14 research outputs found

    SUBOREAL/BOREAL AMMONITE SUCCESSION AT THE OXFORDIAN/KIMMERIDGIAN BOUNDARY IN THE FLODIGARRY SECTION (STAFFIN BAY, ISLE OF SKYE, UK)

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    The Flodigarry section at Staffin Bay, Isle of Skye, has yielded numerous ammonites both of Subboreal and Boreal affinity. This has enabled close correlation of the Subboreal and Boreal ammonite zonations, and provided new palaeontological data on levels which may be considered as a potential GSSP for the Oxfordian/Kimmeridgian boundary. The traditional Oxfordian/Kimmeridgian boundary placed at the Pseudocordata/Baylei zones boundary of the Subboreal scheme corresponds precisely to the Rosenkrantzi/Bauhini zones boundary of the Boreal scheme: this level is characterized by appearance of Pictonia together with Prorasenia replacing an older assemblage of Ringsteadia-Microbiplices (Subboreal), as well as by first occurrence of small-sized Amoeboceras (Plasmatites) – mostly A. praebauhini (Boreal). A further level which may be considered as the Oxfordian/Kimmeridgian boundary is the boundary between the Bauhini Zone and Kitchini Zone of the Boreal scheme characterized by first occurrence of Amoeboceras (Amoebites) of the A. bayi group. This level corresponds to the Planula/Galar subzones boundary of the Submediterranean scheme, i.e. it lies close to the currently accepted Oxfordian/Kimmeridgian boundary in the Submediterranean Succession

    Videogames as therapy: an updated selective review of the medical and psychological literature

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    There is a long history of using videogames in a therapeutic capacity including rehabilitation for stroke patients, people with traumatic brain injuries, burns victims, wheelchair users, Erb’s palsy sufferers, children undergoing chemotherapy, children with muscular dystrophy, autistic children and individuals looking to overcome real-life challenges (including symptoms of depression) and boost their wellbeing (including boosting life satisfaction, self-efficacy and social support). This paper briefly and selectively examines a number of areas including: (1) videogames as physiotherapy and occupational therapy, (2) videogames as distractors in the role of pain management, (3) videogames and cognitive rehabilitation, (4) videogames and the development of social and communication skills among the learning disabled, (5) videogames and impulsivity/attention deficit disorders, (6) videogames and therapeutic benefits in the elderly, (7) videogames in psychotherapeutic settings, (8) videogames and health care, (9) videogames and anxiety disorders, and (10) videogames and psychological wellbeing. It is concluded that there has been considerable success when games are specifically designed to address a specific problem or to teach a certain skill. However, generalizability outside the game-playing situation remains an important consideration

    Evaluating Social Media

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    Despite the widespread adoption and popularity of social media, research on measuring the quantifiable impact of popular social media platforms remains scarce.To this end, this study attempts to investigate how the influence of social media can be assessed in quantitative terms.The main objective is to develop a new assessment model able to integrate a broad range of criteria such as likes, subscribers, comments, posts, shares, and links.The authors extend previous assessment models focused on individual platforms such as blogs and propose a Social Media Influence Assessment model (SMIA). The process of model development—criteria, dimensions, and formula—and its validation are discussed. The results indicate that social media's influence can be measured in a structured, quantifiable manner by utilising a set of nine criteria grouped into three dimensions: recognition, activity generation, and credibility

    STUDI ED ESPERIENZE A PARTIRE DA BION

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    Sono descritte le funzioni analitiche e terapeutiche della interpretazione che l'analista fornisce nella seduta. Il modello di riferimento è quello della teora di W.R.Bio
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