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1

Averin, Emina, and Majorie Valderrama. "Action words: Studying the involuntary capture of attention of action words." Thesis, Umeå universitet, Institutionen för psykologi, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-51974.

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This study’s aim was to examine how attention is affected by action words. Twenty participants performed a cross‐modal oddball task with a standard sound (a sine wave tone) and two recorded speech sounds as novel sounds (stop and press). The result showed that novel sounds captured attention and increased response time compared to standard. There was a significant difference between “press” and standard and “stop” and standard but not between stop and press. This showed that the participants could not block out the sound and focus on the focal attention task. Even though not significant, the response time for “stop” was the slowest since it may inhibit the involuntary response. The results might be explained by the fact that not enough subjects participated, and because of that same reason the result might not be generalized either.
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2

Peng, Xinjia. "The Iconicity of Consonants in Action Words." Thesis, University of Oregon, 2013. http://hdl.handle.net/1794/13284.

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Saurssure argues that the relationship between form and meaning in language is arbitrary, but sound symbolism theory argues that there are forms in language that can develop non-arbitrary association with meanings. This thesis proposes that there is a sound symbolic association between consonants and action words. To be more specific, a stop sound is likely to be associated with the action of percussion and a continuant sound with continuing movements. Evidence for such an association was found through three empirical studies. The findings of two experiments revealed that such an association is motivated by the gestures when pronouncing the consonants and by their phonetic features. A study of the verbs in Teochew dialect also revealed a similar sound symbolic association existing in the colloquial language. This thesis was conducted to direct attention to the use of empirical methods to investigate sound symbolism in real language.<br>2015-10-03
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3

Yonamine, Noriko. "Words and action : a feminist theory of pornography." Thesis, University of York, 2005. http://etheses.whiterose.ac.uk/10971/.

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4

Pylkkänen, Elisa Maaria. "Words that carry meaning: issue definition and affirmative action." Thesis, McGill University, 2004. http://digitool.Library.McGill.CA:80/R/?func=dbin-jump-full&object_id=18203.

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This paper presents a comparative study of affirmative action policies in effect in seven countries: Australia, Canada, India, the Netherlands, South Africa, United Kingdom, and the United States. Drawing on a wide range of literature, the paper discusses several analytical frameworks that help in describing and accounting for differences between the policies, including the distinction between soft and hard affirmative action, ideological differences, and the social actors expected to adapt to affirmative action legislation. Ultimately, however, it is argued that the greatest insights can be gained by applying the issue definition perspective into the study of affirmative action, in particular by examining the language associated with these policies. Based on the analysis, a typology of affirmative action policies is developed, bringing together the findings of the different analytical perspectives presented in the paper.<br>Le présent mémoire est une étude comparée de politiques d’action positive en vigueur dans sept pays : l’Australie, le Canada, l’Inde, les Pays-Bas, l’Afrique du Sud, le Royaume-Uni, et les États-Unis. Se basant sur une variété d’études universitaires, le mémoire aborde trois approches analytiques qui ajoutent à notre compréhension des différences entre les politiques : la distinction entre les mesures antidiscriminatoires dites douces et dures, les différences idéologiques, et les acteurs sociaux dont le comportement est visé par la législation. L’argument principal s’appuie sur la perspective théorique de définition de problèmes et soutient que la langue associée avec les politiques d’action positive nous aide à comprendre les différences observées entre ces politiques. Enfin, une typologie de programmes d’action positive est développée à partir des cadres analytiques présentés tout au long de l’étude. fr
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5

Vinson, D. P. "Representing meaning : a feature-based model of object and action words." Thesis, University College London (University of London), 2009. http://discovery.ucl.ac.uk/14891/.

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The representation of word meaning has received substantial attention in the psycholinguistic literature over the past decades, yet the vast majority of studies have been limited to words referring to concrete objects. The aim of the present work is to provide a theoretically and neurally plausible model of lexical-semantic representations, not only for words referring to concrete objects but also for words referring to actions and events using a common set of assumptions across domains. In order to do so, features of meaning are generated by naïve speakers, and used as a window into important aspects of representation. A first series of analyses test how the meanings of words of different types are reflected in features associated with different modalities of sensory-motor experience, and how featural properties may be related to patterns of impairment in language-disordered populations. The features of meaning are then used to generate a model of lexical-semantic similarity, in which these different types of words are represented within a single system, under the assumption that lexical-semantic representations serve to provide an interface between conceptual knowledge derived in part from sensory-motor experience, and other linguistic information such as syntax, phonology and orthography. Predictions generated from this model are tested in a series of behavioural experiments designed to test two main questions: whether similarity measures based on speaker- generated features can predict fine-grained semantic similarity effects, and whether the predictive quality of the model is comparable for words referring to objects and words referring to actions. The results of five behavioural experiments consistently reveal graded semantic effects as predicted by the feature-based model, of similar magnitude for objects and actions. The model's fine-grained predictive performance is also found to be superior to other word-based models of representation (Latent Semantic Analysis, and similarity measures derived from Wordnet).
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6

Franzén, Frida. "From words to action : Lessons from active stakeholder participation in water management." Doctoral thesis, KTH, Hållbar utveckling, miljövetenskap och teknik, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-166232.

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Water governance worldwide is going through a shift towards more holistic and participatory approaches. In Europe, the EU Water Framework Directive (WFD) adopted in 2000, aims at protecting surface water and groundwater. The WFD emphasizes the importance of stakeholder participation in planning and implementation of the directive, and in order to reach environmental objectives. However, the empirical findings are insufficient regarding how stakeholder participation can lead to improved decisions and implemented plans. In Sweden, a major water quality problem is eutrophication caused to a large extend by diffuse nutrient leakage from agriculture. Therefore, it is important to involve farmers in water management, since their participation can lead the commitment of mitigation measures for reduced nutrient leakage. The overall aim of this study is to contribute the knowledge and understanding of active stakeholder participation in water management, in particular how it can lead to implementation of water quality objectives. The thesis addresses stakeholder participation in eutrophication management in local Swedish catchments, with a particular focus on farmers’ participation in the commitment of mitigation measures. The results are based on case study research, involving four catchment areas in Sweden with severe eutrophication problems. The thesis identified socio-demographic factors, farmers’ knowledge, and the level of existing information and economic support for wetland creation, as factors affecting farmers’ willingness to participate in wetland creation to mitigate nutrient leakage. In the local catchment groups studied, farmers and other local stakeholders participated to discuss potential mitigation activities. In these, farmers emphasized other emitting actors’ responsibility and commitment in local action plans. Where this was realized, social capital within the group increased and led to further collaboration. The thesis also analyzed large-scale wetland programmes at catchment scale, where the organizational and institutional arrangements were central to realize farmers’ participation: inter-municipal agreements entailed sufficient resources, the organization involved the most relevant actors; and leadership resources were important. The thesis argues that organizing water management at a catchment level can be important to cope with challenges related to stake-holder participation for mitigating diffuse nutrient leakage. In particular for dissemination and collection of information, suggesting potential measures for all concerned actors, provide resources needed to realize actions, and to build trust and collaboration. The thesis also emphasized that stakeholder participation has to be underpinned by a genuine meaning, both for the initiators and the participants.<br><p>QC 20150506</p>
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Ževžikovaitė, Marija. "Veiksmo pavadinimo konstrukcijos dalykinio stiliaus tekstuose (Lyginamoji analizė)." Master's thesis, Lithuanian Academic Libraries Network (LABT), 2014. http://vddb.library.lt/obj/LT-eLABa-0001:E.02~2011~D_20140627_170533-13457.

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Veiksmo pavadinimo konstrukcijos – būdingi šiuolaikinių technologijų, mokslo, teisės verslo ir daugelio kitų sričių kalbos bruožai. Šie žodžiai suteikia pavadinimą įvairiems procesams, procedūroms, metodams ir kt., todėl jie plačiai vartojami įvairiuose oficialiuose dokumentuose, ir būtent šie dokumentai dažnai apibūdinami kaip turintys bene daugiausia veiksmų pavadinimų konstrukcijų. Šiais laikais žmonės, kalbantys skirtingomis kalbomis, nuolat turi bendrauti, ir todėl dažnai atsiranda būtinybė versti oficialius dokumentus iš vienos kalbos į kitą. Taigi, pagrindinė keliama hipotezė, kad vertėjai, versdami oficialius dokumentus, vartoja tam tikrus žodžius, kurie apibrėžia skirtingus veiksmus, ir jie verčia šiuos žodžius pasitelkdami pačias produktyviausias priemones, t.y. produktyviausias priesagas anglų ir lietuvių kalbose, tuo tarpu kitas priesagas vartodami labai retai. Šio magistrinio darbo tema – „Veiksmo pavadinimo konstrukcijos dalykinio stiliaus tekstuose” (lyginamoji analizė). Nors praeityje daugelis mokslininkų tyrinėjo veiksmo pavadinimo konstrukcijas tiek anglų, tiek lietuvių kalboje, šios konstrukcijos dar nebuvo nagrinėjamos oficialiuose dokumentuose bei lyginamos tarpusavyje. Magistrinio darbo tikslas – atskleisti būdus, kaip yra sudaromi veiksmų pavadinimai, ir kaip jie yra verčiami anglų ir lietuvių kalbų dalykinio stiliaus tekstuose, atsižvelgiant tiek į jų formą, tiek į prasmę. Šiame darbe buvo apibrėžta veiksmo sąvoka, išskirta derivacinės morfologijos... [toliau žr. visą tekstą]<br>Action defining words are characteristic features of the modern language style of technology, science, law, business and many other fields. They create an individual subgroup of naming units in the vocabulary inventory. From the point of view of terminological use, action defining words may designate processes, procedures, methods, ways of processing materials and administration acts. Such words are widely used in different formal documents, and, therefore, the texts are characterized as having a great many of action defining words. Nowadays, as different language speakers regularly communicate, formal documents are facing the necessity to be translated from one language to another. Thus, the main hypothesis of the research is suggested by the fact that in formal texts translators use a determined set of words which define actions and consequently their translations often are performed in a particular manner: they use the most productive English and Lithuanian suffixes leaving aside other linguistic means. In other words, translators do not vary and choose the easiest ways how to express the action in the process of translating. Although there are many research studies carried out on the action defining words by the English and Lithuanian linguists, such as Quirk (1972), Holvoet (2006), Keinys (1999), Pakerys (2006), comparative investigations on the issue of the action defining words in English and Lithuanian are not widespread. This Master thesis aims at revealing the means... [to full text]
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8

Janse, van Rensburg Ina. "Building Quality into Formative Assessment: Using Action Research as a tool for improvement." Diss., Pretoria : [s.n.], 2004. http://upetd.up.ac.za/thesis/available/etd-03152005-121401.

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9

Devaney, Lee P. G. "Sticks and stones may break my bones but can words hurt beneficiaries of affirmative action?" Thesis, Queen's University Belfast, 2013. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.601148.

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Four experiments investigated if beneficiaries of affirmative action experience stereotype threat and its negative consequences. Study one consisted of an experiment in which we simulated affirmative native action procedures. We found that affirmative action programs which do not ensure beneficiaries of their equality of merit and ability, can induce stereotype threat and its negative consequences. However we recognised that the previous affirmative action manipulations may not match the forms of Affirmative action utilized in Northern Ireland. Therefore study two used a more applicable "weak" preferential selection manipulation. We found that this found of affirmative action did not induce stereotype threat nor its negative consequences as these participants knew the stereotype of affirmative action was not true of themselves. However the stereotype threat hypothesis postulates that stereotype endorsement is not necessary to induce stereotype threat. Study three empirically tested this assumption. We manipulated both the presentation of a stereotype, and participants' personal endorsement of that stereotype. We found that the inducement of stereotype threat does not in fact require stereotype endorsement. This finding leads us to ask why affirmative action in study two did not induce stereotype threat. We hypothesised that these participants simply were not aware they were part of a stereotyped group. Therefore in study four we presented beneficiaries of weak preferential selection manipulations with the widespread stereotype surrounding affirmative action. We found that when beneficiaries of weak affirmative action procedures encounter the negative stereotype associated with affirmative action, stereotype threat is induced. The present research contributes to the previous literature by moving the argument on from the forms of affirmative action used, to how public discourses and presentations of affirmative action may be the true cause for concern. Moreover this thesis also contributes to the stereotype threat literature by empirically that stereotype threat does not depend on stereotype endorsement.
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Ballón, Ossio Adriana [Verfasser], and Benno [Akademischer Betreuer] Pokorny. "Unravelling the challenges of turning words into action Reflections on Buen Vivir (‘good living’) in Bolivia." Freiburg : Universität, 2020. http://d-nb.info/122723192X/34.

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11

Coetzee, Mariette. "The fairness of affirmative action an organisational justice perspective /." Thesis, Pretoria : [s.n.], 2004. http://upetd.up.ac.za/thesis/available/etd-04132005-130646.

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12

Eiteljörge, Sarah Fé Vivian [Verfasser], Nivedita [Akademischer Betreuer] Mani, Nivedita [Gutachter] Mani, and Birgit [Gutachter] Elsner. "Deeds not Words? Dynamics in Word and Action Learning during Early Childhood / Sarah Fé Vivian Eiteljörge ; Gutachter: Nivedita Mani, Birgit Elsner ; Betreuer: Nivedita Mani." Göttingen : Niedersächsische Staats- und Universitätsbibliothek Göttingen, 2019. http://d-nb.info/1196873909/34.

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13

Handl, Andrea. "World of faces, words and actions : Observations and neural linkages in early life." Doctoral thesis, Uppsala universitet, Institutionen för psykologi, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-281242.

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From the start of their lives, infants and young children are surrounded by a tremendous amount of multimodal social information. One intriguing question in the study of early social cognition is how vital social information is detected and processed and how and when young infants begin to make sense of what they see and hear and learn to understand other people’s behavior. The overall aim of this thesis was to provide new insights to this exciting field. Investigating behavior and/or neural mechanisms in early life, the three different studies included in this thesis therefore strive to increase our understanding on perception and processing of social information. Study I used eye-tracking to examine infants´ observations of gaze in a third-party context. The results showed that 9-, 16- and 24-month-old infants differentiate between the body orientations of two individuals on the basis of static visual information. More particularly, they shift their gaze more often between them when the social partners face each other than when they are turned away from each other. Using ERP technique, Study II demonstrated that infants at the age of 4 to 5 months show signs of integrating visual and auditory information at a neural level. Further, direct gaze in combination with backwards-spoken words leads to earlier or enhanced neural processing in comparison to other gaze-word combinations. Study III, also an EEG investigation, found that children between 18 and 30 months of age show a desynchronization of the mu rhythm during both the observation and execution of object-directed actions. Also, the results suggest motor system activation when young children observe others’ mimed actions. To summarize, the findings reported in this thesis strengthen the idea that infants are sensitive to others´ gaze and that this may extend to third-party contexts. Also, gaze is processed together with other information, for instance words, even before infants are able to understand others’ vocabulary. Furthermore, the motor system in young children is active during both the observation and imitation of another person’s goal-directed actions. This is in line with findings in infants, children and adults, indicating that these processes are linked at neural level.
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Horoufchin, Houpand [Verfasser], Ferdinand [Akademischer Betreuer] Binkofski, and Siegfried [Akademischer Betreuer] Gauggel. "Action and object words are differentially anchored in the sensory motor system - a perspective on cognitive embodiment / Houpand Horoufchin ; Ferdinand Binkofski, Siegfried Gauggel." Aachen : Universitätsbibliothek der RWTH Aachen, 2019. http://d-nb.info/1196018553/34.

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Garguláková, Lucie. "Návrh výroby součásti polohovacího mechanismu." Master's thesis, Vysoké učení technické v Brně. Fakulta strojního inženýrství, 2009. http://www.nusl.cz/ntk/nusl-228616.

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The disertation is focused to the technology of fineblanking. It is concerned to a production of part, which will be used as a mechanism for changing the position of seats in cars. The expected production series is 800.000 pieces per year. With reference to the quantity and demanded quality and also accuracy of blank is choosed precisely technology of fineblanking process with pressure edge. The part will be produced on triple-action press produced by Feintool AG Lyss. It is press GKP – F 160 with mechanical-hydraulic drive. This press and specialy create blanking tool produces two blanks per one action.
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Inocêncio, Luiz Cláudio. "Como se deu a reviravolta pragmática em J. L. Austin." Universidade Estadual do Oeste do Paraná, 2017. http://tede.unioeste.br/handle/tede/3165.

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Submitted by Marilene Donadel (marilene.donadel@unioeste.br) on 2017-11-16T18:43:54Z No. of bitstreams: 1 Luiz_C_Inocencio_2017.pdf: 1208159 bytes, checksum: d5089ce8835e3641ea939d904b9b5c22 (MD5)<br>Made available in DSpace on 2017-11-16T18:43:54Z (GMT). No. of bitstreams: 1 Luiz_C_Inocencio_2017.pdf: 1208159 bytes, checksum: d5089ce8835e3641ea939d904b9b5c22 (MD5) Previous issue date: 2017-08-09<br>This dissertation aims to present and investigate John Langshaw Austin's lectures as compiled in How to do things with words. In the proposed approach, language in Austin is contrasted with tradition and, from this confrontation, we will follow its new way of analyzing language based on action, that is, language will be analyzed within a given social context, with the subject interacting with the social environment. What permeates this whole new horizon is no longer a semantic analysis absolutely centered on the concepts of meaning and reference, truth and falsehood. In addition, other elements are considered important: the subject, the speech, the conventions, the medium where the act of speech is employed. In this sense, the action appears as central element to understand the communication in the work of Austin. What has sometimes been presented as dichotomies between language and thought, idea and representation of the object, or truth and falsity, becomes something more complex. It is a new way of dealing with an old problem concerning, in the end, language and its relationship with the world. In this, the elements investigated begin to be analyzed within a given context, approaching the discourse locked by real actors and daily practice. In addition, the analysis of language is reoriented, going from something to be considered first abstractly and according to its formal properties, to something situated and to properties related to the capabilities of its users. It is, finally, an approach that explores and organizes the philosophy of language by remaining true to a perspective where language as action plays the leading role.<br>Esta dissertação tem como objetivos apresentar e investigar as conferências de John Langshaw Austin tais como compiladas na obra Quando dizer é fazer: palavras e ação. Na abordagem proposta, a linguagem em Austin é contrastada com a tradição e, a partir desse confronto, acompanharemos sua nova maneira de analisar a linguagem pautada na ação, ou seja, a linguagem será analisada dentro de um determinado contexto social, com o sujeito em interação com outras pessoas e o meio social. O que permeia todo esse novo horizonte não é mais uma análise semântica absolutamente centrada nos conceitos de sentido e referência, de verdade e falsidade. Para, além disso, outros elementos passam a ser considerados importantes: o sujeito, a fala, as convenções e o meio onde o ato de fala é empregado. Nesse sentido, a ação aparece como elemento central para compreender a comunicação na obra de Austin. O que por vezes foi apresentado como dicotomias entre linguagem e pensamento, ideia e representação do objeto, ou verdade e falsidade, torna-se algo mais complexo. Refere-se a uma nova forma de enfrentar um antigo problema referente, ao fim, à linguagem e sua relação com o mundo. Nesta, os elementos investigados passam a ser analisados dentro de um determinado contexto, aproximando-se do discurso travado por atores reais e da prática cotidiana. Além disso, reorienta-se a análise da linguagem, que passa de algo a ser considerado primeiramente de modo abstrato e conforme suas propriedades formais para algo situado e conforme propriedades relativas às capacidades de seus usuários. Trata-se, enfim, de uma abordagem que explora e organiza a filosofia da linguagem mantendo-se fiel a uma perspectiva onde a linguagem como ação desempenha o papel principal.
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Strauss, Eltrone. "Generiese riglyne vir die implementering van gelyke geleenthede by 'n groep nie-aangewese werknemers." Diss., Pretoria : [s.n.], 2004. http://upetd.up.ac.za/thesis/available/etd-03162005-150448.

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Thesis (M. Comm. (Human resources management))-University of Pretoria, 2004.<br>Summaries in English and Afrikaans. Includes bibliographical references. Available on the Internet via the World Wide Web.
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França, Maria Teresa Rego de. ""A construção lingüística do riso nas crônicas de José Simão"." Universidade de São Paulo, 2006. http://www.teses.usp.br/teses/disponiveis/8/8142/tde-12122006-094312/.

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Subjaz a este trabalho o objetivo de analisar como o riso e o risível são construídos lingüisticamente. A fundamentação teórica baseia-se em Bergson, Propp, Bahktin, Todorov, Raskin e Attardo. Inicialmente, procedemos a uma retomada histórica, buscando conhecer como o riso e o risível foram explicados por vários pensadores e teóricos de diferentes épocas. De Aristóteles a Freud, pudemos constatar o domínio de três grandes correntes teóricas: a psicológica, a sociológica e a psicanalítica. Somente quando a Lingüística se fixa como ciência, já no século XX, o fenômeno do riso passa a ser estudado sob a perspectiva estritamente lingüística. No segundo capítulo, procedemos à contextualização do corpus e buscamos verificar como a produtividade do humor ? o dizer muito com pouco ? se constrói em outra mídia. Se a comicização extratextual revelou-se típica nos textos analisados, também pudemos detectar que o humor de José Simão constantemente se realiza via paródia e apresenta características do cômico grotesco. Explicitar e exemplificar a Teoria Semântica do Humor, proposta por Raskin - para quem todo texto risível envolve a sobreposição de scripts e a presença de um gatilho que permite a passagem do modo sério (bona fide) para o modo joke telling (non-bona fide) ? foram as ações que nortearam a elaboração do nosso terceiro capítulo. Já o quarto capítulo foi dedicado exclusivamente ao humor das palavras, ou seja, ao humor verbal cuja motivação inicial decorre de se explorarem os aspectos sonoros, significantes. O último capítulo, dedicado à análise, permitiu-nos constatar como a clássica divisão de Cícero (humor da res e humor da verba) permanece atual: as piadas trocadilhescas e as situacionais bem o comprovam.<br>The aim of this paper is to analyse as the humor and the laugh are linguistic made. The theory?s statement is based on Bergson, Propp, Bahktin, Todorov e Attardo. Firstly we made a historical retrospective, trying to know as the humor and the laugh were explained by several thinkers and theorists throughout the different ages. From Aristotle to Freud we could realize the domain of the three remarkable current theories: the psychological, the sociological, the psychoanalytic. Only when the Linguistic was considered as a science - which happened just on the XX century - the humor´s phenomenon started to be studied from a proper linguistic side of view. On the second chapter, we focused the corpus and we tried to verify how the humor?s productivity - as to say lots in few words - is made in another media. We noted that extratextual comic action was the typical one in the studied texts and we also realized that José Simão?s humor is often parodist and so it shows typical characteristics of the grotesque comic. To explain and to give some examples of the ?Semantic Theory of Humor? proposed by Raskin - to whom all the humor texts involves a overlap of scripts and the presence of a trigger which provides the passage from the bona fide to the joke telling mode ? were the actions that leaded the elaboration of the third chapter. The fourth chapter was dedicated specifically to the humor of the words, it is to say: the verbal humor which bases come from the sonorous aspects of the words. The last chapter, dedicated to the final analysis, let us realized as the classic division of Cicero (humor of res and humor of verba) remains between us: the jokes and the punners can prove it.
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Řezníček, Ivo. "ROZPOZNÁNÍ ČINNOSTÍ ČLOVĚKA VE VIDEU." Doctoral thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2014. http://www.nusl.cz/ntk/nusl-261240.

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Tato disertační práce se zabývá vylepšením systémů pro rozpoznávání činností člověka. Současný stav vědění v této oblasti jest prezentován. Toto zahrnuje způsoby získávání digitálních obrazů a videí společně se způsoby reprezentace těchto entit za použití počítače. Dále jest prezentováno jak jsou použity extraktory příznakových vektorů a extraktory pros- torově-časových příznakových vektorů a způsoby přípravy těchto dat pro další zpracování. Příkladem následného zpracování jsou klasifikační metody. Pro zpracování se obecně obvykle používají části videa s proměnlivou délkou. Hlavní přínos této práce je vyřčená hypotéza o optimální délce analýzy video sekvence, kdy kvalita řešení je porovnatelná s řešením bez restrikce délky videosekvence. Algoritmus pro ověření této hypotézy jest navržen, implementován a otestován. Hypotéza byla experimentálně ověřena za použití tohoto algoritmu. Při hledání optimální délky bylo též dosaženo jistého zlepšení kvality klasifikace. Experimenty, výsledky a budoucí využití této práce jsou taktéž prezentovány.
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Choate, Catie. "The Action to the Word, The Word to the Action: Teaching Shakespeare as Performance Litearture." VCU Scholars Compass, 2016. http://scholarscompass.vcu.edu/etd/4234.

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This paper details a class taught in the Virginia Commonwealth Theatre Department in Fall of 2015 on the works of William Shakespeare. Within both the class and this paper, I attempted to form the beginnings of a pedagogy of Shakespearean literature that incorporated elements of literary criticism, historical context and performance theory. Dramatic literature, including Shakespeare, is a moving target, as the text is reimagine and reinterpreted on stage again and again. My goal with this paper is to examine both how dramatic literature can be taught and the special challenges present in teaching it using Shakespeare as a case study, and to explore what is particularly meaningful about Shakespeare in the classroom.
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21

Milner, Rebecca J. "Ecological Systems in Action." Digital Commons @ East Tennessee State University, 2018. https://dc.etsu.edu/etsu-works/2977.

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Book Summary: The Handbook of Experiential Teaching in Counselor Education: A Resource Guide for Counselor Educators is a peer-reviewed guide for teaching CACREP related course content. With 20 chapters covering multiple aspects of the CACREP standards, counselor educators have shared their resources, tips, and classroom techniques for training the next generation of counselors.
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22

James, Shirley A. ""Actions speak louder than words" : secondhand smoke in Oklahoma /." Oklahoma City : [s.n.], 2009.

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23

Jennings, LaShay, and M. Boram. "Picture Perfect Science in Action!" Digital Commons @ East Tennessee State University, 2014. https://dc.etsu.edu/etsu-works/3446.

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24

Klepp, Anne [Verfasser]. "Neurophysiological investigations on action word processing / Anne Klepp." Düsseldorf : Universitäts- und Landesbibliothek der Heinrich-Heine-Universität Düsseldorf, 2015. http://d-nb.info/1073969940/34.

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25

CARVALHO, LUIS FELIPE DOS SANTOS. "GESTURES AND SENS´ACTION: CREATING WORLDS IN INSTANT SCENES." PONTIFÍCIA UNIVERSIDADE CATÓLICA DO RIO DE JANEIRO, 2006. http://www.maxwell.vrac.puc-rio.br/Busca_etds.php?strSecao=resultado&nrSeq=9032@1.

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COORDENAÇÃO DE APERFEIÇOAMENTO DO PESSOAL DE ENSINO SUPERIOR<br>A partir do meu contato com a obra do escritor-cineasta Glauber Rocha apresento ensaios assinados por vozes-corpos que se ultilizam da sua trajetória como força que impulsiona suas produções. Criam almejando uma sintonia com Glauber. Apresento o meu processo criativo através dos encontros com esses personagens-autores. Euluilyos arrisca os primeiros movimentos, através de seus deslocamentos-viagens. Vladimir Corvo ensaia e ficciona suas experiências na Europa e cria cenas que se desenrolam num átimo - cen átimos. L. Cavas cria mundos a partir de seu lugar de latinoamericano. Arados Santos C. apresenta o trânsito da América Latina para o não-lugar das sens ações emanadas pela e para a natureza dos San Carval - Ebino e Ebin aê.<br>Based on studies on the work of the movie maker and writer Glauber Rocha, here it is presented an analysis signed by voices- bodies that made use of Glauber s achievements as the energy which impels his productions. They create aiming a harmony with the movie maker. My creative process is presented through encounters with the characters-authors. Euluilyos introduces himself as the one who attempts the first movements, through his displacements-voyages. Vladimir Corvo rehearses and fictions his experiences in Europe and creates scenes taking its course in an instant - cen átimos. L. Cavas generates worlds starting from his latin-american place. Arados Santos C. presents the traffic of Latin America towards the no-place of sensations emanated by and through the nature of the San Carval - Ebino and Ebinaê..
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Trivette, Carol M. "Principles of Adult Learning in Action." Digital Commons @ East Tennessee State University, 2016. https://dc.etsu.edu/etsu-works/4456.

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Come join the Military Families Learning Network Early Intervention team on Weds. March 30 from 12:30-1:30 ET for an interactive discussion related to the webinar held on Mar. 17. We want to hear your thoughts, opinions, and experiences related to the Key Points Carol Trivette, PhD shared during the webinar and how you've applied these points recently in your own practices. Were you not able to participate in the webinar on the 17th? No worries! We'd still love to hear from you! Come share your expertise and learn from others during this interactive forum.
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27

Blackwelder, Reid B., and Brian Cross. "Interprofessional Education and Learning in Action." Digital Commons @ East Tennessee State University, 2017. https://dc.etsu.edu/etsu-works/6935.

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28

King, Maia. "Collective action in networks : communication, cooperation and redistribution." Thesis, Queen Mary, University of London, 2017. http://qmro.qmul.ac.uk/xmlui/handle/123456789/30711.

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A person's friends, neighbours and other social relationships can have a large impact on their economic outcomes. We examine three important ways that networks can affect people's lives: when networks describe who they communicate with, who they can trust, and who benefits from their public good provision. We analyse information transmission in networks in a new, intuitive way which removes the problematic redundancy of double counting the signals that travel through more than one walk between nodes. Two-connectedness and cycles of length four play an important role in whether players are `visible', which means that other players can communicate about them. Next, using this approach to network communication, we investigate cooperation and punishment in a society where information flows about cheating are determined by an arbitrary fixed network. We identify which players can trust and cooperate with each other in a repeated game where members of a community are randomly matched in pairs. Our model shows how two aspects of trust depend on players' network position: they are `trusting' if they are more likely to receive information about other players' types; and they are `trusted' if others can communicate about them, giving them strong incentives not to deviate. Lastly, in networks with private provision of public goods, we show that a `neutral' policy corresponds to a switch in the direction of the impact of income redistribution. Where redistribution is non- neutral, we can identify the welfare effects of transfers, including whether or not Pareto-improving transfers are possible. If not, we find the implicit welfare weights of the original equilibrium. In this setting, we also identify a transfer paradox, where, counter-intuitively, a transfer of wealth between economic agents can result in the giver being better off at the new Nash equilibrium, while the recipient is worse off.
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29

Nehring, Wendy M. "Using Simulation in Clinical Education: A Call to Action." Digital Commons @ East Tennessee State University, 2010. https://dc.etsu.edu/etsu-works/6730.

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30

Murnane, Owen D., Beth A. Prieve, and Evan M. Relkin. "Recovery of the Human Compound Action Potential Following Prior Stimulation." Digital Commons @ East Tennessee State University, 1998. https://dc.etsu.edu/etsu-works/1793.

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The recovery from prior stimulation of the compound action potential (CAP) was measured using a forward masking stimulus paradigm in four normal-hearing, human subjects. The CAP was recorded using a wick electrode placed on the tympanic membrane. The effects of a 4000-Hz, 97-dB SPL conditioning stimulus on CAP amplitude in response to a 4000-Hz probe were measured as a function of conditioner–probe interval for three probe levels. The normalized probe response amplitude was completely recovered to the control values at an average conditioner–probe interval of 1359 ms, similar to that observed in chinchilla (Relkin, E.M., Doucet, J.R., Sterns, A., 1995. Recovery of the compound action potential following prior stimulation: evidence for a slow component that reflects recovery of low spontaneous-rate auditory neurons, Hear. Res. 83, 183–189). The present results are interpreted as a consequence of the slow recovery of low spontaneous-rate (SR), high threshold neurons from prior stimulation (Relkin, E.M., Doucet, J.R., 1991. Recovery from prior stimulation. I: Relationship to spontaneous firing rates of primary auditory neurons. Hear. Res. 55, 215–222) and may provide indirect physiological evidence for the existence of a class of low-SR auditory neurons in humans.
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Newton, Anthony Spencer. "Words into actions : does a networking skills workshop have a quantifiable effect on the mindset and actions of participants?" Thesis, Durham University, 2014. http://etheses.dur.ac.uk/10522/.

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This paper seeks to discover whether anecdotal feedback about the value of a workshop-style teaching intervention would be supported by quantitative research. The author used a referral mechanism to build a cohort of highly effective networkers whose input was used to develop a 34 question, nine factor networking inventory. These nine factors were derived through exploratory and confirmatory factor analysis and differ from the inductive typology assumed at the outset. These factors are: Altruism, Clarity of Purpose, Contact Maintenance, Contact Management, Engagement, Locus of Control, Openness to Help, Persistence and Recall Ability. The inventory was subsequently tested for its ability to discriminate between this group of highly effective networkers and others, and succeeded in doing so at a statistically significant level for seven of the nine factors. Having demonstrated its discriminatory ability, the author applied the inventory in a ‘before and after’ study to workshop participants and showed that the intervention resulted in a significant but selective improvement in inventory scores, with moderate or large effect size, for eight of the nine factors at one month follow-up.
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Meachem, Susanne. "Women's actions, women’s words : female political and cultural responses to the Argentine state." Thesis, University of Birmingham, 2010. http://etheses.bham.ac.uk//id/eprint/812/.

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This thesis explores the interaction of gender and the construction of the Argentine state. It pays particular attention to the emergence of women’s movements as well as women’s writing and the way in which both reflect and express the history of the Argentine state after independence. Beginning with a brief account of Argentine independence and Domingo Faustino Sarmiento as founding-father of the Argentine nation, part one focuses on the historical periods of the Liberal State, Peronism, and the military dictatorships of the 1960s and early 1970s. It investigates how national discourse incorporated gender discourse without including women as citizens in their full right. It then explores how women’s movements articulated their ensuing discontent with the patriarchal system that attempted to ensure continuity of this exclusion. Part two identifies and analyzes selected texts by nineteenth and twentieth century Argentine female authors. Written from a specifically female standpoint, these novels and short stories articulate women’s grievances with the political developments addressed in part one.
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Reed, Jessica Michele. "Actions speak louder than words: The role of adaptive contingency in language development." Diss., Temple University Libraries, 2015. http://cdm16002.contentdm.oclc.org/cdm/ref/collection/p245801coll10/id/344365.

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Psychology<br>Ph.D.<br>Sensitive and responsive parenting promotes adaptive outcomes for children. Within the domain of language development, responsiveness has been examined through the effects of temporal and semantic contingency on children’s vocabularies. The term adaptive contingency can be used to characterize the process whereby dyads co-construct common ground, establishing a co-dependence of both timing and meaningfulness. This dissertation examined the role of adaptive contingency in early verb learning by examining the learning consequences when timing is manipulated but meaning is held constant (Study 1) and when meaningfulness is manipulated but timing is held constant (Study 2). In a previous study, toddlers learned novel action words when teaching was uninterrupted, but failed to do so when caregivers were interrupted while teaching by a cell phone call from the experimenter (Reed, Hirsh-Pasek, & Golinkoff, in preparation). Study 1 explored how the timing of interruptions differentially affects word learning. Experimenters blind to study hypotheses taught two-year old toddlers novel words, and learning was assessed via the Intermodal Preferential Looking Paradigm (IPLP). During the teaching period, experimenters responded to text messages, momentarily disrupting the teaching. The timing of these interruptions occurred (1) in the middle of an utterance, such that the label and demonstration of its action referent were decoupled, (2) before the “label + action referent” event occurred, or (3) after (the control condition). At test, only children in the after condition learned the novel words. Study 2 examined whether word learning would be disrupted when teaching interactions were interrupted by an event that breaks the shared focus (e.g., a cell phone call) but not when the interruption shifts the shared context (e.g., when a lighted display suddenly shines). Novel words were learned in one of three experimental conditions (light display to shift attention, cell phone call to break attention, no interruption control), and learning was again assessed via the IPLP. Only toddlers in the shift condition learned the novel words. This dissertation contributes to the growing recognition that the quality of interactions with caregivers affects children’s language trajectories (e.g., rich and diverse vocabulary, Rowe, 2012; fluent and connected bouts of sustained joint attention, Hirsh-Pasek et al., in press). Utilizing ecologically valid interruptions, the two studies together illuminate how the social context can support or hinder early verb learning.<br>Temple University--Theses
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34

Eladhari, Mirjam Palosaari. "Characterising action potential in virtual game worlds applied with the mind module." Doctoral thesis, Högskolan på Gotland, Institutionen för speldesign, teknik och lärande, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:hgo:diva-1141.

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Because games set in persistent virtual game worlds (VGWs) have massive numbers of players, these games need methods of characterisation for playable characters (PCs) that differ from the methods used in traditional narrative media. VGWs have a number of particularly interesting qualities. Firstly, VGWs are places where players interact with and create elements carrying narrative potential. Secondly, players add goals, motives and driving forces to the narrative potential of a VGW, which sometimes originates from the ordinary world. Thirdly, the protagonists of the world are real people, and when acting in the world their characterisation is not carried out by an author, but expressed by players characterising their PCs. How they can express themselves in ways that characterise them depend on what they can do, and how they can do it, and this characterising action potential (CAP) is defined by the game design of particular VGWs. In this thesis, two main questions are explored. Firstly, how can CAP be designed to support players in expressing consistent characters in VGWs? Secondly, how can VGWs support role-play in their rule-systems? By using iterative design, I explore the design space of CAP by building a semiautonomous agent structure, the Mind Module (MM) and apply it in five experimental prototypes where the design of CAP and other game features is derived from the MM. The term semiautonomy is used because the agent structure is designed to be used by a PC, and is thus partly controlled by the system and partly by the player. The MM models a PC's personality as a collection of traits, maintains dynamic emotional state as a function of interactions with objects in the environment, and summarises a PC's current emotional state in terms of 'mood'. The MM consists of a spreading-activation network of affect nodes that are interconnected by weighted relationships. There are four types of affect node: personality trait nodes, emotion nodes, mood nodes, and sentiment nodes. The values of the nodes defining the personality traits of characters govern an individual PC's state of mind through these weighted relationships, resulting in values characterising for a PC's personality. The sentiment nodes constitute emotionally valenced connections between entities. For example, a PC can 'feel' anger toward another PC. This thesis also describes a guided paper-prototype play-test of the VGW prototype World of Minds, in which the game mechanics build upon the MM's model of personality and emotion. In a case study of AI-based game design, lessons learned from the test are presented. The participants in the test were able to form and communicate mental models of the MM and game mechanics, validating the design and giving valuable feedback for further development. Despite the constrained scenarios presented to test players, they discovered interesting, alternative strategies, indicating that for game design the 'mental physics' of the MM may open up new possibilities.The results of the play-test influenced the further development of the MM as it was used in the digital VGW prototype the Pataphysic Institute. In the Pataphysic Institute the CAP of PCs is largely governed by their mood. Depending on which mood PCs are in they can cast different 'spells', which affect values such as mental energy, resistance and emotion in their targets. The mood also governs which 'affective actions' they can perform toward other PCs and what affective actions they are receptive to. By performing affective actions on each other PCs can affect each others' emotions, which - if they are strong - may result in sentiments toward each other. PCs' personalities govern the individual fluctuations of mood and emotions, and define which types of spell PCs can cast. Formalised social relationships such as friendships affect CAP, giving players more energy, resistance, and other benefits. PCs' states of mind are reflected in the VGW in the form of physical manifestations that emerge if an emotion is very strong. These manifestations are entities which cast different spells on PCs in close proximity, depending on the emotions that the manifestations represent. PCs can also partake in authoring manifestations that become part of the world and the game-play in it. In the Pataphysic Institute potential story structures are governed by the relations the sentiment nodes constitute between entities.Because games set in persistent virtual game worlds (VGWs) have massive numbers of players, these games need methods of characterisation for playable characters (PCs) that differ from the methods used in traditional narrative media. VGWs have a number of particularly interesting qualities. Firstly, VGWs are places where players interact with and create elements carrying narrative potential. Secondly, players add goals, motives and driving forces to the narrative potential of a VGW, which sometimes originates from the ordinary world. Thirdly, the protagonists of the world are real people, and when acting in the world their characterisation is not carried out by an author, but expressed by players characterising their PCs. How they can express themselves in ways that characterise them depend on what they can do, and how they can do it, and this characterising action potential (CAP) is defined by the game design of particular VGWs. In this thesis, two main questions are explored. Firstly, how can CAP be designed to support players in expressing consistent characters in VGWs? Secondly, how can VGWs support role-play in their rule-systems? By using iterative design, I explore the design space of CAP by building a semiautonomous agent structure, the Mind Module (MM) and apply it in five experimental prototypes where the design of CAP and other game features is derived from the MM. The term \textit{semiautonomy} is used because the agent structure is designed to be used by a PC, and is thus partly controlled by the system and partly by the player. The MM models a PC's personality as a collection of traits, maintains dynamic emotional state as a function of interactions with objects in the environment, and summarises a PC's current emotional state in terms of 'mood'. The MM consists of a spreading-activation network of affect nodes that are interconnected by weighted relationships. There are four types of affect node: personality trait nodes, emotion nodes, mood nodes, and sentiment nodes. The values of the nodes defining the personality traits of characters govern an individual PC's state of mind through these weighted relationships, resulting in values characterising for a PC's personality. The sentiment nodes constitute emotionally valenced connections between entities. For example, a PC can 'feel' anger toward another PC. This thesis also describes a guided paper-prototype play-test of the VGW prototype World of Minds, in which the game mechanics build upon the MM's model of personality and emotion. In a case study of AI-based game design, lessons learned from the test are presented. The participants in the test were able to form and communicate mental models of the MM and game mechanics, validating the design and giving valuable feedback for further development. Despite the constrained scenarios presented to test players, they discovered interesting, alternative strategies, indicating that for game design the 'mental physics' of the MM may open up new possibilities.The results of the play-test influenced the further development of the MM as it was used in the digital VGW prototype the Pataphysic Institute. In the Pataphysic Institute the CAP of PCs is largely governed by their mood. Depending on which mood PCs are in they can cast different 'spells', which affect values such as mental energy, resistance and emotion in their targets. The mood also governs which 'affective actions' they can perform toward other PCs and what affective actions they are receptive to. By performing affective actions on each other PCs can affect each others' emotions, which - if they are strong - may result in sentiments toward each other. PCs' personalities govern the individual fluctuations of mood and emotions, and define which types of spell PCs can cast. Formalised social relationships such as friendships affect CAP, giving players more energy, resistance, and other benefits. PCs' states of mind are reflected in the VGW in the form of physical manifestations that emerge if an emotion is very strong. These manifestations are entities which cast different spells on PCs in close proximity, depending on the emotions that the manifestations represent. PCs can also partake in authoring manifestations that become part of the world and the game-play in it. In the Pataphysic Institute potential story structures are governed by the relations the sentiment nodes constitute between entities.<br>A thesis submitted in 2009 in partial fulfilment of the requirements of the University ofTeesside for the degree of Doctor of Philosophy. The research programme was carriedout at and with the support of Gotland University.
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35

Eladhari, Mirjam Palosaari. "Characterising action potential in virtual game worlds applied with the mind module." Thesis, Teesside University, 2010. http://hdl.handle.net/10149/129791.

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Abstract:
Because games set in persistent virtual game worlds (VGWs) have massive numbers of players, these games need methods of characterisation for playable characters (PCs) that differ from the methods used in traditional narrative media. VGWs have a number of particularly interesting qualities. Firstly, VGWs are places where players interact with and create elements carrying narrative potential. Secondly, players add goals, motives and driving forces to the narrative potential of a VGW, which sometimes originates from the ordinary world. Thirdly, the protagonists of the world are real people, and when acting in the world their characterisation is not carried out by an author, but expressed by players characterising their PCs. How they can express themselves in ways that characterise them depend on what they can do, and how they can do it, and this characterising action potential (CAP) is defined by the game design of particular VGWs. In this thesis, two main questions are explored. Firstly, how can CAP be designed to support players in expressing consistent characters in VGWs? Secondly, how can VGWs support role-play in their rule-systems? By using iterative design, I explore the design space of CAP by building a semiautonomous agent structure, the Mind Module (MM) and apply it in five experimental prototypes where the design of CAP and other game features is derived from the MM. The term semiautonomy is used because the agent structure is designed to be used by a PC, and is thus partly controlled by the system and partly by the player. The MM models a PC’s personality as a collection of traits, maintains dynamic emotional state as a function of interactions with objects in the environment, and summarises a PC’s current emotional state in terms of ‘mood’. The MM consists of a spreading-activation network of affect nodes that are interconnected by weighted relationships. There are four types of affect node: personality trait nodes, emotion nodes, mood nodes, and sentiment nodes. The values of the nodes defining the personality traits of characters govern an individual PC’s state of mind through these weighted relationships, resulting in values characterising for a PC’s personality. The sentiment nodes constitute emotionally valenced connections between entities. For example, a PC can ‘feel’ anger toward another PC. This thesis also describes a guided paper-prototype play-test of the VGW prototype World of Minds, in which the game mechanics build upon the MM’s model of personality and emotion. In a case study of AI-based game design, lessons learned from the test are presented. The participants in the test were able to form and communicate mental models of the MM and game mechanics, validating the design and giving valuable feedback for further development. Despite the constrained scenarios presented to test players, they discovered interesting, alternative strategies, indicating that for game design the ‘mental physics’ of the MM may open up new possibilities. The results of the play-test influenced the further development of the MM as it was used in the digital VGW prototype the Pataphysic Institute. In the Pataphysic Institute the CAP of PCs is largely governed by their mood. Depending on which mood PCs are in they can cast different ‘spells’, which affect values such as mental energy, resistance and emotion in their targets. The mood also governs which ‘affective actions’ they can perform toward other PCs and what affective actions they are receptive to. By performing affective actions on each other PCs can affect each others’ emotions, which - if they are strong - may result in sentiments toward each other. PCs’ personalities govern the individual fluctuations of mood and emotions, and define which types of spell PCs can cast. Formalised social relationships such as friendships affect CAP, giving players more energy, resistance, and other benefits. PCs’ states of mind are reflected in the VGW in the form of physical manifestations that emerge if an emotion is very strong. These manifestations are entities which cast different spells on PCs in close proximity, depending on the emotions that the manifestations represent. PCs can also partake in authoring manifestations that become part of the world and the game-play in it. In the Pataphysic Institute potential story structures are governed by the relations the sentiment nodes constitute between entities.
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36

Eladhari, Mirjam Palosaari. "Characterising action potential in virtual game worlds applied with the mind module." Doctoral thesis, Högskolan på Gotland, Avdelningen för Spelutveckling och gestaltning, 2009. http://urn.kb.se/resolve?urn=urn:nbn:se:hgo:diva-368.

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Abstract:
Because games set in persistent virtual game worlds (VGWs) have massive numbers of players, these games need methods of characterisation for playable characters (PCs) that differ from the methods used in traditional narrative media. VGWs have a number of particularly interesting qualities. Firstly, VGWs are places where players interact with and create elements carrying narrative potential. Secondly, players add goals, motives and driving forces to the narrative potential of a VGW, which sometimes originates from the ordinary world. Thirdly, the protagonists of the world are real people, and when acting in the world their characterisation is not carried out by an author, but expressed by players characterising their PCs. How they can express themselves in ways that characterise them depend on what they can do, and how they can do it, and this characterising action potential (CAP) is defined by the game design of particular VGWs. In this thesis, two main questions are explored. Firstly, how can CAP be designed to support players in expressing consistent  characters in VGWs? Secondly, how can VGWs support role-play in their rule-systems? By using iterative design, I explore the design space of CAP by building a semiautonomous agent structure, the Mind Module (MM) and apply it in five experimental prototypes where the design of CAP and other game features is derived from the MM. The term semiautonomy is used because the agent structure is designed to be used by a PC, and is thus partly controlled by the system and partly by the player. The MM models a PC's personality as a collection of traits, maintains dynamic emotional state as a function of interactions with objects in the environment, and summarises a PC's current emotional state in terms of `mood'.   The MM consists of a spreading-activation network of affect nodes that are interconnected by weighted relationships.  There are four types of affect node: personality trait nodes, emotion nodes, mood nodes, and sentiment nodes. The values of the nodes defining the personality traits of characters govern an individual PC's state of mind through these weighted relationships, resulting in values characterising for a PC's personality. The sentiment nodes constitute emotionally valenced connections between entities. For example, a PC can `feel' anger toward another PC. This thesis also describes a guided paper-prototype play-test of  the VGW prototype World of Minds, in which the game mechanics build upon the MM's model of personality and emotion. In a case study of AI-based game design, lessons learned from the test are presented. The participants in the test were able to form and communicate mental models of the MM and game mechanics, validating the design and giving valuable feedback for further development. Despite the constrained scenarios presented to test players, they discovered interesting, alternative strategies, indicating that for game design the `mental physics' of the MM may open up new  possibilities.The results of the play-test influenced the further development of the MM as it was used in the digital VGW prototype the Pataphysic Institute. In the Pataphysic Institute the CAP of PCs is largely governed by their mood. Depending on which mood  PCs are in they can cast different `spells', which affect values such as mental energy, resistance and emotion in their targets. The mood also governs which `affective actions' they can perform toward other PCs and what affective actions they are receptive to. By performing affective actions on each other PCs can affect each others' emotions, which - if they are strong - may result in sentiments toward each other. PCs' personalities govern the individual fluctuations of mood and emotions, and define which types of spell PCs can cast. Formalised social relationships such as friendships affect CAP, giving players more energy, resistance, and other benefits. PCs' states of mind are reflected in the VGW in the form of physical manifestations that emerge if an emotion is very strong. These manifestations are entities which cast different spells on PCs in close proximity, depending on the emotions that the manifestations represent. PCs can also partake in authoring manifestations that become part of the world and the game-play in it. In the Pataphysic Institute potential story structures are governed by the relations the sentiment nodes constitute between entities.Because games set in persistent virtual game worlds (VGWs) have massive numbers of players, these games need methods of characterisation for playable characters (PCs) that differ from the methods used in traditional narrative media. VGWs have a number of particularly interesting qualities. Firstly, VGWs are places where players interact with and create elements carrying narrative potential. Secondly, players add goals, motives and driving forces to the narrative potential of a VGW, which sometimes originates from the ordinary world. Thirdly, the protagonists of the world are real people, and when acting in the world their characterisation is not carried out by an author, but expressed by players characterising their PCs. How they can express themselves in ways that characterise them depend on what they can do, and how they can do it, and this characterising action potential (CAP) is defined by the game design of particular VGWs. In this thesis, two main questions are explored. Firstly, how can CAP be designed to support players in expressing consistent  characters in VGWs? Secondly, how can VGWs support role-play in their rule-systems? By using iterative design, I explore the design space of CAP by building a semiautonomous agent structure, the Mind Module (MM) and apply it in five experimental prototypes where the design of CAP and other game features is derived from the MM. The term \textit{semiautonomy} is used because the agent structure is designed to be used by a PC, and is thus partly controlled by the system and partly by the player. The MM models a PC's personality as a collection of traits, maintains dynamic emotional state as a function of interactions with objects in the environment, and summarises a PC's current emotional state in terms of `mood'.   The MM consists of a spreading-activation network of affect nodes that are interconnected by weighted relationships.  There are four types of affect node: personality trait nodes, emotion nodes, mood nodes, and sentiment nodes. The values of the nodes defining the personality traits of characters govern an individual PC's state of mind through these weighted relationships, resulting in values characterising for a PC's personality. The sentiment nodes constitute emotionally valenced connections between entities. For example, a PC can `feel' anger toward another PC. This thesis also describes a guided paper-prototype play-test of  the VGW prototype World of Minds, in which the game mechanics build upon the MM's model of personality and emotion. In a case study of AI-based game design, lessons learned from the test are presented. The participants in the test were able to form and communicate mental models of the MM and game mechanics, validating the design and giving valuable feedback for further development. Despite the constrained scenarios presented to test players, they discovered interesting, alternative strategies, indicating that for game design the `mental physics' of the MM may open up new  possibilities.The results of the play-test influenced the further development of the MM as it was used in the digital VGW prototype the Pataphysic Institute. In the Pataphysic Institute the CAP of PCs is largely governed by their mood. Depending on which mood  PCs are in they can cast different `spells', which affect values such as mental energy, resistance and emotion in their targets. The mood also governs which `affective actions' they can perform toward other PCs and what affective actions they are receptive to. By performing affective actions on each other PCs can affect each others' emotions, which - if they are strong - may result in sentiments toward each other. PCs' personalities govern the individual fluctuations of mood and emotions, and define which types of spell PCs can cast. Formalised social relationships such as friendships affect CAP, giving players more energy, resistance, and other benefits. PCs' states of mind are reflected in the VGW in the form of physical manifestations that emerge if an emotion is very strong. These manifestations are entities which cast different spells on PCs in close proximity, depending on the emotions that the manifestations represent. PCs can also partake in authoring manifestations that become part of the world and the game-play in it. In the Pataphysic Institute potential story structures are governed by the relations the sentiment nodes constitute between entities.
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37

Mims, Pamela J., and Bree Jimenez. "Evidence Based Practices in Action: Perspectives from Teachers in the Field." Digital Commons @ East Tennessee State University, 2015. https://dc.etsu.edu/etsu-works/185.

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This presentation highlights teachers', who were chosen for an Office of Special Education Programs Teacher preparation grant, experiences in implementing evidence based practices. Specifically, the presenters share their experiences of applying evidence based practices in their classrooms with the goal to increase inclusion for students with significant disabilities. The presenters will share the strategies that they have found most successful and discuss how to implement these strategies to promote inclusion. Learning Objectives: 1) Be able to identify 3-5 evidence based practices that address a variety of learning needs of students with significant disabilities. 2) Generate 2-3 ideas to increase inclusive practices by implementing evidence based practices for people with significant disabilities. 3) Share their own experiences in implementing evidence based practices in the classroom to improve inclusive practices for persons with significant disabilities. To do this, the presenters, who are teachers selected as part of an OSEP funded teacher preparation grant, will discuss how they have applied their knowledge of evidenced based practices to improve the inclusive practices for persons with significant disabilities at their schools. Under the guidance of their faculty mentors, several teachers will provide information about a variety of evidence based practices, how they implemented the practices within their school setting (pre-k to 21) and any obstacles they faced as well as how they overcame each obstacle. Topics may include the following: (a) self-determination, (b) family involvement, (c) person centered planning, (d) teaching academic skills (e) positive behavioral supports, and (f) data based decision making (Browder, Wakeman, et al., 2007; Jimenez, Mims, Browder, 2012; McDonnell; Copeland, 2011; Westling & Fox, 2009; Wood, Fowler, Uphold, Test, 2005). The presenters will also share the outcomes of their implementation of strategies. This session is unique as it encourages engagement between attendees and several practitioners with demonstrated leadership skills who are passionate about increasing evidenced based inclusive practices to promote change within their school setting for students with significant disabilities. The teachers who will be presenting work with students from culturally, linguistically and economically diverse backgrounds. Individualized attendee needs will be considered throughout the presentation to ensure full participation by all. Information will be presented through visual and auditory means.
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38

Facun-Granadozo, Ruth. "Teacher Candidates' Lesson Planning Challenges (an Action Research to Inform Practice)." Digital Commons @ East Tennessee State University, 2018. https://dc.etsu.edu/etsu-works/4327.

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39

Tucciarone, Joseph T., Wallace E. Jr Dixon, and Alissa Fleahman. "Recalling “Make-A-Gong”: What’s so Special About Target Action #4." Digital Commons @ East Tennessee State University, 2012. https://dc.etsu.edu/etsu-works/4927.

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Enabling-relation action sequences (ERASs) have long provided researchers an index of infants’ short- and long-term memories. Reproduction of these sequences demonstrates that infants are capable of attending to, encoding, retaining, and retrieving modeled actions in the sequence. Bauer and colleagues (e.g., 2000) have established considerable literature on infants’ memorial capacities using this paradigm. There is little research, however, on the extent to which infants produce primacy- versus recency-type effects in reproducing specific target actions in the sequence.Researchers have also not considered whethe exogenous and endogenous factors contribute to infants’ reproduction of target actions, or their focus on early versus late actions in the sequence. Our investigation explored whether an exogenous distracter, alone or combined with endogenous (temperament) factors, accounts for infants’ reproduction of individual steps in an ERAS. Twenty-seven 21-month olds (15 girls) observed an experimenter in our lab model a version of the “make-a-gong” action sequence, comprising five steps: 1) extend the rod, 2) lay the rod across two hooks, 3) hang the gong on the rod, 4) assemble the drumstick, and 5) strike the gong with the drumstick. Half observed the model while distracted by a peripheral “Mister Monkey” toy. Each was administered the Early Childhood Behavior Questionnaire, assessing three temperament dimensions: Negative Affectivity, Surgency, and Effortful Control. When distracted, infants were significantly more likely to first attempt Target Action #4 (TA4) than any other target action [c2(1) = 4.14, p = .042], suggesting that when attentional resources are compromised, as when attending to an exogenous distracter, infants are likely to attempt recently observed steps in a modeled sequence. Success at TA4 did not differ between distracted and undistracted infants; however, we found that temperament was a significant predictor of success on TA4, but not on any other target action. Specifically, Negative Affectivity (r = -.48, p = .011) and Surgency (r = .40, p = .039) were associated with successful reproduction of TA4; however, distraction condition moderated neither effect. These results show that exogenous and endogenous factors can impact infants’ reproduction of ERASs, and perhaps infants’ memory-based performance more generally. Though this conclusion awaits replications in other settings, that the presence of an exogenous distraction produced a recency effect implies that infants may allocate their attention differently according to how distracting their surroundings are. Also, that surgency and negative affectivity correlated with infants’ success on one of the steps suggests that recall may be subject to the influence of infants’ temperamental reactivity. Future research should attempt to discern whether effects linked to TA4 are unique to that specific target action, or are instead a reflection of a recency effect.
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Tucciarone, Joseph T., Wallace E. Jr Dixon, and Alissa N. Fleahman. "Recalling “Make-A-Gong”: What’s so Special About Target Action #4." Digital Commons @ East Tennessee State University, 2012. https://dc.etsu.edu/etsu-works/4924.

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41

LaDuke, Sheri L., Stacey Williams, and Jodi Polaha. "Merging Social and Clinical Concepts: Self-Compassion and Acceptance and Action." Digital Commons @ East Tennessee State University, 2014. https://dc.etsu.edu/etsu-works/6584.

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42

LaDuke, Sheri L., and Stacey Williams. "Merging Social and Clinical Concepts: Self-Compassion and Acceptance and Action." Digital Commons @ East Tennessee State University, 2014. https://dc.etsu.edu/etsu-works/8364.

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Given that the National Institute of Health is currently focusing on a translational approach to research, the fields of clinical and social psychology have been coming together to foster mutual understandings of shared concepts. Acceptance and action, two processes in Acceptance and Commitment Therapy, are prevalent in the clinical research and literature following the advent of 3rd wave (cognitive and behavioral) therapies. During this same time self-compassion, or the concept that internal states should be accepted by the individual as only responses to the environment and that the individual should continue to act on value directed goals, has been gaining credibility in the social psychology literature. Self-compassion combines mindfulness, recognition of a common humanity, and self-kindness. The current study focuses on selfcompassion and acceptance and action.. These two concepts share similarities by way of encouraging the individual to look at situations and reactions objectively and accept the negative aspects as part of the human experience not as a reflection of self. These two concepts may be particularly relevant when dealing with a stigmatizing characteristic or situation. Specifically, the individual at risk for perceiving stigma may engage these tools to understand that others experience similar situations and that their internal reactions are part of the human condition. Thus, the implementation of such concepts could mitigate some of the negative aspects of stigma. The current study looks at self-compassion and acceptance and action in the context of parental reactions regarding their children’s behavioral concerns. Specifically, we look at parents’ stigma of their child’s behavior, stigma of seeking help for their child, and willingness to seek help. Initial analysis of this cross-sectional data revealed that among parents, higher scores on acceptance and action, as well as self-compassion, predicted lower perceived stigma of the problem behavior. Additionally, parents’ stigma of seeking help for their child’s behavior predicted willingness to seek help, suggesting that in addition to logistical barriers (e.g., transportation, availability of services) to seeking help for their children, parents may also face social psychological barriers. These findings identify specific concepts that may influence parents’ perception of stigma and willingness to seek services that can be targeted to increase service use for children with behavioral problems. Discussion will surround the specific settings in which parents are willing to seek services (doctor’s office versus mental health facility) and the roles of self-compassion and acceptance in reducing stigma in order to enhance service seeking.
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43

Ávila, Silvana Baggio. "A organicidade da palavra no processo criativo do ator." reponame:Biblioteca Digital de Teses e Dissertações da UFRGS, 2010. http://hdl.handle.net/10183/26711.

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Tendo como objeto de estudo a palavra no processo de criação do ator, esta dissertação reflete sobre a possibilidade de torná-la ação, a partir da mobilização dos elementos da ação física: atenção e imaginação, elementos fundamentais que se inter-relacionam para gerar a ação físico-vocal da palavra. A pesquisa estende-se à prática investigativa de novos procedimentos para a utilização da palavra no processo criativo do ator, evidenciando-a como elemento instigador tanto do imaginário do ator quanto do espectador. Para tanto, o trabalho prático foi realizado pela pesquisadora-atriz utilizando-se, em um primeiro momento, de exercícios com os cantos rituais aprendidos durante experiência no Workcenter of Jerzy Grotowski and Thomas Richards e, em um segundo momento, sobre experimentações com os círculos de atenção apresentados por Constantin Stanislavski nos quais relacionou a palavra e a ação física. A autora cercou-se das obras teórico práticas de Grotowski e Stanislavski e dos referenciais teóricos de Bachelard, Damásio e Sara Lopes, entre outros.<br>Having as objective the role of the word in the actor’s process of creation, this dissertation reflects on the possibility to turn this word into action, using as source the mobilization of the elements of physical action: Attention and imagination, fundamental elements that relate to each other to generate the physico-vocal action of the word. The research reaches the investigative practice of new procedures for the use of the word in the actor’s creative process, making it evident as a provocative element both the actor’s and the spectator’s imaginary. To achieve this goal, the practical work was carried out by the researcher-actress, taking hold, in a first moment, of exercises using the ritual chants, developed during experience in the Workcenter of Jerzy Grotowski and Thomas Richards, and, on a second moment, of experimentations with the circles of attention presented by Constantin Stanislavski, in which she related the word and the physical action. The author surrounded herself by Grotowski’s e Stanislavski’s practical and theoretical works and by the theoretical references of Bachelard, Damásio e Sara Lopes, among others.
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44

Chakraborty, Bhaskar. "Model free approach towards human action recognition." Doctoral thesis, Universitat Autònoma de Barcelona, 2012. http://hdl.handle.net/10803/117657.

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La comprensio automatica de les accions humanes observades en sequencies d'imatges es molt important en el area de recerca de la Vision per Computador, amb aplicacions a gran escala en la vigilancia de video, analisi del moviment huma, interficies de realitat virtual, robots de navegacio, aixi com per al reconeixement, indexacio, i recuperacio de video. Aquesta tesi presenta una serie de tecniques per resoldre el problema del reconeixement de les accions humanes en video. El nostre primer enfocament cap a aquesta tema es basa en la optimitzacio d'un model probabilistic de les parts del cos utilitzant una Hidden Markov Model (HMM). Aquest enfocament es basa en un strong model, capac de distingir entre accions similars considerant nomes les parts del cos que tenen les majors aportacions en la realitzacio de certes accions, per exemple en cames per caminar i correr, o en bracos per a accions com boxa i aplaudir. El nostre seguent enfocament es basa en l'observacio de que el reconeixement d'accions es pot realitzar usant nomes informacio visual, ii la postura humana desenvolupada durant una accio, analitzant la la informacio d'uns quants frames en lloc d'examinar la sequencia completa. En aquest metode, les accions es representen mitjançant un model Bag-of-key-poses per poder capturar la variacio de la postura humana durant el desenvolupament d'una accio. Per fer front al problema del reconeixement de l'accio en escenes complexes, tot seguit es proposa una aproximacio model free basada en l'analisi de punts d'interes espai-temporals (STIPs) que disposen de molta informacio local. Amb aquesta finalitat, s'ha desenvolupat un nou detector de STIPs que es basa en el mecanisme de inhibicio del camp receptiu utilitzat en l'escorça primaria, en particular en l'orientacio selectiva visual de les neurones. A mes, hem estes el nostre reconeixement d'accions basat en STIPs selectius a sistemes multi-camera. En aquest cas, els STIPs selectius de cada punt de vista es combinen mitjançant les dades 3D reconstruïts per formar STIPs selectius 4D (espai 3D + temps). A la part final d'aquesta tesi, ens dediquem al reconeixement continu d'esdeveniments visuals (CVER) en bases de dades de videos de seguretat enormes, amb un gran conjunt de dades. Aquest problema es extremadament difícil a causa de l'alta escalabilitat de les dades, a les dificultats de l'entorn real en que es aplcia ja una variabilitat en escena molt ampli. Per abordar aquests problemes, les regions en moviment son detectades a partir d'una tecnica anomenada max margin generalized Hough transformation, que s'utilitza per aprendre aquella distribucio de característiques voltant d'una accio per reconeixer hipotesis que despres es verifiquen per Bag-of-words mes un classificador lineal. Hem validat les nostres tecniques en diversos conjunts de dades de vídeo vigilància que constitueixen l'estat de l'art actual en aquest tema. Els resultats obtinguts demostren que hem millorat la precisio en la deteccio d'accions humanes en video.<br>La comprension automatica de las acciones humanas observadas en secuencias de imagenes es muy importante en el area de investigacion de la Vision por Computador, con aplicaciones a gran escala en la vigilancia de video, analisis del movimiento humano, interfaces de realidad virtual, robots de navegacion, asi como para el reconocimiento, indexacion, y recuperacion de video. Esta tesis presenta una serie de tecnicas para resolver el problema del reconocimiento de las acciones humanas en video. Nuestro primer enfoque hacia esta tema se basa en la optimizacion de un modelo probabilístico de las partes del cuerpo utilizando una Hidden Markov Model (HMM). Este enfoque se basa en un strong model, capaz de distinguir entre acciones similares considerando solo las partes del cuerpo que tienen las mayores aportaciones en la realizacion de ciertas acciones, por ejemplo en piernas para caminar y correr, o en brazos para acciones como boxeo y aplaudir. Nuestro siguiente enfoque se basa en la observacion de que el reconocimiento de acciones se puede realizar usando solo informacion visual, i.e. la postura humana desarrollada durante una accion, analizando la la informacion de unos cuantos frames en lugar de examinar la secuencia completa. En este metodo, las acciones se representan mediante un modelo Bag-of-\textit{key-poses} para poder capturar la variaci\'{o}n de la postura humana durante el desarrollo de una accion. Para hacer frente al problema del reconocimiento de la accion en escenas complejas, a continuacion se propone una aproximacion model free basada en el analisis de puntos de interes espacio-temporales (STIPs) que disponen de mucha informacion local. Para este fin, se ha desarrollado un nuevo detector de STIPs que se basa en el mecanismo de inhibici\'{o}n del campo receptivo utilizado en la corteza primaria, en particular en la orientacion selectiva visual de las neuronas. Ademas, hemos extendido nuestro reconocimiento de acciones basado en STIPs selectivos a sistemas multi-camara. En este caso, los STIPs selectivos de cada punto de vista se combinan mediante los datos $3$D reconstruidos para formar STIPs selectivos 4D (espacio 3D + tiempo). En la parte final de esta tesis, nos dedicamos al reconocimiento continuo de eventos visuales (CVER) en bases de datos de videos de seguridad enormes, con un gran conjunto de datos. Este problema es extremadamente dificil debido a la alta escalabilidad de los datos, a las dificultades del entorno real en el que se aplcia y a una variabilidad en escena muy amplio. Para abordar estos problemas, las regiones en movimiento son detectadas a partir de una tecnica llamada max margin generalized Hough transformation, que se utiliza para aprender aquella distribucion de caracteristicas entorno a una accion para reconocer hipotesis que luego se verifican por Bag-of-words mas un clasificador lineal. Hemos validado nuestras tecnicas en varios conjuntos de datos de video vigilancia que constituyen el estado del arte actual en este tema. Los resultados obtenidos demuestran que hemos mejorado la precision en la deteccion de acciones humanas en video.<br>Automatic understanding of human activity and action is a very important and challenging research area of Computer Vision with wide scale applications in video surveillance, motion analysis, virtual reality interfaces, robot navigation and recognition, video indexing, content based video retrieval, HCI, health care, choreography and sports video analysis etc. This thesis presents a series of techniques to solve the problem of human action recognition in video. First approach towards this goal is based on the a probabilistic optimization model of body parts using hidden markov model (HMM). This strong model based approach is able to distinguish between similar actions by only considering the body parts having major contributions to the actions, for example legs for walking and jogging; arms for boxing and clapping. Next approach is based on the observation that the action recognition can be done using only the visual cue, i.e. human pose during the action, even with the information of few frames instead of examining the whole sequence. In this method, actions are represented by a Bag-of-key-poses model to capture the human pose variation during an action. To tackle the problem of recognizing the action in complex scenes, we propose a model free approach which is based on the Spatio-temporal interest point (STIP) and local feature. To this end, a novel STIP detector is proposed which uses a mechanism similar to that of the non-classical receptive field inhibition that is exhibited by most orientation selective neurons in the primary visual cortex. An extension of the selective STIP based action recognition is applied to the human action recognition in multi-camera system. In this case, selective STIPs from each camera view point are combined using the 3D reconstructed data, to form 4D STIPs [3D space + time] for multi-view action recognition. The concluding part of the thesis dedicates to the continuous visual event recognition (CVER) on large scale video dataset. This is an extremely challenging problem due to high scalability, diverse real environment state and wide scene variability. To address these issues, a motion region extraction technique is applied as a preprocessing step. A max-margin generalized Hough Transform framework is used to learn the feature vote distribution around the activity center to obtain an activity hypothesis which is verified by a Bag-of-words + SVM action recognition system. We validate our proposed approaches on several benchmark action recognition datasets as well as small scale and large scale activity recognition datasets. We obtain state-of-the results which shows a progressive improvement of our proposed techniques to solve human action and activity recognition in video.
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45

Beatty, Kate, Michael Meit, Megan Heffernan, et al. "Combatting Childhood Obesity: A Call to Action for Funders in Central Appalachia." Digital Commons @ East Tennessee State University, 2016. https://dc.etsu.edu/etsu-works/6832.

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46

Beatty, Kate, Michael Meit, Megan Heffernan, et al. "Combatting Childhood Obesity: A Call to Action for Policymakers in Central Appalachia." Digital Commons @ East Tennessee State University, 2016. https://dc.etsu.edu/etsu-works/6833.

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On behalf of the Appalachia Funders Network (AFN), with funding from the Robert Wood Johnson Foundation, East Tennessee State University and NORC at the University of Chicago conducted a study to analyze the current burden of obesity and chronic disease in central Appalachia and identify promising practices and strategies that are having a positive impact on the reduction of obesity in the region. Central Appalachia consists of parts of Kentucky, North Carolina, Ohio, Tennessee, Virginia, and West Virginia. Regional recommendations to reduce childhood obesity and improve the overall population’s health were developed based on a review of current literature, a survey, and focus groups with both community groups and funders.
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47

Beatty, Kate, Michael Meit, Megan Heffernan, et al. "Combatting Childhood Obesity: A Call to Action for Community Groups in Central Appalachia." Digital Commons @ East Tennessee State University, 2016. https://dc.etsu.edu/etsu-works/6834.

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On behalf of the Appalachia Funders Network (AFN), with funding from the Robert Wood Johnson Foundation, East Tennessee State University and NORC at the University of Chicago conducted a study to analyze the current burden of obesity and chronic disease in central Appalachia and identify promising practices and strategies that are having a positive impact on the reduction of obesity in the region. Central Appalachia consists of parts of Kentucky, North Carolina, Ohio, Tennessee, Virginia, and West Virginia. Regional recommendations to reduce childhood obesity and improve the overall population’s health were developed based on a review of current literature, a survey, and focus groups with both community groups and funders.
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48

Cooper, David L., Derek E. Murrell, David Roane, and Sam Harirforoosh. "Effects of Formulation Design on Niacin Therapeutics: Mechanism of Action, Metabolism, and Drug Delivery." Digital Commons @ East Tennessee State University, 2015. https://dc.etsu.edu/etsu-works/7166.

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Niacin is a highly effective, lipid regulating drug associated with a number of metabolically induced side effects such as prostaglandin (PG) mediated flushing and hepatic toxicity. In an attempt to reduce the development of these adverse effects, scientists have investigated differing methods of niacin delivery designed to control drug release and alter metabolism. However, despite successful formulation of various orally based capsule and tablet delivery systems, patient adherence to niacin therapy is still compromised by adverse events such as PG-induced flushing. While the primary advantage of orally dosed formulations is ease of use, alternative delivery options such as transdermal delivery or polymeric micro/nanoparticle encapsulation for oral administration have shown promise in niacin reformulation. However, the effectiveness of these alternative delivery options in reducing inimical effects of niacin and maintaining drug efficacy is still largely unknown and requires more in-depth investigation. In this paper, we present an overview of niacin applications, its metabolic pathways, and current drug delivery formulations. Focus is placed on oral immediate, sustained, and extended release niacin delivery as well as combined statin and/or prostaglandin antagonist niacin formulation. We also examine and discuss current findings involving transdermal niacin formulations and polymeric micro/nanoparticle encapsulated niacin delivery.
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49

Welsh, Noel. "Learning and acting in unknown and uncertain worlds." Thesis, University of Birmingham, 2011. http://etheses.bham.ac.uk//id/eprint/1656/.

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This dissertation addresses the problem of learning to act in an unknown and uncertain world. This is a difficult problem. Even if a world model is available, an assumption not made here, it is known to be intractable to learn an optimal policy for controlling behaviour (Littman 1996). Assuming no world model is known leads to two approaches: model-free learning, which attempts to learn to act without a model of the environment, and model learning, which attempts to learn a model of the environment from interactions with the world. Most earlier approaches make a priori assumptions about the complexity of the model or policy required, the upshot of which is that a fixed amount of memory is available to the agent. It is well known that in a noisy environment, the type assumed within, an environment specific amount of memory is required to act optimally. Fixing the capacity of memory before any interactions have occurred is thus a limiting assumption. The theme of this dissertation is that representing multiple policies or environment models of varying size enables us to address this problem. Both model-free learning and model learning are investigated. For the former, I present a policy search method (usable with a wide range of algorithms) that maintains a population of policies of varying size. By sharing information between policies I show that it can learn near optimal policies for a variety of challenging problems, and that performance is significantly improved over using the same amount of computation without information sharing. I investigate two approaches to model learning. The first is a variational Bayesian method for learning POMDPs. I show that it achieves superior results to the Bayes-adaptive algorithm (Ross, Chaib-draa and Pineau 2007) using their experimental setup. However, this experimental setup makes strong assumptions about prior information, and I show that weakening these assumptions leads to poor performance. I then address model learning for a simpler model, a topological map. I develop a novel non-parametric Bayesian map that sets no limit of the model size, and show experimentally that maps can be learned from robot data with weak prior knowledge.
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Chang, Edward C., Christina A. Downey, Jameson K. Hirsch, and Natalie J. Lin. "Introduction to Positive Psychology in Racial and Ethnic Minority Groups: A Second Call to Action!" Digital Commons @ East Tennessee State University, 2016. https://dc.etsu.edu/etsu-works/456.

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Book Summary: Positive psychology has become a vibrant, well-regarded field of study, and a powerful tool for clinicians. But, for many years, the research in areas relevant to positive psychology, such as happiness, subjective well-being, and emotional intelligence, has been based on findings from largely White samples and has rarely taken the concerns of the ethnic community into consideration. Now, for the first time, leaders in the field have come together to provide a comprehensive reference that focuses specifically on how a culturally-informed approach to positive psychology can help capitalize on the strengths of racial minority groups and have a greater potential to positively impact their psychological well-being. Acting as a bridge between positive psychology theory and research—largely based on an essentialist view of human behavior—and the realities of practice and assessment in diverse groups, Positive Psychology in Racial and Ethnic Groups focuses on four main ethnic groups: Asian Americans, Latin Americans, African Americans, and American Indians.
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