By Olav Westphalen, published in "Dysfunctional Comedy - A Reader," Sternberg Press 2016 (Editors: Livia Paldi and Olav Westphalen) "Tools for Fools" discusses the recent interest of contemporary art in various genres of commercial... more
By Olav Westphalen, published in "Dysfunctional Comedy - A Reader," Sternberg Press 2016 (Editors: Livia Paldi and Olav Westphalen)
"Tools for Fools" discusses the recent interest of contemporary art in various genres of commercial comedy. It employs some general insights from the field of humor theory to weigh the efficacy or "comedy" as a tool of criticism.
Everybody thinks they have a good sense of humor, but many never bother trying to improve it. A sense of humor is something that can be learned and developed over time. This classic book teaches me how to make people laugh, when I want!
During development, many preschoolers need stimulation and support from the surrounding environment. Because at that time early childhood entered the golden age or golden age. Early childhood education is needed to help the spiritual and... more
During development, many preschoolers need stimulation and support from the surrounding environment. Because at that time early childhood entered the golden age or golden age. Early childhood education is needed to help the spiritual and physical development of early childhood before entering elementary school education. The efforts made are formal and informal preschools such as Kindergarten, Playgroup, RA and so on. The preschool requires a good quality place so that children can grow and develop both physically and mentally. This design aims to implement interior elements that are in accordance with interior rules and improve the quality of education in early childhood and prioritize comfort, safety and health, for that many aspects of the interior (dimensions, shape of furniture, materials, colors applied in the interior) that must be considered so that the goals to guide, educate and support children's development can be achieved. The method used is interviews, field data and literature and analysis of existing problems. From these results the concept used in this design is to use the style and theme of Natural Cheerful Contemporary with the impression to be applied is fun, safe and comfortable.
Accurate multiple alignments of 86 domains that occur in signaling proteins have been constructed and used to provide a Web-based tool (SMART: simple modular architecture research tool) that allows rapid identification and annotation of... more
Accurate multiple alignments of 86 domains that occur in signaling proteins have been constructed and used to provide a Web-based tool (SMART: simple modular architecture research tool) that allows rapid identification and annotation of signaling domain sequences. The majority of signaling proteins are multidomain in character with a considerable variety of domain combinations known. Comparison with established databases showed that 25% of our domain set could not be deduced from SwissProt and 41% could not be annotated by Pfam. SMART is able to determine the modular architectures of single sequences or genomes; application to the entire yeast genome revealed that at least 6.7% of its genes contain one or more signaling domains, approximately 350 greater than previously annotated. The process of constructing SMART predicted (i) novel domain homologues in unexpected locations such as band 4.1-homologous domains in focal adhesion kinases; (ii) previously unknown domain families, including a citron-homology domain ; (iii) putative functions of domain families after identification of additional family members, for example, a ubiq-uitin-binding role for ubiquitin-associated domains (UBA); (iv) cellular roles for proteins, such predicted DEATH domains in netrin receptors further implicating these molecules in axonal guidance; (v) signaling domains in known disease genes such as SPRY domains in both marenostrinpyrin and Midline 1; (vi) domains in unexpected phylogenetic contexts such as diacylglycerol kinase homologues in yeast and bacteria ; and (vii) likely protein misclassifications exemplified by a predicted pleckstrin homology domain in a Candida albicans protein, previously described as an integrin. The functions of only a small fraction of known proteins have been determined by experiment. As a result, the use of computational sequence analysis tools is essential for the annotation of novel genes or genomes, and the prediction of protein structure and function. Currently, the most informative of these techniques are database search tools such as BLAST
This theoretical essay is to clarify what could be a deeper approach to education and its characteristics. The deep approach is a broad phenomenon that encompasses several domains. It manifest a turning point in the way we reflect on a... more
This theoretical essay is to clarify what could be a deeper approach to education and its characteristics. The deep approach is a broad phenomenon that encompasses several domains. It manifest a turning point in the way we reflect on a variety of disciplines such as ecology, economy, engineering, mathematics, cross-cultural communication, psychology, and languages. The trend is influenced by semiotics—the science of meaningful signs—as an overarching discipline, process philosophy and complexity theory to address ontological dualism. The deep approach is an applied trend that is revolutionizing the ways we think about what should be accomplished in Education and Teacher Education, and how it should be done. It defines a move towards deeper conceptions of curricula in any disciplines and towards curriculum interconnectedness.
For many years, the approach taken towards technology design focused on supporting the effective, efficient, and satisfying use of it. The way people use technology has shifted from merely using it to enjoying using it. This paper... more
For many years, the approach taken towards technology design focused on supporting the effective, efficient, and satisfying use of it. The way people use technology has shifted from merely using it to enjoying using it. This paper describes an early approach to understanding user experience in context of technologies (e.g. digital cameras, PDAs, and mobile phones), as well as in more general context such as physical activities e.g. exercising, orienteering, and walking, and in context of diaries. The focus of this paper is on hedonic user experience; that is pleasure, enjoyment, excitement, and fun in the context of technology. This study provides insights into factors contributing to and influencing such experiences and the relationships between them.
In recent decades, practitioner interest in the notion of 'play' at work has generated a surge of research on the topic of play-at-work activities. Findings suggest that activity-based play-at-work can produce an array of positive... more
In recent decades, practitioner interest in the notion of 'play' at work has generated a surge of research on the topic of play-at-work activities. Findings suggest that activity-based play-at-work can produce an array of positive outcomes for individuals and the organization. However, there remains uncertainty about which forms of play are effective for meeting which particular objectives as past reviews have either focused on a narrow activity or treated all activities as uniform. In this paper, we draw on knowledge from the play and management literatures to review 122 studies of activity-based play-at-work and its outcomes. By identifying several activity-based play-at-work concepts from the literature, we apply both theoretical and data-driven approaches to generate a two-dimensional typology comprising four categories. These categories are manager-initiated work-embedded play (e.g., serious play), self-/peer-initiated work-embedded play (e.g., experiencing one's work as a 'game,' 'puzzle,' or 'sport'), manager-initiated diversionary play (e.g., celebrations), and self-/peer-initiated diversionary play (e.g., joking practices). In our discussion, we unify play-at-work activities under an energy-management framework and consider implications for understanding each of the four categories in our typology using both theories applied in past research and energy-related theories from neighboring literatures.
— The present paper defines an original approach to game analysis and design able to characterize a given game in a simple, yet efficient, way. Inspired by models widely used across the gaming industry, the proposed framework named A.G.E.... more
— The present paper defines an original approach to game analysis and design able to characterize a given game in a simple, yet efficient, way. Inspired by models widely used across the gaming industry, the proposed framework named A.G.E. is built by defining and layering different concepts: core player Actions, resulting Game-play and emotional Experience of players. These are all linked to each other by the game's own rules and goals to form a cohesive unit that can help in exposing the inner workings of any game. The model is then elaborated further into a regular grammar to provide a more formal and rigorous justification of the proposed framework and overall approach.
La profusión de las redes sociales en la era 2.0 ha supuesto la redefinición de las estrategias de marketing hacia acciones integrales, segmentadas y transmedia, especialmente encaminadas al uso del videomarketing en redes sociales y... more
La profusión de las redes sociales en la era 2.0 ha supuesto la redefinición de las estrategias de marketing hacia acciones integrales, segmentadas y transmedia, especialmente encaminadas al uso del videomarketing en redes sociales y plataformas como YouTube, Vimeo, Intagram, Facebook Live o Periscope entre otras. Este artículo utiliza el análisis de contenido para estudiar los vídeos publicados durante el primer trimestre del año 2017 en el canal corporativo de Chanel en YouTube con el objetivo de identificar los principales formatos utilizados por esta marca de lujo internacional así como sus características, alcance y engagement generado con sus públicos. Los resultados evidencian el uso de la creatividad aplicada al formato de presentación a través de piezas audioviosuales seriadas así como la generación de contenidos exclusivos para públicos más diversos y menos elitistas.
This study explores transitions in student approaches to learning and conceptual development using concept mapping in the context of a learning design with potentially disruptive pedagogies. A developmental frame featuring characteristics... more
This study explores transitions in student approaches to learning and conceptual development using concept mapping in the context of a learning design with potentially disruptive pedagogies. A developmental frame featuring characteristics of disruptive pedagogies (motivation, engagement, higher-order thinking, sociability and fun) is applied to evaluate its effect on learning among postgraduate consumer behaviour students. The study draws on longitudinal concept mapping data and an essay, and survey data on student experiences of embedded technologies in class and online. Evidence of changes to conceptual knowledge structures and transitions to deep learning were found, supported by disruptive pedagogies and interactive settings using embedded technologies. Results indicate multiple, varied tasks and technologies support conceptual development and engage learners in deep and deeper approaches to learning over 13 weeks, in class and online.
The study aimed to develop a relationship for Game theory, Physical Education and Sports. The author gathered facts about game theory, physical education and sports to be supported by its foundations through data gathering, observation,... more
The study aimed to develop a relationship for Game theory, Physical Education and Sports. The author gathered facts about game theory, physical education and sports to be supported by its foundations through data gathering, observation, immersion and previous experiences. The results showed that there are thirteen essential and categories for game theory, physical education and sports. The completeness and the categorizations may be revised or extended depending on the need and a more diversified, thorough research which the author welcomes.
Definiré la diversión por lo que es desde mi punto de vista y con base en la formación que me he hecho del fenómeno y no por lo que se entiende por diversión. Debo advertir que el trabajo presentado no está refinado y es un intento burdo... more
Definiré la diversión por lo que es desde mi punto de vista y con base en la formación que me he hecho del fenómeno y no por lo que se entiende por diversión. Debo advertir que el trabajo presentado no está refinado y es un intento burdo que pretende filosofar sobre el término. Así mismo, se advierte que el concepto ha sido creado de la experiencia y la lectura de algunos autores, pero que ante la falta de información directa del tema sólo han servido para indagar en las pistas que arrojaron sus escritos sobre la cabeza de este humilde y pretencioso escritor, que habiendo incitado a la duda con la expresión anterior no busca sin embargo, parecer pedante y arrogante. Al fin y al cabo, la diversión puede surgir en momentos de tensión cuando personas como yo, ya no saben a dónde dirigir su atención: a la dedicación de este trabajo o, a darle vueltas al mismo ante la falta de imaginación para salir del embrollo en que se han metido. -Una versión en línea se puedo consultar en el blog: http://ishiba.blogspot.mx/2008/02/fun-toy-aqu-tas-divertido-algunas-notas.html#sthash.KffMnSb6.dpuf
La profusión de las redes sociales en la era 2.0 ha supuesto la redefinición de las estrategias de marketing hacia acciones integrales, segmentadas y transmedia, especialmente encaminadas al uso del videomarketing en redes sociales y... more
La profusión de las redes sociales en la era 2.0 ha supuesto la redefinición de las estrategias de marketing hacia acciones integrales, segmentadas y transmedia, especialmente encaminadas al uso del videomarketing en redes sociales y plataformas como YouTube, Vimeo, Intagram, Facebook Live o Periscope entre otras. Este artículo utiliza el análisis de contenido para estudiar los vídeos publicados durante el primer trimestre del año 2017 en el canal corporativo de Chanel en YouTube con el objetivo de identificar los principales formatos utilizados por esta marca de lujo internacional así como sus características, alcance y engagement generado con sus públicos. Los resultados evidencian el uso de la creatividad aplicada al formato de presentación a través de piezas audioviosuales seriadas así como la generación de contenidos exclusivos para públicos más diversos y menos elitistas.