278 research outputs found

    Infinite Future

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    Infinite Future is a novel that follows Warren Stone, a man with a shady and complicated past, as he struggles to redeem himself, but soon finds himself starring in a movie for Gideon Yorke, an android filmmaker. This new path causes him to realise that he has not changed over the years, bringing about his death. His brother, Walter, assumes his identity and uses it to strive for change in the political system of hyperdemocracy, which allows for an endless amount of secession. Ultimately, the political movement, Democracy No, succeeds in forming a unified nation, but those who masterminded it do not have a chance to enjoy their victory before their world falls apart

    Towards a Female Topography of the Ancient Greek City: Case Studies from Late Archaic and Early Classical Athens ( c .520–400 BCE)

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    Peer Reviewedhttp://deepblue.lib.umich.edu/bitstream/2027.42/88096/1/j.1468-0424.2011.01658.x.pd

    The prevention of toxoplasmosis gondii: A public health education for Prudentopolis, Brazil

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    A educational brochure was designed to help educate the people in the region of Prudentopolis, Brazil about the possible means of preventing Toxoplasmosis gondii infection. The brochure resulted from the concern of several individuals after analyzing the data compiled from an Amigos Eye Care mission to Brazil. On this trip, it was noted that there was a significantly higher prevalence of ocular toxoplasmosis in the region as compared to the United States

    Development of a Health-Related Quality of Life Questionnaire (HRQL) for patients with Extremity Soft Tissue Infections (ESTI)

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    BACKGROUND: Past clinical trials of antimicrobial treatment in soft tissue infections have focused on non-standardized clinical and physiological outcome variables, and have not considered the subjective experience of patients. The objective of this study was to develop a health-related quality of life questionnaire (HRQL) for patients with extremity soft tissue infections (ESTI) for future use in clinical trials. METHODS: The design of this study followed published guidelines and included item generation, item reduction, and questionnaire preparation. Study subjects were consenting English-speaking adults with acute ESTI requiring prescription of at least two days of outpatient intravenous antibiotic therapy. RESULTS: A list of 49 items that adversely impact the quality of life of patients with ESTI was generated by literature review, informal health professional feedback, and semi-structured interviews with twenty patients. A listing of these items was then administered to 95 patients to determine their relative importance on quality of life. A questionnaire was prepared that included the twenty most important items with a 5-point Likert scale response. Questionnaire domains included physical symptoms, problems performing their activities of daily living, impairment of their emotional functioning, and difficulties in their social interactions as related to their ESTI. The final questionnaire was pre-tested on a further ten patients and was named the ESTI-Score. CONCLUSION: The ESTI-Score is a novel instrument designed to quantify the impact of ESTI on quality of life. Future study is required to determine its validity and responsiveness before use as an outcome measure in clinical trials

    Tourist Photographers and the Promotion of Travel: the Polytechnic Touring Association, 1888–1939

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    The Polytechnic Touring Association (PTA) was a London-based, originally philanthropic turned commercial travel firm whose historical origins coincided with the arrival of the Kodak camera in 1888 – thus, of popular (tourist) photography. This article examines the PTA’s changing relationship with tourist photographers, and how this influenced the company’s understanding of what role photography could play in promoting the tours, in the late nineteenth and early twenty century. This inquiry is advanced on the basis of the observation that, during this time, the PTA’s passage from viewing tourists as citizens to educate, to customers to please, paralleled the move from using photography-based images to mixed media. Such a development was certainly a response to unprecedented market demands; this article argues that it should also be considered in relation to the widening of photographic perceptions engendered by the democratization of the medium, to which the PTA responded, first as educator, then as service provider. In doing so, the article raises several questions about the shifting relationship between “high”, or established, and “low”, or emerging, forms of culture, as mass photography and the mass marketing of tourism developed

    Coaching Games: Comparisons and Contrasts

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    A key feature of any coach’s role is to decide on the most appropriate approach to develop player learning and performance at any given time. When coaching games, these decisions are even more challenging due to the interactive nature of games themselves and, in team games, this interactivity is heightened. Therefore, proponents of various approaches to coaching games could do well to demonstrate how different approaches may compliment rather than oppose each other, to avoid a one-size-fits-all process of coaching. In this insights paper, we summarise some of the fundamental approaches used for coaching games, whilst clarifying and contrasting their theoretical and practical differences. In doing so, we propose that there is a space in the coach’s toolbox for a games approach that hones the metacognitive skills of players. We also suggest reasons why coaches might use metacognitive game design as a tool to develop players’ deep understanding of game play to support player learning and performance

    Can physical education and physical activity outcomes be developed simultaneously using a game-centered approach?

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    The primary objective of this study was to evaluate the efficacy of a pilot intervention using a gamecentered approach for improvement of physical activity (PA) and physical education (PE) outcomes simultaneously, and if this had an impact on enjoyment of PE. A group-randomized controlled trial with a 7-week wait-list control group was conducted in one primary school in the Hunter Region, NSW, Australia. Participants (n = 107 students; mean age = 10.7 years, SD 0.87) were randomized by class group into the Professional Learning for Understanding Games Education (PLUNGE) pilot intervention (n = 52 students) or the control (n = 55) conditions. PLUNGE involved 6 x 60 min PE lessons based on game-centered curriculum delivered via an in-class teacher mentoring program. Students were assessed at baseline and 7-week follow-up for fundamental movement skills (FMS) of throw and catch, game play abilities of decision making, support and skill performance; in-class PA; and enjoyment of PA. Linear mixed models revealed significant group-by-time intervention effects (p < 0.05) for throw (effect size: d = 0.9) and catch (d = 0.4) FMS, decision making (d = 0.7) and support (d = 0.9) during game play, and in-class PA (d = 1.6). No significant intervention effects (p > 0.05) were observed for skills outcome during game play (d = -0.2) or student enjoyment (d = 0.1). Game-centered pedagogy delivered via a teacher professional learning program was efficacious in simultaneously improving students' FMS skills, in-class PA and their decision making and support skills in game play

    Written in the skies:advertising, technology, and modernity in Britain since 1885

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    New technologies significantly increased the reach of advertising from the late nineteenth century. Some aspects of this phenomenon, such as advances in printing methods, are well-known; others, in particular its controversial leap into the sky, have received far less attention. Though no longer seen as the home of divine portents, the sky did not become “empty space” in the modern era: it was still freighted with significance. This meant that the various attempts made by entrepreneurs from the 1880s to bring advertising to the skies were often met with hostility, even panic. In exploring these responses, this article resists depicting opponents of aerial advertising as over-sensitive aesthetes or technophobes. Rather, it explores the ways in which urbanization and commercial development imbued the sky with new meanings. The sky was imagined as man’s most valuable connection to nature in an urban society, a precious but endangered part of the nation’s heritage, and an essential counterweight to consumer society. Aerial advertising therefore represented an unjustifiable commercialization of a priceless public space. The rejection of this form of advertising did not involve denying modernity, but achieving an accommodation with it
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