1,712 research outputs found

    La bretxa digital: gènere i jocs d'ordinador

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    La finalidad de este artículo pretende ser reflexionar sobre una práctica concreta que se ha revelado creadora de desigualdad social en la era digital: los juegos de ordenador desde la perspectiva del género. Por eso, se hace una revisión de la literatura existente y se detallan diversas investigaciones que muestran el sesgo de género en diferentes aspectos relacionados con los juegos multimedia. A continuación, se exponen los resultados de una investigación desarrollada por las autoras que se adentra en el sexismo imperante en los juegos multimedia. Por último, se remarca la necesidad de velar por la calidad de los juegos multimedia, sin olvidar la importancia socializadora que tienen las nuevas tecnologías en la sociedad actual. ___________________________________________________________________________________________________________________________________________________________________________ Le but de cet article est de réfléchir sur une pratique concrète qui s’est révélée être créatrice d’inégalité sociale dans l’ère digitale et dans la perspective du sexisme: l’utilisation des jeux d’ordinateur. Pour ce faire, l’article propose une révision de la littérature et détaille diverses recherches qui présentent le sexisme en rapport avec les jeux multimédias sous différents aspects. Il expose ensuite les résultats d’une recherche menée par les auteurs traitant du sexisme présent dans les jeux multimédias. Enfi n, il insiste sur la nécessité de veiller à la qualité de ces jeux, sans oublier l’importance socialisante des nouvelles technologies dans la société actuelle.This paper aims to reflect on a specific practice that has shown itself to be a contributing factor to social inequality in the digital era: computer games from a gender perspective. With this aim in mind, the existing literature is reviewed and several studies are listed highlighting gender bias in various aspects concerning multimedia games. Subsequently, the results are displayed of a study carried out by the authors focusing on prevailing sexism in multimedia games. Last of all, the need to ensure the quality of multimedia games is highlighted, bearing in mind the signifi cant socialising factor constituted by new technologies in today’s society.La finalidad de este artículo pretende ser reflexionar sobre una práctica concreta que se ha revelado creadora de desigualdad social en la era digital: los juegos de ordenador desde la perspectiva del género. Por eso, se hace una revisión de la literatura existente y se detallan diversas investigaciones que muestran el sesgo de género en diferentes aspectos relacionados con los juegos multimedia. A continuación, se exponen los resultados de una investigación desarrollada por las autoras que se adentra en el sexismo imperante en los juegos multimedia. Por último, se remarca la necesidad de velar por la calidad de los juegos multimedia, sin olvidar la importancia socializadora que tienen las nuevas tecnologías en la sociedad actual

    Overview on agent-based social modelling and the use of formal languages

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    Transdisciplinary Models and Applications investigates a variety of programming languages used in validating and verifying models in order to assist in their eventual implementation. This book will explore different methods of evaluating and formalizing simulation models, enabling computer and industrial engineers, mathematicians, and students working with computer simulations to thoroughly understand the progression from simulation to product, improving the overall effectiveness of modeling systems.Postprint (author's final draft

    A probabilistic approach to melodic similarity

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    Melodic similarity is an important research topic in music information retrieval. The representation of symbolic music by means of trees has proven to be suitable in melodic similarity computation, because they are able to code rhythm in their structure leaving only pitch representations as a degree of freedom for coding. In order to compare trees, different edit distances have been previously used. In this paper, stochastic k-testable tree-models, formerly used in other domains like structured document compression or natural language processing, have been used for computing a similarity measure between melody trees as a probability and their performance has been compared to a classical tree edit distance.This work is supported by the Spanish Ministry projects: DPI2006-15542-C04, TIN2006-14932-C02, both partially supported by EU ERDF, the Consolider Ingenio 2010 research programme (project MIPRCV, CSD2007-00018) and the Pascal Network of Excellence

    Cognitive Fusion Mediates the Relationship between Dispositional Mindfulness and Negative Affects: A Study in a Sample of Spanish Children and Adolescent School Students

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    Nowadays, mindfulness-based interventions (MBI) have experienced a remarkable development of studies among childhood and adolescent interventions. For this reason, dispositional mindfulness (DM) measures for children and adolescents have been developed to determine the e ectiveness of MBI at this age stage. However, little is known about how key elements of DM (for example, cognitive de/fusion or experiential avoidance that both confirm psychological inflexibility) are involved in the mechanisms of the children and adolescents’ mental health outcomes. This research examined the mediating e ect of cognitive fusion between DM and anxiety and other negative emotional states in a sample of 318 Spanish primary-school students (aged between 8 and 16 years, M = 11.24, SD = 2.19, 50.8% males). Participants completed the AFQ-Y (Avoidance and Fusion Questionnaire for youth), which is a measure of psychological inflexibility that encompasses cognitive defusion and experiential avoidance; CAMM (DM for children and adolescents), PANAS-N (positive and negative a ect measure for children, Spanish version of PANASC), and STAIC (an anxiety measure for children). The study accomplished ethical standards. As MBI relevant literature has suggested, cognitive defusion was a significant mediator betweenDMand symptoms of both negative emotions and anxiety in children and adolescents. However, experiential avoidance did not show any significant mediating relationship. Probably, an improvement of the assessment of experiential avoidance is needed. MBI programs for children and adolescents may include more activities for reducing e ects of the cognitive defusion on their emotional distress
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