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Artykuły w czasopismach na temat "Scripta Manent"

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Bouville, Jean-Marc. "« Verba volant, scripta manent ? »". Revue de l'enfance et de l'adolescence 94, nr 2 (2016): 193. http://dx.doi.org/10.3917/read.094.0193.

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Ward, Tom. "Verba Volant, Scripta Manent". Journal of Humanistic Mathematics 10, nr 1 (styczeń 2020): 549–51. http://dx.doi.org/10.5642/jhummath.202001.36.

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Kirby, Rob. "Scripta Manent: Whither Journals?" Notices of the American Mathematical Society 59, nr 09 (1.10.2012): 1. http://dx.doi.org/10.1090/noti897.

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Venturini, Tommaso. "Verba Volant, Scripta Manent". American Behavioral Scientist 50, nr 7 (marzec 2007): 879–96. http://dx.doi.org/10.1177/0002764206298313.

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Swart, Siebe. "Verba volant, scripta manent?" Pallium 19, nr 4 (wrzesień 2017): 19. http://dx.doi.org/10.1007/s12479-017-0057-6.

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Daly, Tim. "Scripta Manent: Publishing Computational Mathematics". Notices of the American Mathematical Society 59, nr 02 (1.02.2012): 1. http://dx.doi.org/10.1090/noti797.

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Hezlet, Susan. "Scripta Manent: Shifting Editorial Boards". Notices of the American Mathematical Society 59, nr 06 (1.06.2012): 1. http://dx.doi.org/10.1090/noti856.

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Naretto, Silvano. "Editorial: Scripta manent, verba Volant". international journal of stomatology & occlusion medicine 3, nr 1 (marzec 2010): 1. http://dx.doi.org/10.1007/s12548-010-0037-5.

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Wilkoń, Teresa. "Scripta manent. O naukowej funkcji bibliotek". Humanities and Cultural Studies 3/2021, nr 3 (30.09.2021): 60–70. http://dx.doi.org/10.5604/01.3001.0015.2037.

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Guthery, Scott. "Scripta Manent: Google Books vs. MathSciNet". Notices of the American Mathematical Society 59, nr 08 (1.09.2012): 1. http://dx.doi.org/10.1090/noti883.

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Książki na temat "Scripta Manent"

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Scripta manent. Tiranë: Onufri, 2020.

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civica, Tortona (Italy) Biblioteca. Scripta manent: Le pagine della memoria. Tortona: Biblioteca civica Tortona, 2001.

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Veĭngolʹd, I︠U︡ I︠U︡. Izbrannye trudy: Verba volant, scripta manent. Belgorod: Belgorodskiĭ gos. tekhnologicheskiĭ universitet im. V.G. Shukhova, 2004.

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Jacek, Głażewski, i Kacprzak Marta M, red. Scripta manent: Świadomość twórcza pisarzy epok dawnych. Warszawa: Wydano Nakl. Wydz. Polonistyki Uniwersytetu Warszawskiego, 2007.

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Suzuki, Michihiko. Watakushi no 1968-nen: Verba volant, scripta manent. Wyd. 8. Tōkyō: Jungetsusha, 2018.

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Poblome, Jeroen. Mimarlık tarihi araştırmaları (4) Scripta manent. Sagalassos arkeolojisinin belgelenmesi. Istanbul: İTÜ Vakfı Yayınları, 2021.

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Borciuch, Maria. Scripta manent: Bio-bibliografia profesora Michała Łesiowa na osiemdziesięciolecie urodzin. Lublin: Wyd. Uniw. Marii Curie-Skłodowskiej, 2009.

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Ambrosio, Luigi. Scripta volant, verba manent: Ennio De Giorgi matematico e filosofo. Pisa: ETS, 2008.

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Luigi, Ambrosio, red. Scripta volant, verba manent: Ennio De Giorgi matematico e filosofo. Pisa: ETS, 2008.

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Zofia, Włodek, Tatarzyński Ryszard i Papieska Akademia Teologiczna (Kraków, Poland), red. Scripta manent: Textus ad theologiam spectantes in Universitate Cracoviensi saeculo XV conscripti. Kraków: Wydawn. Naukowe Papieskiej Akademii Teologicznej, 2000.

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Części książek na temat "Scripta Manent"

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Verdesio, Gustavo. "Verba Volant, Scripta Manent". W Postmodernism’s Role in Latin American Literature, 129–52. New York: Palgrave Macmillan US, 2010. http://dx.doi.org/10.1057/9780230107939_7.

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Dillon, Roberto. "Verba Volant, Scripta Manent". W Ready, 113–19. Singapore: Springer Singapore, 2014. http://dx.doi.org/10.1007/978-981-287-341-5_8.

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Jezierski, Wojtek. "Verba volant, scripta manent: Limits of Speech, Power of Silence and Logic of Practice in Some Monastic Conflicts of the High Middle Ages". W Understanding Monastic Practices of Oral Communication, 23–48. Turnhout: Brepols Publishers, 2011. http://dx.doi.org/10.1484/m.usml-eb.3.4955.

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Bennesved, Peter, i Casper Sylvest. "Embedding Preparedness, Assigning Responsibility: The Role of Film in Sociotechnical Imaginaries of Civil Defence". W Cold War Civil Defence in Western Europe, 103–28. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-84281-9_5.

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AbstractThis chapter examines the role of film and television in embedding sociotechnical imaginaries of civil defence during the early nuclear age (c. 1949–1965) by zooming in on Sweden and Denmark, two neighbouring countries that differed both in terms of their political position in the Cold War and in the scale of their civil defence efforts. Following a theoretical discussion of the psychosocial effects of films and their manner of circulation, we analyse Swedish and Danish films in two periods demarcated by the thermonuclear disruption of civil defence during the mid-1950s. The analysis highlights how films were used to frame technologies and script and perform social norms. We argue that films constitute an important source for understanding the difficulties of embedding sociotechnical imaginaries of civil defence.
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Triplett, Katja. "Translation Policies, Material Book Culture and the Contempt for the World in the Early Jesuit Mission in Japan". W Übersetzungspolitiken in der Frühen Neuzeit / Translation Policy and the Politics of Translation in the Early Modern Period, 173–201. Berlin, Heidelberg: Springer Berlin Heidelberg, 2024. http://dx.doi.org/10.1007/978-3-662-67339-3_9.

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AbstractJapanese Jesuit prints of the sixteenth and seventeenth centuries bear witness to early attempts to translate both well-known and newly composed texts for the Catholic mission in Japan. The Jesuits followed various translation policies for their missionary project during the “Christian century” in Japan. After 1590, recognizing the importance of the book medium in Japan, they relied on the distribution of their texts mainly in the form of printed books and experimented with the printing of various scripts to represent the Japanese language. This article examines the cultural filters that controlled the selection of the texts to be translated and the manner in which core Catholic teachings were presented. It analyzes missionary letters and reports about translation policies and cultural accommodation as well as selected editions of the Japanese translation of the Contemptus mundi (1596, 1610), a popular devotional book. The analysis shows that the translation policies of the early Jesuit missions in Japan were highly experimental and dynamic.
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"Agradecimientos". W Scripta manent, 13–14. Vervuert Verlagsgesellschaft, 2007. http://dx.doi.org/10.31819/9783964562777-001.

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"Advertencia preliminar". W Scripta manent, 15–28. Vervuert Verlagsgesellschaft, 2007. http://dx.doi.org/10.31819/9783964562777-002.

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"I. Los Inicios De La Difusión Impresa Del Romancero". W Scripta manent, 29–46. Vervuert Verlagsgesellschaft, 2007. http://dx.doi.org/10.31819/9783964562777-003.

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"II. La Creación De Un Género". W Scripta manent, 47–96. Vervuert Verlagsgesellschaft, 2007. http://dx.doi.org/10.31819/9783964562777-004.

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"III. Pliegos Sueltos Y Transmisión Textual". W Scripta manent, 97–110. Vervuert Verlagsgesellschaft, 2007. http://dx.doi.org/10.31819/9783964562777-005.

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Streszczenia konferencji na temat "Scripta Manent"

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Carvalho, Lucas, Joana Malaverri i Claudia Medeiros. "Implementing W2Share: Supporting Reproducibility and Quality Assessment in eScience". W XI Brazilian e-Science Workshop. Sociedade Brasileira de Computação - SBC, 2020. http://dx.doi.org/10.5753/bresci.2017.9916.

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An open problem in scientific community is that of supporting reproducibility and quality assessment of scientific experiments. Solutions need to be able to help scientists to reproduce experimental procedures in a reliable manner and, at the same time, to provide mechanisms for documenting the experiments to enhance integrity and transparency. Moreover, solutions need to incorporate features that allow the assessment of procedures, data used and results of those experiments. In this context, we designed W2Share, a framework to meet these requirements. This paper introduces our first implementation of W2Share, which moreover guides scientists in step-by-step process to ensure reproducibility based on a script-to-workflow conversion strategy. W2Share also incorporates features that allow annotating experiments with quality information. We validate our prototype using a real-world scenario in Bioinformatics.
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Barzinji, Arazu, Hamdia Ahmed i Abubakir Saleh. "Perception of mothers about dental caries of their children in Erbil city, Iraq: A qualitative study". W 3rd Scientific Conference on Women’s Health. Hawler Medical University, 2022. http://dx.doi.org/10.15218/crewh.2022.07.

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Background & objectives: Mother's health education is an important factor and has a significant effect on child tooth decay. This study aimed to identify perception of mother about dental caries of their children in Erbil city, Iraq. Methods: A qualitative study involving interviewing 29 women was conducted in Erbil, Iraq, from December 2021 to June 2022. Required data were gathered by conducting in-depth semi-structured interviews with participants. The interviews were recorded and transcribed verbatim. The scripts were analyzed using the six methodological activities of Van Manen (1990), and the themes were extracted. Results: Most mothers said that their child's teeth are rotten because of eating sweets and not brushing their teeth. The majority of mothers did not know the type of teeth and symptoms of tooth decay in their children. Most of them thought that the milk tooth falls out by itself and is replaced by another tooth. Many suggestions have been made to improve dental health of the children like putting oral health program in the curriculum of the schools, education programs for the mother. Conclusions: Most of the mothers do not have information about teeth decay. They took their child to dentist, when their child restless due to tooth pain. Mothers suggested that, ministry of health and education should work together to increase dental health education of children and mothers.
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Genç, Mehmet Onur, Necmettin Kaya i Süleyman Konakçı. "Experimental Verification of Rubber Clutch Spring Damper Torque Behavior in Time-Dependent Manner and System Optimization Using Simulated Annealing Algorithm Integrated With 1-D Modeling". W ASME 2019 International Mechanical Engineering Congress and Exposition. American Society of Mechanical Engineers, 2019. http://dx.doi.org/10.1115/imece2019-10965.

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Abstract Automobile components are subjected to high dynamic loads and vibrations under operational conditions which needs detailed system analysis for work properly. The torque generated in the engine creates oscillations, and this case occurred at different levels of frequencies. Clutch is one of the important part of automobile powertrain system with torque transmission controlling and vibration damping properties. Metallic helical springs are widely preferred within the clutch discs with their durable mechanic properties against dynamic variables on an automobile. This study develops the novel approach on the time-based investigation of rubber clutch springs, and system optimization for torsional vibration damping using the simulated annealing algorithm method. In this purpose, the torque behavior of the rubber spring instead of the helical spring was investigated by experimentally in time-dependent manner. Rubbers consist of polymer chains which are highly sensitive to dynamic variables such as operation time, frequency and thermal load. The clutch disc which includes rubber damper spring made of NBR (Nitril rubber) is experimentally tested with functional torque measurement at different compression cycle times to observe rubber damper spring viscoelastic time-based behavior. As the next step, 1-D modeling of powertrain system, including rubber clutch damper springs, were subjected to vibration optimization with simulated annealing (SA) algorithm. Thus, the simulated annealing (SA) algorithm was developed, and integrated run is provided with 1-D modeling for optimization in Python script. This methodology accelerates the powertrain system optimization using both rubber and metallic damper types with eliminating many of real vehicle testing and saving cost and time before the production phase. Also, results give an idea on the importance of 1-D simulation before design modeling of rubber clutch damper system based on time-dependent conditions.
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Maxim, Ioan. "FROM TEACHING TRIP TO EDUCATIONAL SOFTWARE". W eLSE 2014. Editura Universitatii Nationale de Aparare "Carol I", 2014. http://dx.doi.org/10.12753/2066-026x-14-108.

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Teaching trip, as organizational form of teaching, is situated at the border between formal and non-formal education. An adequate teaching scenario for a teaching trip can definitely place this activity in the field of formal education. In educational terms, non-formal educational trip shade make it an attractive, dynamic and consistent activity, strongly influenced by technical memo elements, which combines intuitive scientific argument, rigorously and systematically. The paper aims to implement in a unitary teaching scenario, attractive and spectacular elements specific to the educational trip with the ones of formal teaching, leading to a logical project of educational software, which constitutes a turning point in the designing learning programs. Teaching scenario for the learning program allow the student, intuitive initially, to approach scientific context of the lesson, afterwards using traditional teaching methods and procedures, as exposure, demonstration, explanation, it to be presented the lesson included Sciences, systematically and organized. Learning program creates a virtual scientific space and allows the student to explore and discover new content elements in a logical and intuitive context. Prospective manner places the student at the center of cognitive context, maintaining and feeding their interest to scientific content. The logical sequence of content elements generates a visual slide show in lesson scientific virtual space. This script element of didactic scenario is inspired by the trip didactic. The teacher, who intervenes with rigorous explanations backed with arguments as audio, video or text format, is the student guide in the virtual space of lesson. A rebound in similar contextual frame offers the possibility of implementation, in learning program, to sequential feedback and formative assessment. New manner of learning programs design, presented in the paper, allow sensible removal of student-centered instruction paradigm and near to the resource-based learning paradigm.
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Wang, Nanxin, i Jie Cheng. "EMAT: An Engineering Methodology Application Tool". W ASME 1995 15th International Computers in Engineering Conference and the ASME 1995 9th Annual Engineering Database Symposium collocated with the ASME 1995 Design Engineering Technical Conferences. American Society of Mechanical Engineers, 1995. http://dx.doi.org/10.1115/cie1995-0730.

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Abstract More and more applications in today’s automotive industry call for integration of existing product design/analysis programs into packages to perform a higher level of system functionality, such as total engine analysis, model-based engine mapping, and powertrain system or vehicle optimization. The functional and procedural specifications for these integrations are often referred to as engineering methodologies. To enable the rapid prototyping of these methodologies, a generic software integration framework, EMAT (Engineering Methodology Application Tool) has been developed. EMAT consists of a high-level language environment MDL (Methodology Description Language) and a program for process execution scheduling and monitoring based on an artificial intelligence technology called Blackboard. Under the EMAT framework, a user can easily specify the control flow and data flow for any methodology in a declarative manner. Such a specification only needs to contain logical orders in which individual component programs will be executed (such as sequence, branching, or looping), and the input/output connections between the programs. EMAT will then dynamically interpret this specification into procedures that actually carry out the execution. In contrast to the conventional integration practices such as developing application specific scripts, EMAT provides a generic and high level means for integration, which improves hot only the efficiency of programing, but also the modularity, maintainability, and reusability of software. EMAT is currently being applied to the integration of multiple engine simulation programs to prototype complicated engineering methodologies for a wide range of applications within FORD.
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Hesar, Majid. "Large Scale Earthquake Analysis of Integrated Subsea Facilities". W ASME 2018 37th International Conference on Ocean, Offshore and Arctic Engineering. American Society of Mechanical Engineers, 2018. http://dx.doi.org/10.1115/omae2018-78090.

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Subsea facilities located in earthquake-prone regions of the world can be subjected to severe excitation and have to be designed in a two-tier manner against both ELE and ALE level earthquakes. The return period of these earthquake levels can be 100–300 years and greater than 1000 years, respectively. These facilities may typically consist of rigid pipelines, sliding PLET structures on skirted or hybrid mudmat foundations, connected via rigid spools or jumpers to manifolds on suction pile foundations, with flexible flowlines hanging off goosenecks. In recent practice Subsea 7 have developed a novel methodology for modelling and simulating the seismic response of such complex clusters in which the so called “system effects” are intractable and dominate the response of certain critical components. Chief amongst the latter are rigid spools and jumpers that span large distances between PLEM, PLET and X-Tree structures without touching the seabed. In the nonlinear implicit direct integration dynamic FE analyses in Abaqus each of the cluster models in a project is subjected to time history accelerations of seven representative earthquakes, as per ISO 19901-2 requirements. Hysteretic damping characteristics of soil-structure interfaces are modelled with special kinematically hardening elements, calibrated to the site-specific seabed geotechnical properties. Specially developed post processing scripts are used to automatically extract the vital information from the large amount of data produced and perform the unity checks of various components to their respective codes of practice.
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Wang, Chengji, Zhiming Luo, Yaojin Lin i Shaozi Li. "Text-based Person Search via Multi-Granularity Embedding Learning". W Thirtieth International Joint Conference on Artificial Intelligence {IJCAI-21}. California: International Joint Conferences on Artificial Intelligence Organization, 2021. http://dx.doi.org/10.24963/ijcai.2021/148.

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Most existing text-based person search methods highly depend on exploring the corresponding relations between the regions of the image and the words in the sentence. However, these methods correlated image regions and words in the same semantic granularity. It 1) results in irrelevant corresponding relations between image and text, 2) causes an ambiguity embedding problem. In this study, we propose a novel multi-granularity embedding learning model for text-based person search. It generates multi-granularity embeddings of partial person bodies in a coarse-to-fine manner by revisiting the person image at different spatial scales. Specifically, we distill the partial knowledge from image scrips to guide the model to select the semantically relevant words from the text description. It can learn discriminative and modality-invariant visual-textual embeddings. In addition, we integrate the partial embeddings at each granularity and perform multi-granularity image-text matching. Extensive experiments validate the effectiveness of our method, which can achieve new state-of-the-art performance by the learned discriminative partial embeddings.
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Chang, Chenghung P., Felipe Arango, Dror Kodman, Sven K. Esche i Constantin Chassapis. "Utilization of Immersive Collaborative Student Laboratory Simulations Developed Using a Game Engine". W ASME 2006 International Mechanical Engineering Congress and Exposition. ASMEDC, 2006. http://dx.doi.org/10.1115/imece2006-14532.

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Recently, commercial game engines and the associated software development kits have reached a level of maturity where it becomes feasible to rapidly and efficiently develop and deploy software for generating virtual environments. This paper will discuss the various possible ways of developing interactive multiplayer simulations for student laboratory instruction and professional training. Instead of developing software from the ground up, an existing commercial game engine and its corresponding software development kit (SDK) can be used as development tools for building such educational content. In doing so, the developers can take advantage of the game engines' advanced methods for generating animated graphics, simulating physical interactions between 3D objects, as well as facilitating multiplayer dynamics. Based on this approach, various usage scenarios can be developed cost-effectively. These can then be explored by the students or trainees in an inherently safe and immersive manner. Furthermore, the educational content can be tailored to address the students' different learning modalities. A number of predefined scenarios can be constructed, which exercise the students' problem solving skills by mimicking typical problems that might occur when carrying out actual hands-on experiments. In addition, the experimental scripts imbedded within the system allow one to monitor - and possibly even enforce - active participation and collaboration by all students of a laboratory group, which are considered two crucial factors in improving learning. This multi-disciplinary research is being carried out at Stevens Institute of Technology (SIT) with funding from a multi-year grant by the National Science Foundation's Information Technology Research program.
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Souza, Gregory Lauar e., Flávio Henrique Batista de Souza, Marconi Augusto Aguiar dos Reis, Raoni Aldrich Dorim, Elisângela Cristine Oliveira Gonçalves, Ana Luiza Silva Floriano, Bruna de Souza Tavares i in. "Gamification as a Neurology Teaching Method". W XIII Congresso Paulista de Neurologia. Zeppelini Editorial e Comunicação, 2021. http://dx.doi.org/10.5327/1516-3180.295.

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Background: Digital games play an important role in the learning process, and are used to teach languages and train surgeons. Based on theoretical frameworks that prove the relevance of games in teaching, we began developing a computer game that simulates a hospital, so that medical students could analyze clinical cases from different areas of medical science, including neurology, while playing a game. Objectives: Create a game to teach medicine in a ludic manner. Design and Setting: The game is being developed by Doctors, Programmers, Engineers, students of Medicine, Information Technology (IT), Design and Architecture from Brazil and Peru, in a startup incubator from Centro Universitário de Belo Horizonte, in partnership with the Universidad Científica del Sur, Lima, Peru. Methods: Medical students, under the supervision of Doctors, defined behavioral algorithms, based on Brazilian guidelines, and outcomes (i.e. gain or loss of points, clinical improvement or worsening) addressing different topics in Medicine. Design students created the artistic elements. IT students programmed the prototype of the game using Unity software. Results: An expandable minimum viable product was obtained, with artistic elements of two characters, one being a non-playable character, a scenario, and a dialogue script based on a clinical examination of a patient. Conclusion: The software is running, with the launch of the pre-alpha version in December 2021. A scoring system will be included for qualitative assessment of the player, as well as feedback reports to educate the player. We speculate this game will improve accuracy and clinical skills of medical students.
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Hale, Mark A., James I. Craig i Dimitri N. Mavris. "A Lean-Server Approach to Enabling Collaboration Using Advanced Design Methods". W ASME 1999 Design Engineering Technical Conferences. American Society of Mechanical Engineers, 1999. http://dx.doi.org/10.1115/detc99/dac-8597.

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Abstract The design framework research community utilizes the internet as a facilitator for collaborative activities. The internet provides a platform independent interface and geographic distribution. Information can be easily represented to the end-user using the HyperText Markup Language and can be coded in a reasonable timeframe. A shortcoming of exploiting this technology further is the reliance on existing Web servers to interface with analysis tools and design services. In this case, interactive components require auxiliary processes (called CGI scripts) to be started by the server that are used in an inefficient manner. This model does not provide the user-oriented capability required by standalone applications. Java offers improvements in client-side processing but a server bottleneck still exists. A novel approach using lean-servers is introduced as an alternative method for providing an efficient server-side computing model. In this case, internet requests are brokered directly by the design application by providing a gateway to the application’s programming interface using a HyperText Transfer Protocol compliant layer. This allows requests to be managed directly by the application rather than requiring auxiliary services. Step-by-step directions for implementing this approach using a case study of an existing design framework are given in this paper. A prototype system, called the Systems Programming Architecture for Collaborative Engineering, is described as one scenario for implementing the lean-server technology. Usability of the approach is demonstrated through a Design of Experiments example that is representative of modern design methods. This example also demonstrates collaboration because it executes asynchronously with multi-user intervention at any time during the process. In hindsight, the lean-server approach is an enabling technology for collaborative design and focuses future research direction on the establishment of collaborative design practices.
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