40,462 research outputs found

    Impact of the Information and Communication Technologies on the Education of Students with Down Syndrome: a Bibliometric Study (2008- 2018)

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    This article analyzes the impact of the Information and Communication Technologies (ICT) on students with Down syndrome through the consult of scientific articles published during the 2008 to 2018 period, in five scientific journal databases utilized in the academic world. Through a descriptive and quantitative methodology, the most significant bibliometric data according to citation index is shown. Likewise, a methodology based on the analysis of co-words and clustering techniques is applied through a bibliometric maps, in order to determine the fields of scientific study. The results show that articles published have a medium-low index of impact. There are linked with the importance of using ICT with these students, from educational inclusion and accessibility perspective

    Gamification of sports media coverage: an infotainment approach to Olympics and Football World Cups

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    Sports media coverage of mega-events is partly oriented to gamification, the use of game elements and game design techniques in non-gaming contexts. This infotainment approach to events has been developed by media outlets as an original and effective way to capture wider audience attention and to place events in context before a competition starts. This article examines 28 gamified sports pieces developed by media outlets from seven countries during the last two Olympics (2016 Summer Olympics in Rio and 2018 Winter Olympics in Pyeongchang) and Football World Cups (2014 in Brazil and 2018 in Russia). This sample comprises two categories following Ferrer-Conill (2015): “gamified pieces” (game like elements that are part of a bigger interactive feature) and “newsgames” (more sophisticated pieces often included in complex graphics or multimedia content). The results show that, despite its entertaining formula, gamification serves mainly informational purposes and adds value to sports coverage. Especially in the Summer and Winter Olympics, gamified sports pieces tend to be explanatory and data-driven in order to inform the audience about nonmainstream sports

    A virtual reality exposure therapy for PTSD patients controlled by a fuzzy logic system

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    This paper describes the main characteristics of two integrated systems that explore Virtual Reality technology and Fuzzy Logic to support and to control the assessment of people with Post-Traumatic Stress Disorder during the Virtual Reality Exposure Therapy. The integration of different technologies, the development methodology and the test procedures are described throughout the paper.Peer Reviewe

    Terrain Database Correlation Assessment Using an Open Source Tool

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    Configuring networked simulators for training military teams in a distributed environment requires the usage of a set of terrain databases to represent the same training area. The results of simulation exercises can be degraded if the terrain databases are poorly correlated. A number of methodologies for determining the correlation between terrain databaHowever, there are few computational tools for this task and most of them were developed to address government needs, have limited availability, and handle specific digital formats. The goal of this paper is thus to present a novel open source tool developed as part of an academic research project.Comment: 12 pages, I/ITSEC 201

    Latin American Agricultural Trade: The Role of the WTO in Sustainable Virtual Water Flows

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    International agricultural trade has been growing significantly during the last decade. Many countries rely on imports to ensure adequate food supplies to the people. A few are becoming food baskets of the world. This process raises issues about the food security in depending countries and potentially unsustainable land and water use in exporting countries. In this paper, we analyse the impacts of amplified farm trade on natural resources, especially water. Farm exports and imports of five Latin America countries (Brazil, Argentina, Mexico, Peru and Chile) are examined carefully. A preliminary analysis indicates that virtual water imports can save valuable water resources in water-short countries, such as Mexico and Chile. Major exporting countries, including Brazil and Argentina, have become big exporters due to abundant natural resource endowments. The opportunity costs of agricultural production in those countries are identified as being low, because of the predominant green water use. It is concluded that virtual water trade can be a powerful tool to alleviate water stress in semi-arid countries. However, for exporting nations a sustainable water use can only be guaranteed if environmental production costs are fully reflected in the commodity prices. There is no basis for erecting environmental trade tariffs on exporters though. Setting up legal foundations for them in full compliance with WTOs processes would be a daunting task.farm trade, water, blue water, green water, global sustainability, food production, global food demand, water pricing, WTO, International Relations/Trade, Resource /Energy Economics and Policy,

    Modeling Identity. The Financial Crisis and China’s International Status

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    Rozdział z: The Quandaries and Foreign Development, ed. D. Mierzejewski, “Contemporary Asian Studies Series

    Promising Beginning? Evaluating Museum Mobile Phone Apps

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    Since 2009 museums have started introducing mobile apps in their range of interpretative media and visitor services. As mobile technology continues to develop and permeate all aspects of our life, and the capabilities of smart phones increase while they become more accessible and popular, new possibilities arise for cultural institutions to exploit these tools for communicating in new ways and promoting their exhibitions and programmes. The use of mobile apps opens up new channels of communication between the cultural institution and the user, which extent to his or her personal space and go beyond the boundaries of the museum’s walls. The paper presents a survey carried out of mobile apps designed by art or cultural historical museums and analyses the wider issues which are raised by the findings. It discusses, among others, the kind of use these apps were designed to fulfil (e.g. the majority are guided tours to the permanent collections or to temporary exhibitions), the layering of content,and the type of user interaction and involvement they support
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