308 research outputs found

    Children’s mental health and recreation: Limited evidence for associations with screen use

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    Aim This study examined the direct and indirect associations between childhood psychopathology symptoms, screen use, media multitasking and participation in non-digital recreation. Methods Psychopathology symptoms, media use, media multitasking, participation in sports, social clubs and reading/games were reported by 520 parents about their 3- to 11-year-old children. The data were analysed using structural equation modelling. Results There were bidirectional negative associations between sports participation and emotional problems (ÎČ = −0.16, P < .001 and ÎČ = −0.15, P < .001); attention deficit hyperactivity disorder (ADHD) symptoms were associated with reduced reading/games (ÎČ = −0.14, P = .004). A bidirectional positive association was found between media use and conduct problems (ÎČ = 0.10, P = .015 and ÎČ = 0.14, P = .015). Increased media multitasking was indirectly associated with elevated symptoms of ADHD via a reduction in reading/games (ÎČ = 0.10, P = .026). However, there was no evidence that screen use mediated the associations between psychopathology symptoms and non-digital recreation. Conclusion Depending on the specific psychological difficulties, children are either less likely to participate in non-digital recreation or are more likely to use screen media or multitask with media. Interventions for children, who experience emotional or behavioural difficulties, are needed to improve participation in non-digital recreation

    The Skylla group in Constantinople's hippodrome

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    The Skylla group was among the most famous bronze sculptures installed in the hippodrome at Constantinople. This paper suggests that the Skylla was a feature of Constantinople at its re-foundation, but perhaps originally stood facing the Bosphorus. In around AD 400 it was moved to the hippodrome where it stood until its destruction in 1204, and where it may for some time have served as a fountain

    INNOVATIVE CITY IN WEST CHINA CHONGQING

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    This working paper offers insights on science and technology in China with supporting official and interview data. The paper, as evidenced from the title, is indicating the future role of Chongqing and its evolution primarily focusing on the period of rapid development of the Municipality after Chongqing became a political entity on the same level as provinces of China. This has coincided with the planning, construction and completion of the Three Gorges Dam Project involving the resettlement of 1,000,000 people – most them coming to the rural areas Chongqing Municipality. Three major sub-themes are highlighted. First, the city played important role during more than 2000 years of its history (in 1981, for example it became first inland port in China open for foreign commerce). In the XX century Chongqing was national capital during the Second World War and the Japanese invasion (Nationalists government). Since then it enjoyed higher political status and economic independence than any other city of the same size in whole western China. Second, the municipality’s geographical position and demographic condition makes it quite unique in West China. It has a population of 31 million, an area of 82 square km, a population density of 379 persons per km2 and a location at the upper reaches of Chang (Yangtze) River. This makes it the gate of Southwest China. Third, Chongqing has a strong basic multi-faced economy in the region. Central investment since the 1950s has assisted the development of a relatively strong modern industrial base in the city. Despite the post-Mao reform era’s impact on social and economic disparities as between the coastal areas and the west, Chongqing remains one of the China’s strongest city economies. Its industrial output value ranked 11th among the 35 biggest city economies in China in 2000, though it ranked behind the top ten most industrialized coastal cities, all of which had attracted much greater foreign investment during the reform era. The campaign to Open up the West provides Chongqing with the opportunity to act as the growth pole for a number of less industrialized provincial-level units in north-west and south-west China. Fourth, the initiatives by central authorities and the extraordinary task of Three Gorges Dam project required among other great tasks also relocation of over 1,2 million people, the rebuilding of two cities, eleven county towns and one hundred sixteen townships from the site of Three Gorges Dam water reservoir. Until 2005 there were already almost one million residents resettled. Less than 20 per cent moved outside Chongqing municipality and the majority was to be accommodated within the region of Chongqing Municipality.Regional development; clusters; Regional innovation System (RIS); Development block; competence block; technology system; High Technology Parks; Overview of Science and Technology; FDI

    Teaching Poetry With New Media

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    Artigo realizado no Ăąmbito do projecto "PO.EX'70-80 Arquivo Digital da Literatura Experimental Portuguesa", com a RefÂȘ PTDC/CLE-LLI/098270/2008, financiado por fundos nacionais atravĂ©s da FCT/MCTES (PIDDAC) e co-financiado pelo Fundo Europeu de Desenvolvimento Regional (FEDER) atravĂ©s do COMPETE – Programa Operacional Factores de Competitividade (POFC).The purpose of this paper is to discuss the use of interactive multimedia and hypertextual tools in literature classes. It argues for the promotion of multimedia programming within the context of creative writing, describing activities related to the conception and development of hypermedia projects in academic contexts. The first part is made up of a discussion of theoretical positions. We will provide an overview of studies about the relationship between literature and digital media. The second part of this paper will show how it is possible to articulate literary concepts such as multi-modality, intertextuality, reader-response and cooperation, with digital tools dealing with algorithms, combinatory techniques, multimedia programming, and networked hypertext. We will provide an account of projects involving the creation and recreation of experimental poetry in digital media, and through the discussion of other examples of the use of new media to teach poetry.info:eu-repo/semantics/publishedVersio

    Monte Carlo simulation of wave sensing with a short pulse radar

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    A Monte Carlo simulation is used to study the ocean wave sensing potential of a radar which scatters short pulses at small off-nadir angles. In the simulation, realizations of a random surface are created commensurate with an assigned probability density and power spectrum. Then the signal scattered back to the radar is computed for each realization using a physical optics analysis which takes wavefront curvature and finite radar-to-surface distance into account. In the case of a Pierson-Moskowitz spectrum and a normally distributed surface, reasonable assumptions for a fully developed sea, it has been found that the cumulative distribution of time intervals between peaks in the scattered power provides a measure of surface roughness. This observation is supported by experiments

    Animated Storytelling: Student-Created TALES in Irish-Language Learning

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    This article examines how digital and animated storytelling can be employed as an instructional methodology to foster communicative, creative and authentic Irish-language experiences in the primary school classroom. Irish is one of Ireland’s two official languages, where Irish is the national minority language and English is the dominant majority language. Students underachieve in Irish compared to other subjects taught at primary level. Poor performance in Irish, particularly in listening and speaking skills, is often attributed to traditional teaching methods and a reduction in Irish-medium teaching, a shortage of language resources, and limited opportunities for using Irish outside the classroom. This research explores how digital storytelling, animation and coding tools can enhance students’ abilities and interest in Irish. The setting for this study is a third-grade classroom in an English-medium primary school over the course of one academic year. It culminates in a practical innovative model called TALES (Technology, Activity, Language Learning, Engagement and Story). TALES integrates all four language skills through the storytelling phase and maps them to four corresponding multimedia skills during the digital recreation phase, developing language and technology skills in the process. TALES externalises student thinking while co-creating shareable learning artefacts, negotiating meaning and deepening learning in the process. It engages students in the meaningful production of the Irish language, and provides them with increased and spontaneous opportunities to speak and write the language through creative writing and digital recreation activities. It supports a curriculum-aligned, student-centred, technology-enhanced, design-based, constructionist and collaborative approach to language learning

    Hologram Images and the Entertainment Industry: New Legal Territory?

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    Modern technology allows for the holographic reproduction of a dead artist’s likeness, with the ability to perform past classic works or new original artistic works. The Coachella Valley Music and Arts Festival performance by the “holographic” Tupac Shakur in April 2012 dazzled an excited crowd and made the idea of bringing back deceased musical celebrities or other public personalities a reality. The use of such holographic performances is in its infancy, but the potential for possible intellectual property infringement is real and concerns the areas of copyright, trademark, and–most importantly–the right of publicity, which protects a celebrity’s name, likeness, voice and mannerisms. This new technology also creates the possibility of re-creating a past celebrity for nefarious purposes, but it is unclear what legal protections are available to the decedent’s estate to challenge such potentially damaging uses. The right of publicity is a matter of state law, is granted in thirty-one states, and is extended post-mortem in only twenty of those states. Therefore, understanding what legal protections are available requires a complex examination of all relevant jurisdictions’ intellectual property laws. Celebrities, public figures, and estate planners should be mindful of these new technologies, establish domicile in states with robust rights of publicity, and draft wills accordingly to ensure greatest posthumous protection

    Updating the art history curriculum: incorporating virtual and augmented reality technologies to improve interactivity and engagement

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    Master's Project (M.Ed.) University of Alaska Fairbanks, 2017This project investigates how the art history curricula in higher education can borrow from and incorporate emerging technologies currently being used in art museums. Many art museums are using augmented reality and virtual reality technologies to transform their visitors' experiences into experiences that are interactive and engaging. Art museums have historically offered static visitor experiences, which have been mirrored in the study of art. This project explores the current state of the art history classroom in higher education, which is historically a teacher-centered learning environment and the learning effects of that environment. The project then looks at how art museums are creating visitor-centered learning environments; specifically looking at how they are using reality technologies (virtual and augmented) to transition into digitally interactive learning environments that support various learning theories. Lastly, the project examines the learning benefits of such tools to see what could (and should) be implemented into the art history curricula at the higher education level and provides a sample section of a curriculum demonstrating what that implementation could look like. Art and art history are a crucial part of our culture and being able to successfully engage with it and learn from it enables the spread of our culture through digital means and of digital culture
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