503 research outputs found
Impact of different recommendations on adequacy rate for sleep duration in children
A huge amount of literature in the last decades showed that sleep is essential for children’s health and well-being
and that short sleep duration is associated with several negative health outcomes. Many developmental phases in
infancy and childhood are in strict relationship with an healthy sleep.
In the last years some specific recommendations made for how much sleep children need have been published.
The empirical evidences for contemporary sleep recommendations has changed and the new recommendations
are clearly different from the previous ones and reflect clearly the changes in the sleep need of the children and
adolescents in the last decades although seem still to be largely unfitting for preadolescence and adolescence.
If sleep is to be treated as a therapeutic intervention, then consensus guidelines, statements, and evidence-based
best-practice documents are needed to underpin sleep recommendations for children.
Sleep recommendations for children play an important role for public policies and interventions, and to advertise
parents and children of the negative consequences of sleep deprivation/reduction
Análise das estratégias de efeito no filme Koyaanisqatsi
In this essay, we try to figure out, based on Wilson Gomes’s filmanalysis methodology and on the musical minimalistic theory, which are the cognitive, sensorial, and emotional elements that are composed in the effect production strategies in the experimental film Koyaanisqatsi (Godfrey Reggio, USA, 1982)
Event structures for Petri nets with persistence
Event structures are a well-accepted model of concurrency. In a seminal paper by Nielsen, Plotkin and Winskel, they are used to establish a bridge between the theory of domains and the approach to concurrency proposed by Petri. A basic role is played by an unfolding construction that maps (safe) Petri nets into a subclass of event structures, called prime event structures, where each event has a uniquely determined set of causes. Prime event structures, in turn, can be identified with their domain of configurations. At a categorical level, this is nicely formalised by Winskel as a chain of coreflections. Contrary to prime event structures, general event structures allow for the presence of disjunctive causes, i.e., events can be enabled by distinct minimal sets of events. In this paper, we extend the connection between Petri nets and event structures in order to include disjunctive causes. In particular, we show that, at the level of nets, disjunctive causes are well accounted for by persistent places. These are places where tokens, once generated, can be used several times without being consumed and where multiple tokens are interpreted collectively, i.e., their histories are inessential. Generalising the work on ordinary nets, Petri nets with persistence are related to a new subclass of general event structures, called locally connected, by means of a chain of coreflections relying on an unfolding construction
Emotional Reactions to the Perception of Risk in the Pompeii Archaeological Park
The assessment of perceived risk by people is extremely important for safety and security management. Each person is based on the opinion of others to make a choice and the Internet represents the place where these opinions are mostly researched, found and reviewed. Social networks have a decisive impact: 92% of consumers say they have more trust in social media reviews than in any other form of advertising. For this reason, Opinion Mining and Sentiment Analysis have found interesting applications in the most diverse context, among which the most innovative is certainly represented by public safety and security. Security managers can use the perceptions expressed by people to discover the unexpected and potential weaknesses of a controlled environment or otherwise the risk and security perception of people that sometimes can be very different from real level of risk and security of a given site. Since the perceptions are the result of mostly unconscious elaborations, it is necessary to go deeper and to search for the emotions, triggered by the sensorial stimuli, that determine them. The objective of this paper is to study the perception of risk within the Pompeii Archaeological Park, giving emphasis to the emotional components, using the semantic analysis of the textual contents present in Twitter.Peer reviewe
Apontamentos para uma estética do videogame
Este trabalho pretende demonstrar os avanços na relação entre a teoria da estética e os videogames. Parte-se do princípio teórico que os videogames são artefatos culturais capazes de afetar esteticamente seus jogadores. Dentro desta premissa, a melhor forma para compreender tais objetos seria estabelecer as distinções características de como o ato de jogá-los afetaria seus jogadores e como o significado do que eles sentem estaria arraigado no cotidiano cultural contemporâneo
Videogame: uma proposta definicional
Este trabalho tem como objetivo definir em que consiste uma obra estritamente videolúdica. Iremos demonstrar como esta categoria específica de jogos digitais não podem ser caracterizados por uma única marca distintiva. Por conta das suas particularidades midiáticas, este tipo de obra interativa só pode ser definida por um conjunto variável de condições envolvendo suas três dimensões formativas: o jogo, a ficção e a incorporação
Videogame: uma proposta definicional
Este trabalho tem como objetivo definir em que consiste uma obra estritamente videolúdica. Iremos demonstrar como esta categoria específica de jogos digitais não podem ser caracterizados por uma única marca distintiva. Por conta das suas particularidades midiáticas, este tipo de obra interativa só pode ser definida por um conjunto variável de condições envolvendo suas três dimensões formativas: o jogo, a ficção e a incorporação
Apontamentos para uma estética do videogame
Este trabalho pretende demonstrar os avanços na relação entre a teoria da estética e os videogames. Parte-se do princípio teórico que os videogames são artefatos culturais capazes de afetar esteticamente seus jogadores. Dentro desta premissa, a melhor forma para compreender tais objetos seria estabelecer as distinções características de como o ato de jogá-los afetaria seus jogadores e como o significado do que eles sentem estaria arraigado no cotidiano cultural contemporâneo
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