term efficacy in developing the social play skills of children with attention deficit hyperactivity disorder. Further research is required to optimise intervention feasibility and parent involvement prior to conducting a large-scale research. © 2014 Occupational Therapy Australia.

  15. Playing with Words: Investigating the Use of Language Play in the Persuasive Writing of 9-11-Year-Olds

    Science.gov (United States)

    Burrell, Andrew; Beard, Roger

    2018-01-01

    There has been little research into how children use language play in writing. The unprompted language play of 36 children was investigated through their writing of a short advertisement. The sample comprised three attainment sub-groups from a larger repeat-design study of persuasive writing in the 9-11 age-range. The writing was analysed using…

  16. 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.

  17. Play, game, sport – and democratic self-determination

    DEFF Research Database (Denmark)

    Eichberg, Henning

    2015-01-01

    degree contradictory? Several languages use “play” and “game” in a differentiated way: Animals play, but do not engage in games – and the Olympic Games are not Olympic Play. Beneath this dualism, the relation becomes more complex and less dualistic, as Danish, Basque, and Korean languages show. We have......Sport as a sort of game receives its almost religious, sacral undertones from its kinship with play. This is what we learn from educational idealism as well as from Olympic ideology. At a closer glimpse, the phenomena of play, game, and sport are, however, much more differentiated – and to some...... to listen to the deeper knowledge of languages. Maybe, etymology and the anonymous folk speaking through language can tell us something important. Something which is more substantial than the sacral and normative constructions of sport idealism. The differentiation between play, game, and sport has...

  18. Bingo! Holy play in experience-oriented society.

    Science.gov (United States)

    De Groot, Kees

    2017-06-01

    What place is there for holy play in experience-oriented society? Is it possible and useful to make analytic distinctions between the liturgical quality of events? I explored these questions by doing research on the boundaries between the religious field and the field of leisure. Fifty site visits to public events in the Netherlands (2006-2014) resulted in a collection of ethnographic data. I used the concept of play as introduced by the Dutch historian Johan Huizinga and the tools of ritual studies to explore whether these could help to produce an account of the liturgical quality of ritualized meetings. Holy play might be found in unexpected places, such as in a bingo hall. Huizinga's broad diagnosis of modernity may be outdated, but the tools he introduced remain useful to distinguish the elements that constitute late-modern meetings as more or less playful - even when this involves combinations that seem contradictory from Huizinga's own point of view.

  19. 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...

  20. Correlation Between Ability on Playing Tetris and GPA

    Directory of Open Access Journals (Sweden)

    Aprilia Ratna Christanti

    2014-10-01

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