1,065 research outputs found

    Análisis de la política ambiental colombiana en la década 2000-2010

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    El presente artículo tiene como objetivo reivindicar la importancia del uso de marcos deanálisis para el estudio de políticas públicas, e identificar si los análisis realizados sobre lapolítica ambiental colombiana después de la promulgación de la Ley 99 de 1993 se inscribenen marcos analíticos específicos. Se hace una interpretación de textos representativosque analizan la política ambiental, los cuales son clasificados según la tipología de marcosanalíticos en políticas públicas de Bobrow y Dryzek (1987) y se identifica el tipo y contextode cada análisis estudiado. Se concluye que la generalidad de los textos revisados no seencuadra en marcos de análisis específicos que contribuyan al desarrollo de la disciplina delas políticas públicas

    The Usefulness of Activity Trackers in Elderly with Reduced Mobility: A Case Study

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    This study was conducted to determine the accuracy and usefulness of two current commercially available activity trackers in rollator dependent elderly with reduced mobility (RME), compared with elderly with normal mobility (NME) and healthy adults (HA). Methods: Accuracy of pedometers placed at hip (Fitbit Ultra and Samsung GT-I9300 mobile phone) and wrist (Fitbit Ultra) were evaluated against actual steps (video) in RME (n=5), NME (n=7) and HA (n=6). Walk speed, Tinetti gait score and device percent error was calculated and analyzed in SPSS using Kruskal-Wallis, Mann-Whitney U and correlation tests. Results: NME and HA walked significantly faster (p = 0.001) than RME, had significantly higher gait score (p < 0.05). Gait scores were correlated with walking speed and negatively with pedometer percent error (p < 0.01). Estimation error in RME were >60% at all device locations Conclusions: Slow walking speed and gait disorders hamper the utility of pedometers for physical activity measurement in rollator dependent elderly, with estimation errors >60%. The tested devices are better suited for use by ostensibly healthy elderly or adult populations.European Ambient Assisted Living (AAL) Project AAL-2011-4- 09

    Intercultural Perspective on Impact of Video Games on Players: Insights from a Systematic Review of Recent Literature

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    [EN] The video-game industry has become a significant force in the business and entertainment world. Video games have become so widespread and pervasive that they are now considered a part of the mass media, a common method of storytelling and representation. Despite the massive popularity of video games, their increasing variety, and the diversification of the player base, until very recently little attention was devoted to understanding how playing video games affects the way people think and collaborate across cultures. This paper examines the recent literature regarding the impact of video games on players from an intercultural perspective. Sixty-two studies are identified whose aim is to analyze behavioral-change, content understanding, knowledge acquisition, and perceptional impacts. Their findings suggest that video games have the potential to help to acquire cultural knowledge and develop intercultural literacy, socio-cultural literacy, cultural awareness, self-awareness, and the cultural understanding of different geopolitical spaces, to reinforce or weaken stereotypes, and to some extent also facilitate the development of intercultural skills. The paper provides valuable insights to the scholars, teachers, and practitioners of cultural studies, education, social studies, as well as to the researchers, pointing out areas for future research.We are grateful for the thoughtful comments provided by the reviewers of this paper.Shliakhovchuk, O.; Muñoz García, A. (2020). Intercultural Perspective on Impact of Video Games on Players: Insights from a Systematic Review of Recent Literature. Educational Sciences: Theory & Practice. 20(1):40-58. https://doi.org/10.12738/jestp.2020.1.004S405820

    Digital game-based learning for D&I: conceptual design of an educational digital game Chuzme

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    [EN] There is a demand for tools facilitating intercultural, diversity and inclusion (D&I) education. Video games are one of the most advanced new media technologies, so it is only natural to suppose that they can offer remarkable possibilities for fostering learning in the area of intercultural, D&I education. This article explores theoretical guidelines in the design of Chuzme, a serious educational game that focuses on raising cultural selfawareness, the acknowledgement of cultural bias, and aims to generate positive attitudes towards migrants, refugees and expatriates amongst its players and to train to be an inclusive leader. It is hoped that this will serve as a useful reference to guide the development of similar titles in the future.Shliakhovchuk, O.; Muñoz García, A. (2020). Digital game-based learning for D&I: conceptual design of an educational digital game Chuzme. Editorial Universitat Politècnica de València. 409-419. https://doi.org/10.4995/INN2019.2019.10561OCS40941

    Gevrey regularity for a generalization of the Oleĭnik–Radkevič operator

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    Abstract The Gevrey hypoellipticity of a class of models generalizing the Oleĭnik–Radkevic operator is studied. Some partial regularity result is also given. It is studied the partial and microlocal regularity of the operator L ( t , x ; D t , D x ) = D t 2 + ∑ j = 1 n t 2 ( r j − 1 ) D x j 2 on Ω , open neighborhood of the origin in R n + 1 , where the r j 's are positive integers such that r 1 r 2 ⋯ r n
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