2013
Autores
Vasconcelos Raposo, J; Moreira, JM; Teixeira, CM;
Publicação
Motricidade
Abstract
The motivational orientation of an athlete aims to improve their skills (task) and getting a good result in a given competition (ego). Thus, the purpose of the present study was to compare players of one Portuguese team handball club. The independent variables were: competitive levels, years as competitors, time presence as player in the club and competitive position. The dependent variables were motivational orientations: task and ego. The sample consisted of 57 male athletes borne between 1977 and 1997. The Task and Ego Orientation Questionnaire in Sport (TEOSQp), validated by Fernandes and Vasconcelos-Raposo (2010) was used. Results revealed that the handball players in the club studied present high scores on both task and ego orientation with a higher score at the level of task orientation. The present results are not in accordance with previous studies. However they do not contradict consolidated theoretical proposal. Senior athletes presented higher scores in task orientation and lower on ego. Comparisons by years in competition, time presence in the club and competitive position in the do influence significantly the motivational orientation among this club team handball players.
2013
Autores
Cardoso, P; Carvalhais, M;
Publicação
CITAR Journal - Journal of Science and Technology of the Arts
Abstract
2013
Autores
Sousa, TB; Martins, A;
Publicação
Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)
Abstract
Monitor, control and process data on top of distributed networks has been a trending topic in the past few years, with ubiquity being adjective to computing and, gradually, the Internet of Things becoming a reality in home and factory automation or Ambient Assisted Living (aal). Still, there is a general lack of knowledge and best practices on how to build systems that integrate devices and services from third-parties which connect dynamically with each other. Recurring problems such as security, clustering, message passing, deployment and other orchestration details also lack a standardized solution. The authors describe a platform that simplifies the bootstrap and maintenance of such complex systems, presenting its application in an aal scenario. Such platform could orchestrate most distributed systems, possibly setting a pattern for distributed ubiquitous computing. © 2013 Springer-Verlag Berlin Heidelberg.
2013
Autores
Correia, FilipeFigueiredo;
Publicação
Conference on Systems, Programming, and Applications: Software for Humanity, SPLASH '13, Indianapolis, IN, USA, October 26-31, 2013 - Companion Volume
Abstract
Creating and using software documentation presents numerous challenges, namely in what concerns the expression of knowledge structures, consistency maintenance and classification. Adaptive Software Artifacts is a flexible approach to expressing structured contents that tackles these concerns, and that is being realized in the context of a Software Forge. Copyright © 2013 by the Association for Computing Machinery, Inc. (ACM).
2013
Autores
Simões J.; Redondo R.D.; Vilas A.F.;
Publicação
Computers in Human Behavior
Abstract
As video games, particularly, social games are growing in popularity and number of users, there has been an increasing interest in its potential as innovative teaching tools. Gamification is a new concept intending to use elements from video games in non-game applications. Education is an area with high potential for application of this concept since it seeks to promote people's motivation and engagement. The research in progress will try to find how to apply social gamification in education, testing and validating the results of that application. To fulfil these objectives, this paper presents the guidelines and main features of a social gamification framework to be applied in an existent K-6 social learning environment.
2013
Autores
Rodrigues, PL; Rodrigues, NF; Fonseca, J; Lima, E; Vilaca, JL;
Publicação
JOURNAL OF ENDOUROLOGY
Abstract
Background and Purpose: Precise needle puncture of the kidney is a challenging and essential step for successful percutaneous nephrolithotomy (PCNL). Many devices and surgical techniques have been developed to easily achieve suitable renal access. This article presents a critical review to address the methodologies and techniques for conducting kidney targeting and the puncture step during PCNL. Based on this study, research paths are also provided for PCNL procedure improvement. Methods: Most relevant works concerning PCNL puncture were identified by a search of Medline/PubMed, ISI Web of Science, and Scopus databases from 2007 to December 2012. Two authors independently reviewed the studies. Results: A total of 911 abstracts and 346 full-text articles were assessed and discussed; 52 were included in this review as a summary of the main contributions to kidney targeting and puncturing. Conclusions: Multiple paths and technologic advances have been proposed in the field of urology and minimally invasive surgery to improve PCNL puncture. The most relevant contributions, however, have been provided by the application of medical imaging guidance, new surgical tools, motion tracking systems, robotics, and image processing and computer graphics. Despite the multiple research paths for PCNL puncture guidance, no widely acceptable solution has yet been reached, and it remains an active and challenging research field. Future developments should focus on real-time methods, robust and accurate algorithms, and radiation free imaging techniques.
The access to the final selection minute is only available to applicants.
Please check the confirmation e-mail of your application to obtain the access code.