Academic literature on the topic 'Video sanatı'

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Journal articles on the topic "Video sanatı"

1

Vanlioğlu, Mehmet. "Kültürü Belgeleme aracı olarak Video Sanatı ve Örnek Bir Uygulama." Gaziantep Üniversitesi Ayıntab Araştırmaları Dergisi 7, no. 2 (2024): 103–16. https://doi.org/10.71353/gunaad.1583641.

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Video sanatı, hareketli görüntüler aracılığıyla kavram, eylem, duygu oluşturan bir sanat formudur. Sanat alanında kavramsal, teknik, kurgu, sergileme amaçlarıyla kullanıldığı gibi arşiv ve toplumsal hafıza kaydı olarak ta kullanılmıştır. Video sanatına Nam June Paik ve Wolf Vostell'in televizyon setleri kullanarak ürettiği ilk enstalasyonların öncülük ettiği söylenebilir. Nam June Paik ve Andy Warhol'un bir Portapak ile filme aldığı ilk videoların tarihi ise 1965’tir. Video, sanatta yeni temsil biçimleri oluşturmaya ve denemeye olanak taşıyan bir araç olmuştur. Bu nedenle video kavramsal bir araç olarak sanatın 1960’lardan sonraki tanımlarında önemli bir rol oynamıştır. Bu çalışmada bir kültüre ait bağlılık içeren ve o kültür ortamında yaşayanlar tarafından bilinen bir cümleden yola çıkılarak bir video sanat çalışması yapılmıştır. Çalışmanın amacı gelişmiş video tekniklerinin sanatta kullanılarak video sanatın bir belgeleme aracı olarak da kullanıldığını vurgulamaktır. Alan yazın taraması yapılmış video sanat ve kültürel bellek tanımlarıyla ilgili veri toplanmıştır. Gazianteplilerce çok bilinen bir söylem olan “Antep’imizin bir tek denizi eksik” cümlesi video sanat gösterimine dönüştürülmüştür. Toplumların sahip oldukları kültürleri onları bir arada tutan ve korunması gereken en önemli değerleridir. Kültürel bellek, belirli bir zamanda oluşmuş ve ortak duygu ve düşüncelerin birikiminden oluşur. Bireysel olarak sahip olunan kültürel bellek kültürün bireysel olarak korunduğu yer olarak ifade edilebilir. Bu bireyselliğin toplumsal bir olguya dönüşmesi ise bireysel kültürel belleklerin canlı tutulması gerekir. Sanat, toplumların ve kültürlerin varlıklarını sürdürmeleri için gerekli olan ortak noktaların hatırlanması ve korunması için önemli yollardan biridir.
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2

Bayram, Mehmet Ali. "Video Sanatı Deneyimi: Hale Tenger'in "Beyrut" Eseri." Mentor 1, no. 1 (2025): 20–28. https://doi.org/10.5281/zenodo.15063009.

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Nam June Paik, 1960&rsquo;lı yıllarda videoyu televizyona karşı bir başkaldırı aracı olarak kullanmış ve kitle iletişim aracından sanatsal bir malzemeye d&ouml;n&uuml;şt&uuml;rm&uuml;şt&uuml;r. Bu d&ouml;n&uuml;ş&uuml;m, video sanatının ortaya &ccedil;ıkmasına ve farklı video sanatı kavramlarının oluşmasına vesile olmuştur. T&uuml;rkiye&rsquo;de ise video sanatı, 1995&rsquo;ten sonra yaygın kullanılan bir sanat disiplini haline gelmiştir. Video sanatı, izleyicinin bir&ccedil;ok duyusuna aynı anda hitap eden bir deneyim yaşatır. Video sanat eserlerinin g&ouml;rsel ve işitsel deneyim sunması, izleyicinin birebir aktif bir şekilde bu deneyime katılması, eserin sergilendiği mek&acirc;nın izleyicinin daha etkili şekilde deneyimi ger&ccedil;ekleştirmesi i&ccedil;in d&uuml;zenlenmesi, video eserlerinde s&uuml;re sınırlaması olmaması ve belirli bir senaryoya bağlı kalmaması gibi etkenler, video sanatı deneyimini diğer sanat eserleri deneyimlerinden ayırır. Bu deneyimler kişilerin k&uuml;lt&uuml;rlerine, bulundukları ortama, bilgi birikimine ve yaşam şekillerine g&ouml;re farklılık g&ouml;stermiştir. Bu &ccedil;alışmada, İstanbul Modern Sanat M&uuml;zesi&rsquo;nde sergilenen, Hale Tenger&rsquo;in <em>Beyrut</em> (2005- 2007) adlı eseri &uuml;zerinden, izleyici deneyimini, eserin mek&acirc;nla ilişkisini ve bu ilişkinin diğer sanat eserleriyle ne gibi bir farklılığa sahip olduğu &uuml;zerine inceleme yapılmıştır.&nbsp;
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3

Boztepe, Seyhan. "Medya sanatı bağlamında Türki̇ye’de büyük veri̇ tabanlı ağ hari̇talama uygulamaları." Journal of Arts 4, no. 3 (2021): 131–38. http://dx.doi.org/10.31566/arts.4.3.01.

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Sanat içinde üretildiği toplumu yansıtan bir ayna olmanın yanısıra, çağının teknolojisini de yaratıcı şekilde kullanan bir pratiktir. Bir kimyager gibi karışımlar ve renkler üreten ressamdan, televizyon teknolojisini kullanan video sanatçısına kadar teknoloji ile sanatın yüzyıllara yayılan ilişkisinin izini sürmek mümkündür. Günümüzün iletişim ve veri teknolojilerini kullanan ve Medya Sanatı, Yeni Medya Sanatı, Dijital Sanat, Post-Medya ya da Post-Dijital sanat gibi üst başlıklar altında toplanan sanat üretimleri ise günümüzün ön plana çıkan sanat pratikleridir. Bu araştırma, iletişim toplumu bağlamında medya sanatının tarihsel sürecini ele alan bir arkaplan sunmayı, ardından da Büyük Veri (Big Data) tabanlı uygulamalarını merkezine alan bir sanat üretiminden türeyen ve gelinen noktada bir uygulamaya dönüşmüş olan Ağ Haritalama uygulamalarını analiz etmeyi amaçlamaktadır. Yaşadığımız teknoloji ve iletişim odaklı dünyayı şekillendiren karmaşık sistemlerin görselleştirilmesinde yaratıcı yaklaşımlara dair bir örnek olan ve herkesin kullanımına açılmış bir uygulama platformu olarak işleyen Graph Commons, tüm internet kullanıcılarından toplanan, derlenen ve işlenen verilerden oluşan Büyük Veri’yi sanatın yaratıcı bakış açısıyla ele alınarak toplumsal fayda yönünde kullanımına dair sanat, tasarım ve iletişim alanlarına ilham vermektedir.
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Durmaz, Nurdan. "Kapıları Birbirine Eklemlemek: Bir Özgürleşme Mekânı Olarak Harem." Kadın/Woman 2000, Journal for Women's Studies 19, no. 2 (2017): 101–13. http://dx.doi.org/10.33831/jws.v19i2.255.

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Metinde, Nil Yalter’in Harem videosunun feminist bakış açısıyla bir analizi sunulmuştur. Nil Yalter, Paris’te, 1960’lı yıllardaki toplumsal hareketlerin içinde yer almış ve sonraki yıllarda bu hareketlerin etkisini sanatında yansıtan ilk sanatçılardan olmuştur. Postyapısalcı bir feminist sanat örneği olan Harem videosu Nil Yalter’in tarihi ve sanat tarihini video ve beden sanatı yoluyla yapıbozuma uğrattığı yapıtıdır. Birden çok sekans ve birden çok perspektifi içeren bu yapıt ilk video sanatı örneklerinden de biridir. Nil Yalter Harem’de, video sanatını eril sanat tarihini, beden sanatını ise bütün bir erkek egemen tarihi yıkmak için yeni bir araç olarak kullanır. Yazıda her sekansın bu bakış açısıyla ayrıntılı bir incelemesi sunulmuştur.
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Durmaz, Nurdan. "Kapıları Birbirine Eklemlemek: Bir Özgürleşme Mekânı Olarak Harem." Kadın/Woman 2000, Journal for Women's Studies 18, no. 2 (2017): 101–13. http://dx.doi.org/10.33831/jws.v18i2.255.

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Metinde, Nil Yalter’in Harem videosunun feminist bakış açısıyla bir analizi sunulmuştur. Nil Yalter, Paris’te, 1960’lı yıllardaki toplumsal hareketlerin içinde yer almış ve sonraki yıllarda bu hareketlerin etkisini sanatında yansıtan ilk sanatçılardan olmuştur. Postyapısalcı bir feminist sanat örneği olan Harem videosu Nil Yalter’in tarihi ve sanat tarihini video ve beden sanatı yoluyla yapıbozuma uğrattığı yapıtıdır. Birden çok sekans ve birden çok perspektifi içeren bu yapıt ilk video sanatı örneklerinden de biridir. Nil Yalter Harem’de, video sanatını eril sanat tarihini, beden sanatını ise bütün bir erkek egemen tarihi yıkmak için yeni bir araç olarak kullanır. Yazıda her sekansın bu bakış açısıyla ayrıntılı bir incelemesi sunulmuştur.
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Günay, Burcu. "Video Sanatında Çevreci Yaklaşımlar." ART/icle: Sanat ve Tasarım Dergisi 4, no. 2 (2024): 180–95. https://doi.org/10.56590/stdarticle.1532879.

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Giriş ve Çalışmanın Amacı: Bu araştırma, video sanatında insan-yaşam-doğa kavramlarını ele alan sanatçıların üretim süreçlerine odaklanmaktadır. Sanayi devrimi ile hızlanan teknolojik gelişmeler ve video kayıt cihazlarının dijitalleşmesi, seri üretimle birlikte pratik hayatta olduğu kadar üretim tarihinde de gerçekleşmesini mümkün kılmıştır. 1960'tan sonra sanatta geleneksel üretim yöntemlerinin yanında kendine yer bulan video, bir hayatta kalma günlüğü olarak tanımlanan görevinden kurtulmuştur. Tüm toplumsal dinamiklerin kavram üzerinden ele alındığı çağdaş sanatta video, biçimsel çözümlemeler yerine insan ve insan olmayan arasındaki ilişkiyi irdeleyen bir noktada yer alır. Üzerindeki yapılar dünyanın tüm dinamikleri ile organik bir yapıya sahip olsa da insan; dünyanın doğal kurallarına bağlı olarak kendi başına kalmaya çalışmakta ve giderek doğayı hedef almaktadır. Bu araştırma, insan ve insan dışı ilişkileri ve çelişkileri ele alan video uygulama örneklerini görünür kılmayı amaçlamaktadır. Seçilen sanatçıların ortak noktaları, yönelim önerileri ve sanatı sadece biçimsel bir sorgulama alanı olarak değil, bir farkındalık ve zihin alanı olarak görmeleridir. Bunlara ek olarak, yaşadığı dönemin sosyal, kültürel, toplumsal veya çevresel durumlarından etkilenen günümüz sanatçısının vermek istediği mesajın, güncel sanat kavramındaki ifadesi inceleme amacını taşır. Kavramsal ve Kuramsal Çerçeve: Bu araştırmanın kavramsal çerçevesini çevre kavramı, çevre ve insan arasındaki ilişki ve bu ilişkiyi çağdaş sanatta video sanatı üzerinden ele alan sanatçıların üretim süreçleri oluşturmaktadır. Çevre; insan faaliyetleri ve insan dışı canlılar üzerinde ani ya da uzun bir süre içinde etkide bulunabilecek fiziksel, kimyasal, biyolojik, toplumsal etkilerin toplamı olarak tanımlanabilir. İnsan faaliyetlerinin ekosistem üzerindeki etkisi olarak tanımlanan antroposen dönemin dayanağı endüstriyel üretimler sonucu, başta küresel ısınma ve iklim değişimi gibi birçok çevresel sorun giderek yaygınlaşmaktadır. Çevresel sorunları ele alan çağdaş sanatçılar; insan ve insan dışı arasındaki dinamikleri, insanın çevre üzerinde yarattığı öngörülemeyen tahribatı üretim süreçleri ile sorgulamaktadır. Video sanatı üzerinden çevre sorunlarını ele alan sanatçıların bu sorunu nasıl algıladığı ve yansıttığı, üretim süreçlerinde kavramsal yapıyı nasıl kurdukları incelenmektedir. Yöntem: Bu araştırma literatür tarama modeline göre oluşturulmuştur. 1960 sonrası sanatta yaşanılan kırılmalar, video sanatının gelişimi ve çevresel bir farkındalık yaratma sürecindeki etkin rolü bireysel ve kolektif üretim süreçleri üzerinden açıklanmaya çalışılmıştır. Bu doğrultuda çevre-çevre sorunları-video sanatı ele alınmaktadır. Bu bağlamda ilk olarak antroposen dönem üzerinden bir tanımlama ve araştırma yapılmıştır. Bu kavramı çağdaş sanatta ele alan öncü sanatçıların üretim süreçleri örneklerle açıklandıktan sonra çevre sorunlarını ele alan video sanatçıları üzerinden bir okuma gerçekleştirilmiştir. Video sanatı kısmında ülkemizde yaşayan ve aktif olarak üretim gösteren genç sanatçılar belirlenmiştir. Çevresel sorunlara eğilen ve sanatı sadece biçimsel sorgulama alanı olarak değil, bir bilinçlenme ve farkındalık alanı olarak gören sanatçıların üretimlerine odaklanan nitel bir araştırma yapılmaktadır. Bulgular: Toplumsal, çevresel, politik yapıdaki değişimler çağın sanat üretim biçimlerine yansımaktadır. Çağdaş sanat disiplinleri arasında yer alan video; başlangıçta sadece bir kayıt altın alan bir alet olarak görülmüştür. Bununla birlikte video sanatının ele aldığı konular genellikle estetik bir bakış açısı yakalamaktan ziyade, kavramın kendisini görünür kıldığı üretim süreçleriyle doludur. Antroposen çağda doğanın direk etkilendiği tehlikeler, çözümü aciliyet gerektirdiği için, video sanatı çevreye genellikle biyopolitik doğrultuda yaklaşmaktadır. Sonuç: İnsan ilk andan itibaren doğadan faydalan, onu işleyen, teknik ilerlemelerin getirisi olarak onunla birlikte yaşamanın yollarını arayan değil, onu sahiplenen bir oluşum içindedir. Antroposen çağda doğanın maruz kaldığı tehlikeler çözümü aciliyet içeren bir noktaya ulaşmıştır. Bununla birlikte çevresel bir farkındalık yaratmaya çalışan oluşumlarında sayısı artmaktadır. Özellikle 1950’li yıllardan itibaren sanatçılar çevre/ doğa/ yaşama dair izleyicide bilinç uyandırmayı amaçlayan düşün nesnelerine doğru yönelmişlerdir. Bir bakıma doğaya saygı ve birlikte yaşamanın yollarını alternatif yaklaşımlara sunan üretim süreçleri, insanın insan dışı üstündeki öngörülemeyen tahribatı üzerine düşünme ve eyleme geçme üzerinedir. Video sanatı da estetik bir bakış açısı yakalamaktan ziyade, kavramın kendisini görünür kıldığı üretim süreçleriyle doludur. Video sanatı ile ekolojik/ çevre ile ilgili eser üreten sanatçılar, antroposen çağda doğanın direk etkilendiği tehlikeleri, çözümü aciliyet gerektirdiği için, genellikle biyopolitik bir yaklaşım beslemektedirler.
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ADIGÜZEL, Aslı Nur. "HAYVANLAR ÜZERİNDE KURULAN TAHAKKÜMÜN VİDEO SANATI ÖRNEKLERİYLE İNCELENMESİ." EJOVOC Electronic Journal of Vocational Colleges 13, no. 1 (2023): 113–28. http://dx.doi.org/10.17339/ejovoc.1312290.

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Tahakküm ilişkisi, bir mülke sahip olma arzusu ve o mülk içinde bulunan canlıların hakimiyetini kısıtlama anlamlarına gelmektedir. Toplumsal alanın her anında türcü ideolojiyle karşılaşan hayvanlar, tahakküm ilişkisinin en çok sömürüye maruz bırakılanlarıdır. Bu tahakküm ilişkisi, sanat türlerinden biri olan video sanatında da kendine yer bulmuştur. Çalışmanın amacı, insan merkezci anlayışın hayvan türüne yönelik oluşturduğu tahakküm ilişkisini, video sanatı bağlamında ele alabilmektir. Bu doğrultuda öncelikle, tahakküm kavramı ve insan-hayvan ikiliğindeki tahakküm ilişkisi ele alınacaktır. Tahakkümün sanat alanındaki görünürlüğü açıklanarak, eleştirel söylem analiziyle video sanatı örnekleri üzerinde durulacaktır. Örneklem olarak; Shot Dog, Death of a Chicken, Felt is the Past Tense of Feel, A Little Death, Dogs That Chat Touch Each Other ve Don’t Trust Me adlı video çalışmaları seçilmiştir. Ortaya koyulan video çalışmalarının insan merkezci bakış açısıyla oluşturulduğu ve bu çalışmalarda hayvanların yaşamlarına yönelik kararların sanatçılar tarafından verildiği görülmüştür. Dolayısıyla hayvan türünün nesnelere dönüştürülmesi, insan-hayvan ikiliğindeki tahakküm ilişkisini açığa çıkarmaktadır.
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Hamit, Önal, and Genç Ozan. "Mucurlu Sanatçı Ali Rıza Güney'in Hayatı ve Sanatı." International Journal of Social and Humanities Sciences Research 10, no. 102 (2023): 3415–29. https://doi.org/10.5281/zenodo.10431460.

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Bu araştırmanın amacı; Mucurlu mahalli sanat&ccedil;ı Ali Rıza G&uuml;ney&rsquo;in hayatı ve m&uuml;zik sanatına katkılarının belirlenmesidir. Bu ama&ccedil;la, Ali Rıza G&uuml;ney&rsquo;in sanat hayatında kimlerden etkilendiği, besteleri, derlemeleri, T&uuml;rkiye Radyo Televizyon Kurumu T&uuml;rk Halk M&uuml;ziği (THM) repertuvarına kabul edilmiş eserleri, farklı sanat&ccedil;ılar tarafından okunmuş eserleri ile icracı y&ouml;n&uuml; ele alınmış ve Mucur y&ouml;resi m&uuml;zik k&uuml;lt&uuml;r&uuml;ne katkıları ortaya konmuştur. &Ccedil;alışma kaynak tarama ve g&ouml;r&uuml;şme tekniğini i&ccedil;eren nitel bir araştırmadır. &Ccedil;alışmada konuyla ilgili notlar, kitaplar, arşiv dosyaları, nota, video, ses kayıtları ve fotoğraflar &ouml;zg&uuml;nl&uuml;ğ&uuml; kontrol edilerek incelenmiştir. Ayrıca Ali Rıza G&uuml;ney&rsquo;in TRT THM emekli ses sanat&ccedil;ısı kızı Emel Taş&ccedil;ıoğlu ile babasının hayatı ve sanat&ccedil;ı kişiliği hakkında g&ouml;r&uuml;şme yapılmıştır. Elde edilen veriler sonucunda, Ali Rıza G&uuml;ney&rsquo;in bir k&uuml;lt&uuml;r aktarıcısı olarak Mucur y&ouml;resi T&uuml;rk Halk M&uuml;ziği k&uuml;lt&uuml;r&uuml;nde &ouml;nemli bir yere sahip olduğu ve bu y&ouml;n&uuml;yle gelecek nesillere aktarılması gerektiği vurgulanmıştır.
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Kılıç Karatay, Semra. "OSMANİYE YAHYA MAZLUM HALK EĞİTİM MERKEZİ’NDE BULUNAN DOKUMA ATÖLYESİNDE DOKUNAN DÜZ DOKUMA ÖRNEKLERİ." Art and Interpretation, no. 44 (September 25, 2024): 79–88. http://dx.doi.org/10.47571/sanatyorum.1425067.

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Düz dokuma örnekleri desenli veya desensiz dokunabilmektedir. Desenler genellikle dokuma yapılırken farklı atkı ipliklerinin kullanılması ile elde edilmektedir. Düz dokumalarda desen farklı renkteki atkı ipliklerinin cicim veya zili tekniğinde olduğu gibi çözgü üzerine sarılması ile oluşturulduğu gibi atkıların ilikli veya diğer kilim dokuma tekniklerinde olduğu gibi motifin bitiş yerinden dönmesi veya birbiri ile geçiş yapması ile de elde edilebilmektedir. Dokumalar eski zamanlarda genel olarak evlerde yapılmaktaydı. Son yıllarda il ve ilçelerde daha çok meslek edindirme adı altında resmi kurumlarca açılan kurslarda dokuma sanatı devam ettirilerek hem canlılığını korumakta hem de gelecek nesillere aktarılmaktadır. Çalışmada konu olarak Osmaniye Yahya Mazlum Halk Eğitimi Merkezi Müdürlüğünde dokunan düz dokuma örnekleri olan kilim ve cicim gibi örnekleri ele alınmış olup kullanılan malzemeler, kaliteleri ve dokunma amaçlarına dair bilgiler toplanmıştır. Alan çalışması olarak belirlenen araştırma da ses kaydı, video çekimi ve sözlü görüşmeler yapılarak elde edilen dokumalar görselleri ile birlikte çalışma içerisinde verilerek elde edilen bilgilerin literatüre geçmesi amaçlanmaktadır.
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Bakırcılar, Günay. "SANATIN DİSİPLİNLERARASI DÖNÜŞÜMÜ: DOCUMENTA 6." Sanat Yazıları, no. 52 (May 28, 2025): 58–72. https://doi.org/10.61742/sanatyazilari.1602862.

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Manfred Schneckenburger tarafından 1977 yılında gerçekleştirilen Documenta 6 sergisi, fotoğraf, film, video gibi medyaları merkeze koyarak disiplinlerarası sanat için bir zemin yaratmaktadır. Documenta 6; fotoğraf, film ve videoyu sanatsal yaratım türleri olarak merkeze çekmesinin yanı sıra sanatın toplumsal sorunlarla ilişkisini de tartışmaya açmaktadır. Araştırmanın konusu, Documenta 6 sergisinin sanatın toplumsal bağlamdaki rolünü ve medya sanatlarını (fotoğraf, film, video) sanatlara-rası perspektifte incelemektir. Araştırmada, ilk olarak “Sanatta Medya-Medyada Sanat” sloganı açıklanmıştır. Ardından Hu-bertus Gojowczyk, Panamarenko Joachim Bandau, Haus Rocker Co, Richard Serra, Walter de Maria, Ferdinant Kriwet, Rei-ner Ruthenbeck, Horst H. Baumann, Nam June Paik, Bill Viola, Joseph Beuys ve Ulrike Rosenbach’ın eserleri incelenmiştir. Araştırmada “doküman analizi” yöntemi kullanılmıştır. Araştırmanın sonucunda; Documenta 6 sergisinin, medya konsepti bağlamında sergilediği eserler ve paralelinde gerçekleştirilen tartışmalarla yerleşik olan algıları yıkıp, yeni algılar için temel oluşturmuş, gelecek Documenta sergilerine farklı bir bakış açısı getirmek üzere yeni bir zemin yarattığı sonucuna varılmıştır.
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Dissertations / Theses on the topic "Video sanatı"

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Mader, Stéphanie. "Le "game design" de jeux thérapeutiques : Modèles et méthodes pour la conception du gameplay." Thesis, Paris, CNAM, 2015. http://www.theses.fr/2015CNAM1011/document.

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Cette thèse propose des modèles, méthodes et outils destinés aux game designers de jeux thérapeutiques. Le problème de conception le plus fondamental des jeux thérapeutiques est le gameplay, c'est-à-dire des objectifs de jeu et des actions que le joueur doit effectuer pour atteindre ces objectifs. Dans un jeu thérapeutique, le gameplay doit à la fois produire l'effet thérapeutique et motiver le patient à suivre son protocole. Les problèmes sous-jacents de celui-ci sont l'évaluation médicale et ludique du jeu, et l'échange de connaissances entre game designers et experts santé. Nous proposons une méthode de game design de jeu thérapeutique allant de la définition du problème à l'évaluation. Cette méthode intègre les autres solutions que nous proposons, notamment le modèle player/game/therapy et une méthode de formalisation du gameplay<br>This PhD thesis explores the field of therapeutic games in order to propose methods and tools for the game designer of such games. The most fundamental design problem of therapeutic games is the gameplay, ie. the game objectives and the actions the player does to address the objectives. In therapeutic game, the gameplay must, at the same time, provide the therapeutic effects and motivate the patient to follow his protocol. The sub-problems of this are 1. the two-fold evaluation (medical and motivation), 2. the exchange of knowledge between game designers and health experts. We propose a therapeutic game design method which begins with the problem definition and ends with the two-fold evaluation. This method integrates the other solutions we propose, particularly the player / game / therapy model and a method to formalize the gameplay
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Mader, Stéphanie. "Le "game design" de jeux thérapeutiques : Modèles et méthodes pour la conception du gameplay." Electronic Thesis or Diss., Paris, CNAM, 2015. http://www.theses.fr/2015CNAM1011.

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Cette thèse propose des modèles, méthodes et outils destinés aux game designers de jeux thérapeutiques. Le problème de conception le plus fondamental des jeux thérapeutiques est le gameplay, c'est-à-dire des objectifs de jeu et des actions que le joueur doit effectuer pour atteindre ces objectifs. Dans un jeu thérapeutique, le gameplay doit à la fois produire l'effet thérapeutique et motiver le patient à suivre son protocole. Les problèmes sous-jacents de celui-ci sont l'évaluation médicale et ludique du jeu, et l'échange de connaissances entre game designers et experts santé. Nous proposons une méthode de game design de jeu thérapeutique allant de la définition du problème à l'évaluation. Cette méthode intègre les autres solutions que nous proposons, notamment le modèle player/game/therapy et une méthode de formalisation du gameplay<br>This PhD thesis explores the field of therapeutic games in order to propose methods and tools for the game designer of such games. The most fundamental design problem of therapeutic games is the gameplay, ie. the game objectives and the actions the player does to address the objectives. In therapeutic game, the gameplay must, at the same time, provide the therapeutic effects and motivate the patient to follow his protocol. The sub-problems of this are 1. the two-fold evaluation (medical and motivation), 2. the exchange of knowledge between game designers and health experts. We propose a therapeutic game design method which begins with the problem definition and ends with the two-fold evaluation. This method integrates the other solutions we propose, particularly the player / game / therapy model and a method to formalize the gameplay
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Guerre, Alexandre. "Champ visuel augmenté pour l'exploration vidéo de la rétine." Thesis, Brest, 2019. http://www.theses.fr/2019BRES0110.

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L’objectif de cette thèse est d’augmenter le confort visuel de l’ophtalmologue au cours d’examens ou de chirurgies de la rétine. Pour ce faire, nous décidons d’augmenter artificiellement et en temps réel le champ visuel dans le cas de vidéos d’exploration acquises à la lampe à fente et à l’endoscope oculaire. L’augmentation passe par la mise en place de cartes dynamiques en 3D de la rétine. A notre connaissance, il n’existe pas de telle méthode dans la littérature. Notre solution passe par l’étude de différentes méthodes d’estimation de déplacements entre deux images. Nous les regroupons en méthodes « classiques » d’une part, comptant notamment des méthodes basées sur les algorithmes SIFT ou SURF. D’autre part, nous rassemblons des méthodes utilisant l’apprentissage profond (ou méthodes « CNN » pour Convolutional Neural Network). Certaines de ces méthodes, comme celles utilisant les réseaux FlowNet, nécessitent une annotation vérité terrain des déplacements entre images. Comme de telles bases de données n’existent pas en ophtalmologie, des bases généralistes ont été utilisées. De plus, nous avons construit deux bases de données de déplacements artificiels ayant pour fond des images de rétines. Enfin, pour contourner le problème d’annotation, une approche utilisant l’apprentissage auto-supervisé a été étudiée. Après comparaisons des résultats, il apparaît que les méthodes « CNN » surpassent les méthodes classiques. De plus, seule une supervision forte de l’apprentissage permet des résultats satisfaisants. A l’avenir, nous espérons que ces travaux pourront permettre aux chirurgiens d’être plus confiants et efficaces dans des environnements où il peut être compliqué de se repérer<br>The main objective of this thesis is toincrease the visual comfort of theophthalmologists during examinations orsurgeries. To do so, we decided toartificially increase in real time the field ofview in videos of retinal exploration. Thetools used for the acquisition of thesevideos are the slit lamp and theendoscope. The increase of the field ofview passes by the establishment ofdynamic 3D maps of the retina.To our knowledge, there is still no suchmethod in the state of the art.In order to implement our solution, westudied the different methods of motionestimations between two images. Wegrouped them into "classical" methods, onthe one hand, including methods based onSIFT or SURF algorithms. On the otherhand, we grouped deep learning methods(or "CNN" methods for ConvolutionalNeural Network).Some of these methods, such as thoseusing FlowNet networks, required groundtruth annotation of movement betweenimages.Since such bases are very difficult to set upin the medical field and do not exist inophthalmology, general databases havebeen used. In addition, we built twodatabases of artificial displacements whichbackgrounds are composed of images ofretinas. Finally, to get around this problemof annotations, a self-supervised deeplearning approach was studied.After comparing the results, it appears thatmethods using convolutional neuralnetworks outperform conventional methodsfor estimating movements in retinal videos.Moreover, only a strong supervision allowsacceptable results. In the future, we hopethat this work will enable surgeons to bemore confident and effective inenvironments where it is sometimesdifficult to find their bearings
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Okimoto, Maria Lucia Leite Ribeiro. "Estudo do setor de plastico reforçado com fibra de vidro no Estado de Santa Catarina." reponame:Repositório Institucional da UFSC, 1994. https://repositorio.ufsc.br/xmlui/handle/123456789/157889.

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Dissertação (mestrado) - Universidade Federal de Santa Catarina, Centro Tecnologico<br>Made available in DSpace on 2016-01-08T19:10:29Z (GMT). No. of bitstreams: 1 96305.pdf: 1716825 bytes, checksum: 416ccaa015141d76995a4baebe19d76d (MD5) Previous issue date: 1994<br>Este trabalho de pesquisa procura desenvolver uma avaliação do setor de Plástico Reforçado com Fibra de Vidro no Estado de Santa Catarina. O objetivo principal é o conhecimento da estrutura industrial do setor e a análise dos seus principais problemas, definidos a partir da constatação dos seus pontos fortes e fracos. Utilizou-se a metodologia de Porter como um instrumento analítico. O modelo apresenta um sistema geral para a análise da estrutura de um setor e dos concorrentes que dele participam. As informações da estrutura da indústria do setor de PRFV descrevem os principais ítens que colaboram para a maior intensidade das forças atuantes sobre as empresas deste setor, e permitem a análise do tipo de meio industrial no qual estas empresas estão inseridas. A divisão do setor em grupos estratégicos através do método de Clustering, possibilta às empresas a ele pertencentes uma análise do seu posicionamento em relação aos seus concorrentes. Permitindo assim, através destes conhecimentos a formulação de ações estratégicas específicas de acordo com a problemática de cada grupo estratégico.
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Boudjema, Sophia. "Infections nosocomiales, comportement soignants et technologies innovantes." Thesis, Aix-Marseille, 2016. http://www.theses.fr/2016AIXM5055.

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Les infections nosocomiales sont responsables de milliers de décès chaque année. Les soignants, les patients et l'environnement à l'hôpital peuvent être source de contamination. Les objets tels que les téléphones cellulaires, les stéthoscopes, les tensiomètres, les cravates, les blouses et les bagues sont utilisés par les soignants et peuvent être contaminés. Ils deviennent alors des vecteurs potentiels pouvant être responsables d'infections nosocomiales. Les mains des soignants peuvent aussi être un vecteur de la transmission d'agents pathogènes. Respecter l'ensemble des règles d'hygiènes au quotidien est indispensable mais peut être contraignant pour les soignants. Afin d'avoir une mesure plus précise de la désinfection des mains, un outil automatique de mesure appelé MédiHandTrace® (MHT) a été développé, et breveté. Il permet de tracer les soignants grâce à leurs sabots pucés. MHT montre des taux d'observance inférieurs à 50% et aussi que l'hygiène des mains est individuelle. Aussi, Nous avons voulu comprendre le raisonnement des soignants au regard de leurs pratiques d'hygiène. Grâce à la vidéo, nous avons mis en lumière des comportements singuliers. L'amélioration de l'hygiène des mains reste une priorité. En conséquence, nous avons introduit des outils couplés à MHT, envoyé des sms sur les téléphones des soignants donnant leurs performances individuelles. L'hygiène des mains est un geste simple, mais sa réalisation se fait dans des situations de soins souvent complexes. L'adhérence à l'hygiène reste multifactorielle nécessitant l'apport de nouveaux outils d'apprentissage et de communication afin de délivrer des messages simples et efficaces auprès des soignants<br>Nosocomial infections are responsible for thousands of deaths each year. Healthcare workers (HCW), patients and the hospital environment can be a source of contamination. Fomites such as cell phones, stethoscopes, tensiometers, ties, gowns and rings are used by HCW and may be contaminated. They become potential vectors that can be responsible for nosocomial infections. The HCWs hands' can also be a vector for the transmission of pathogens. Respecting all the rules of hand hygiene in everyday life is essential but can be binding for the HCW. In order to have a more accurate measurement of hand disinfection, an automatic measuring tool called MédiHandTrace® (MHT) was developed and patented. It makes it possible to trace the HCWs with tags into their shoe hoofs. MHT shows compliance rates below 50% and also that hand hygiene is individual. Also, we wanted to understand the reasoning of HCW with regard to their hygiene practices. Through the video, we have highlighted some singular behaviors of HCWs. Improving hand hygiene remains a priority. As a result, we introduced tools coupled with MHT, sent sms to the phones of HCWs showing their individual performance. Hand hygiene is a simple gesture, but its realization takes place in often complex care situations. Adherence to hand hygiene remains multifactorial, requiring new learning and communication tools to deliver simple and effective messages to HCWs
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Panagos, Mélina. "Le serious gaming, un outil de gouvernance contributive et participative du bien-être et de la santé : Le cas du game design des jeux vidéo chez les 14-17 ans, une réalité contrastée." Thesis, Université Côte d'Azur, 2020. http://www.theses.fr/2020COAZ2001.

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La thèse de doctorat intitulée Le serious gaming, un outil de gouvernance contributive et participative du bien-être et de la santé. Le game design des jeux vidéo chez les 14-17 ans, une réalité contrastée est un travail qui s’inscrit dans le champ des Sciences de l’Information et de la Communication. Cette recherche interdisciplinaire s’attache à employer de nombreux concepts et théories rattachées au champ des games studies, des cultural studies, mais aussi à celui de la promotion de la santé en santé publique. Les médias en général et les jeux vidéo en particulier font d’ores et déjà l’objet de nombreux travaux à charge. Aussi, ces objets seront cette fois analysés à décharge. Il s’agit ici de comprendre de quelles manières ces technologies d’information et de communication peuvent finalement devenir des outils permettant de faire pencher la balance risque-bénéfice en faveur de celui du bien-être et de la santé de ses usager.es. L’étude de cas au cœur de cette recherche-action se concentre sur un objet dont l’utilisation chez une tranche d’âge est toujours assujettie aux polémiques institutionnelles et épistémologiques : les jeux vidéo chez les 14-17 ans.Le sujet sera ici traité en trois parties : une première partie qui démontre comment, au croisement de théories, concepts et modèles issus d’une grande variété de disciplines, la pratique et les usages des jeux-vidéo s’inscrit dans des contextes favorables du bien-être et de la santé ; une deuxième dans laquelle s’articule l’étude de cas dans une démarche en communication expérimentale ; La troisième partie qui, à la lecture des résultats obtenus et de leur applicabilité dans un contexte administratif et politique actuel, permet de dégager les éléments de réponse sur le sujet. A l’issu de la démonstration il apparaît effectivement que ce sujet, une fois écrémé des corrélations simplistes et des considérations culturelles, fait bien l’objet d’un traitement ne tenant pas compte des conclusions académiques portant sur l’empowerment que produit le game design en particulier et la pratique vidéoludique en général. Dès lors, si le serious gaming du game design des jeux vidéo se constitue comme un outil efficace lorsqu’il est employé dans une approche populationnelle, se pose finalement la question de son applicabilité et de ses effets sur dans d’autres contextes et/ou les autres médias digitaux ou traditionnels<br>The Doctorate thesis entitled 'Serious gaming, a tool of contributive governance and participant of well-being and health. Game design in video games for the 14 to 17 years old, a contrasted reality' is a work which comes within the scope of science of the information and communication study field. This interdisciplinary research makes sure to use many concepts and theories attached to the field of game studies and cultural studies but also to the field of health promotion and public health.The media in general and video games more particularly are already the object of several works incriminating it. Therefore, in this study, these objects will be analyzed from an exonerating point of view. The point here is to understand how these information and communication technologies can in the end become a tool allowing to tip the scale of risks and benefits in favor of the well-being and health of its users. The case study at the very heart of this study-action focuses on an object which for a certain group age is still under institutional and epistemological polemics: video games for the 14 to 17 years old.The topic will be treated here in three different parts : A first part which will demonstrate how, at the crossroad of theories, concepts and models from a great variety of disciplines, the use of video games inscribes in contexts in favor of well-being and health ; a second one in which the study is built around an experimental communication approach ; the third part which, after reading the final results and their capacity to be applied in the current administrative and political context, allows to uncover the elements of the answer about this topic.At the end of this walk through, it actually appears that this topic, once skimmed from the simplistic correlations and cultural considerations, is indeed the object of an a traitement which does not consider the academic conclusions about the empowerment that the game design in particular and the use of video games in general are creating. Subsequently, if the serious gaming of the game design in video games builds itself like and efficient tool when it is used in a populational approach, the question of its capacity to be applied and of its effects in other contexts and/or in other digital or traditional media can be asked
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Ali, Abid. "Analyse vidéo à l'aide de réseaux de neurones profonds : une application pour l'autisme." Electronic Thesis or Diss., Université Côte d'Azur, 2024. http://www.theses.fr/2024COAZ4066.

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La compréhension des actions dans les vidéos est un élément crucial de la vision par ordinateur, avec des implications significatives dans divers domaines. À mesure que notre dépendance aux données visuelles augmente, comprendre et interpréter les actions humaines dans les vidéos devient essentiel pour faire progresser les technologies dans la surveillance, les soins de santé, les systèmes autonomes et l'interaction homme-machine. L'interprétation précise des actions dans les vidéos est fondamentale pour créer des systèmes intelligents capables de naviguer efficacement et de répondre aux complexités du monde réel. Dans ce contexte, les avancées dans la compréhension des actions repoussent les limites de la vision par ordinateur et jouent un rôle crucial dans la transformation des applications de pointe qui impactent notre quotidien. La vision par ordinateur a réalisé des progrès significatifs avec l'essor des méthodes d'apprentissage profond, telles que les réseaux de neurones convolutifs (CNN), repoussant les frontières de la vision par ordinateur et permettant à la communauté de progresser dans de nombreux domaines, notamment la segmentation d'images, la détection d'objets, la compréhension des scènes, et bien plus encore. Cependant, le traitement des vidéos reste limité par rapport aux images statiques. Dans cette thèse, nous nous concentrons sur la compréhension des actions, en la divisant en deux parties principales : la reconnaissance d'actions et la détection d'actions, ainsi que leur application dans le domaine médical pour l'analyse de l'autisme. Dans cette thèse, nous explorons les divers aspects et défis de la compréhension des vidéos, tant d'un point de vue général que spécifique à une application. Nous présentons ensuite nos contributions et solutions pour relever ces défis. De plus, nous introduisons le jeu de données ACTIVIS, conçu pour diagnostiquer l'autisme chez les jeunes enfants. Notre travail est divisé en deux parties principales : la modélisation générique et les modèles appliqués. Dans un premier temps, nous nous concentrons sur l'adaptation des modèles d'images pour les tâches de reconnaissance d'actions en incorporant la modélisation temporelle à l'aide de techniques de fine-tuning efficaces en paramètres (PEFT). Nous abordons également la détection et l'anticipation des actions en temps réel en proposant un nouveau modèle conjoint pour l'anticipation des actions et la détection d'actions en ligne dans des scénarios de la vie réelle. En outre, nous introduisons une nouvelle tâche appelée "interaction lâche" dans des situations dyadiques et ses applications dans l'analyse de l'autisme. Enfin, nous nous concentrons sur l'aspect appliqué de la compréhension des vidéos en proposant un modèle de reconnaissance d'actions pour les comportements répétitifs dans les vidéos d'individus autistes. Nous concluons en proposant une méthode faiblement supervisée pour estimer le score de gravité des enfants autistes dans des vidéos longues<br>Understanding actions in videos is a crucial element of computer vision with significant implications across various fields. As our dependence on visual data grows, comprehending and interpreting human actions in videos becomes essential for advancing technologies in surveillance, healthcare, autonomous systems, and human-computer interaction. The accurate interpretation of actions in videos is fundamental for creating intelligent systems that can effectively navigate and respond to the complexities of the real world. In this context, advances in action understanding push the boundaries of computer vision and play a crucial role in shaping the landscape of cutting-edge applications that impact our daily lives. Computer vision has made significant progress with the rise of deep learning methods such as convolutional neural networks (CNNs) pushing the boundaries of computer vision and enabling the computer vision community to advance in many domains, including image segmentation, object detection, scene understanding, and more. However, video processing remains limited compared to static images. In this thesis, we focus on action understanding, dividing it into two main parts: action recognition and action detection, and their application in the medical domain for autism analysis.In this thesis, we explore the various aspects and challenges of video understanding from a general and an application-specific perspective. We then present our contributions and solutions to address these challenges. In addition, we introduce the ACTIVIS dataset, designed to diagnose autism in young children. Our work is divided into two main parts: generic modeling and applied models. Initially, we focus on adapting image models for action recognition tasks by incorporating temporal modeling using parameter-efficient fine-tuning (PEFT) techniques. We also address real-time action detection and anticipation by proposing a new joint model for action anticipation and online action detection in real-life scenarios. Furthermore, we introduce a new task called 'loose-interaction' in dyadic situations and its applications in autism analysis. Finally, we concentrate on the applied aspect of video understanding by proposing an action recognition model for repetitive behaviors in videos of autistic individuals. We conclude by proposing a weakly-supervised method to estimate the severity score of autistic children in long videos
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Ferreira, Rafael Chaves. "Difusão audiovisual do Arquivo Histórico Municipal de Santa Maria como meio de comunicação com a sociedade." Universidade Federal de Santa Maria, 2015. http://repositorio.ufsm.br/handle/1/11059.

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Is essential that the society of Santa Maria and region has knowledge and recognizes the MHASM and its function, as well as their actions and their services, and how to enjoy these, and for this there must be the diffusion of the institution. From this it was questioned: "Can some kind of audiovisual diffusion be develop, as means of communication with society, to promote the MHASM, its actions and its services?". In order to answer this and as a mean of spreading the work of the MHASM, focusing on audiovisual diffusion, this study sought to achieve the following objectives: achieve audiovisual diffusion of MHASM by developing an institutional video that identifies and characterizes the Archive and all that concerns it; conduct a study of corporate videos from state public archives and the Federal District Archive in order to obtain information for the institutional video production from MHASM; and demonstrate the importance of audiovisual diffusion to the Archive. Applied methodology was used with quantitative and qualitative approach, being also exploratory, descriptive and bibliographic, using forms as data collection tools. To support the research, concepts, authors and references were used that were related to patrimony, cultural heritage, archive, public archive, historical archive, diffusion, archival diffusion, audiovisual, and institutional video. Taking into account the literature used, the context of the research universe and the studies and actions taken, the objectives listed above were achieved. Thus, it is displayed here all the theoretical and technical process employed for the institutional video production of the MHASM leading to the audiovisual diffusion of the institution.<br>É essencial que a sociedade de Santa Maria e região tenha ciência e reconheça o AHMSM, sua função, ações e serviços, e como gozar destes, e para isso é preciso que haja a difusão da instituição. A partir disto questionou-se: é possível desenvolver algum recurso de difusão audiovisual, como meio de comunicação com a sociedade, para divulgar o AHMSM, suas ações e serviços? . Com a intenção de responder a isto, tendo por tema a difusão do AHMSM, com enfoque na difusão audiovisual, buscou-se atingir os seguintes objetivos: realizar a difusão audiovisual do AHMSM, por meio do desenvolvimento de vídeo institucional, identificando e caracterizando o Arquivo e tudo que lhe diz respeito; realizar estudo dos vídeos institucionais dos arquivos públicos estaduais e do Distrito Federal, a fim de se obter subsídio para a produção de vídeo institucional do AHMSM; e demonstrar a importância da difusão audiovisual para o Arquivo. Utilizou-se metodologia de natureza aplicada, com abordagem quanti-qualitativa, sendo também exploratória, descritiva e bibliográfica, fazendo-se uso de formulários como instrumentos de coleta de dados. Para subsidiar a pesquisa, abordaram-se conceitos, autores e referenciais relacionados a patrimônio, patrimônio cultural, arquivo, arquivo público, arquivo histórico, difusão, difusão arquivística, audiovisual, vídeo institucional. Levando-se em consideração a literatura abordada, a contextualização do universo da pesquisa e os estudos e ações realizadas, teve-se como resultados obtidos o alcance dos objetivos acima apresentados. Deste modo, é apresentado todo o processo teórico e técnico empregado para a produção do vídeo institucional do AHMSM e, consequentemente, a difusão audiovisual da instituição.
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Vinçotte, Edouard. "Serious Games, une analyse par les scripts de coproduction de service. Le cas des activités de soins dans les hôpitaux." Thesis, Paris Sciences et Lettres (ComUE), 2018. http://www.theses.fr/2018PSLED081.

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La coproduction de service est un aspect essentiel de la production de service, plus encore avec l’avènement de la customisation de masse et de la notion de client/employé partiel. Les scripts, et plus précisément les scripts de services, sont l’un des outils qui permettent aux organisations d’influer sur la coproduction de services. Un des pans des recherches menées sur la coproduction de service se penche sur la formation du client afin que l’organisation sache ce qu’elle peut attendre de lui et réciproquement. Ces recherches sont notamment menées dans le secteur de la Santé à propos de la coproduction de soin. Parmi les outils à disposition des organisations se trouve les serious games, des jeux-vidéo à but informatif et pédagogique. Nos travaux cherchent à savoir selon quelles propriétés et dans quels contextes les serious games peuvent être des véhicules pour les scripts de soins à destination des patients, en amont de leur prise en charge comme lors de celle-ci.Pour ce faire, nous proposons une grille d’analyse basée sur les scripts pour montrer comment les serious games peuvent traduire et encapsuler des objectifs managériaux, en nous appuyant sur l’étude et l’analyse de 4 cas représentant chacun une facette de la coproduction de soins<br>Service co-production is an essential aspect of service production theories, even more with the advent of mass customization and the notion of customer as a partial employee. One of the tools that allows organizations to influence the co-production of services are the scripts and more specifically the service’s scripts. Some of the researches carried out in the field of co-production of service focus on the client’s training so that the organization knows what it can expect from him and vice versa. This research is particularly carried out in the health sector and the co-production of care. Among the tools available to the organizations, we focus on the serious games, which are video games for informative and pedagogical purposes. Our work questions the properties and the contexts in which serious games can be vehicles for the scripts of care to the patients, before and during their nursing and treatment.To do so, we offer a comprehensive script-based analysis grid to show how serious games can translate and encapsulate managerial goals based on the study and analysis of 4 cases each representing a specific aspect of co-production of care
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Blanié, Antonia. "Evaluation expérimentale du raisonnement clinique dans le cadre des jeux sérieux pour la formation des professionnels de santé. Comparative value of a simulation by gaming and a traditional teaching method to improve clinical reasoning skills necessary to detect patient deterioration: a randomized study in nursing students Assessing validity evidence for a serious game dedicated to patient clinical deterioration and communication." Thesis, université Paris-Saclay, 2020. http://www.theses.fr/2020UPASS092.

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L’amélioration du raisonnement clinique (RC) est un enjeu essentiel pour la Médecine de demain car il est établi que son utilisation imparfaite conduit à des résultats de soins insuffisants. Le RC est un processus cognitif complexe. Cette activité intellectuelle synthétise l’information obtenue à partir de la situation clinique et l’utilise pour faire une analyse diagnostique et prendre une décision de prise en charge du patient en intégrant les connaissances et expériences antérieures. La formation à cette compétence est donc essentielle. Pour améliorer le raisonnement, une connaissance des mécanismes qui le constituent est nécessaire et une revue de ces mécanismes constitue la partie initiale de cette thèse.La formation des professionnels de santé par la simulation se généralise avec pour objectif « jamais la première fois sur le patient ». En plein essor, le jeu sérieux (JS) représente un outil pédagogique intéressant. Une revue de la littérature sur l’efficacité des JS et plus particulièrement dans le cadre du RC est également incluse dans la partie initiale de cette thèse. Ainsi, les JS sont efficaces et peuvent, entre autres, cibler certaines compétences dont le RC. Cependant, la plupart des études sur le RC dans le cadre des JS, restent subjectives avec des évaluations qualitatives ou des autoévaluations des apprenants ou concernent uniquement le résultat (prise de décision). Par conséquent, la valeur éducative et les modalités des JS dans la formation du RC restent à approfondir.Le JS LabForGames Warning a été développé dans le centre de simulation LabForSIMS pour les étudiants infirmiers et cible la détection de l’aggravation d’un patient et la communication. Cette thèse a pour objectif de tester un mode d’apprentissage utilisant la simulation par les JS afin d’améliorer le RC chez les professionnels de santé.Une 1ère étude a évalué la validité du JS LabForGames Warning selon le cadre théorique proposé par Messick. Elle a démontré que les scores et le temps de jeu ne pouvaient pas différencier le niveau des compétences cliniques des infirmiers.Cependant, les preuves de validité étaient obtenues pour le contenu, le processus de réponse et la structure interne. Même si cette version du jeu ne peut donc pas être utilisée pour une évaluation sommative des étudiants, notre étude montre que ce JS est bien accepté par les étudiants et qu’il peut être utilisé pour la formation au sein d’un programme éducatif.Une seconde étude a évalué l’efficacité de 2 modalités pédagogiques sur l’apprentissage du RC à la détection de l’aggravation clinique d’un patient en comparant un groupe d’étudiants infirmiers formé par simulation avec LabForGames Warning par rapport à un groupe formé par un enseignement traditionnel. Le RC a été évalué par les tests de concordance de script immédiatement et 1 mois après. Cette étude multicentrique randomisée a inclus 146 étudiants infirmiers volontaires. Aucune différence significative n’a été observée sur le RC entre la formation par la simulation avec JS et l’enseignement traditionnel. Cependant, la satisfaction et la motivation étaient meilleures avec l’enseignement par simulation.En conclusion, nous avons tout d’abord confirmé la validité du JS LabForGames Warning en tant qu’outil pédagogique à visée formative et non sommative. Puis, bien qu’aucune différence d’apprentissage du RC n’ait été observée entre la formation par la simulation avec JS et l’enseignement traditionnel, la satisfaction et la motivation étaient meilleures avec l’enseignement par simulation avec le jeu. Les études sont à poursuivre pour préciser les modalités et stratégies pédagogiques des JS dans la formation des professionnels de santé, comme par exemple la place du débriefing, le rôle de la motivation. En effet, en plein essor, les développements technologiques telle que l’intelligence artificielle vont transformer la formation au RC ainsi que les outils pédagogiques disponibles dans les années à venir<br>Improvement of clinical reasoning (CR) is a key issue for the future of medicine because it has been established that imperfect reasoning leads to insufficient care results. CR is a complex cognitive process which synthesizes information obtained from the clinical situation, then uses it to make a diagnostic analysis and take a decision on patient management by integrating previous knowledge and experience. Training for this skill is therefore essential. To improve reasoning, knowledge of the mechanisms which build it up is necessary and a review of these mechanisms constitutes the initial part of this thesis.Training of healthcare professionals through simulation is becoming widespread with the objective of "never the first time on a patient". In rapid expansion, the use of serious games (SG) represents an interesting pedagogical tool. A review of the literature on the effectiveness of SG and more particularly in the context of CR is also included in the initial part of this thesis. Thus, SG is effective and may, among other things, target certain skills, including CR. However, most studies dealing with CR by using SG include qualitative assessments or self-assessments of learners or focus only on the outcome (decision making). Therefore, the educational value and modalities of SG in the training of CR of health professionals remain to be further explored.The SG LabForGames Warning was developed in the LabForSIMS simulation center for nursing students and targets detection of patient deterioration and the ensuing communication. The objective of this thesis is to test a learning mode using SG simulation in order to improve CR in healthcare professionals.The first study evaluated the validity of the SG LabForGames Warning according to the Messick’s Framework. This study showed that scores and playing time could not differentiate the level of clinical skills of nurses. However, evidence of validity was obtained for content, response process and internal structure. Although this version of the game cannot therefore be used for summative evaluation of students, our study shows that this SG is well accepted by students and can be used for training within an educational program.A second study evaluated the effectiveness of 2 teaching modalities on learning CR for the detection of clinical patient deterioration by comparing a group of nursing students trained by simulation with LabForGames Warning compared to a group trained by traditional teaching. CR was assessed by script concordance tests immediately and 1 month later. This randomized multicenter study included 146 volunteer nursing students. No significant difference was observed in CR change between simulation training with SG and traditional teaching. However, satisfaction and motivation were better with simulation instruction.In conclusion, we have confirmed the validity of SG LabForGames Warning as an educational tool with formative and not summative aims. Then, although no difference in learning about CR was observed between simulation training with SG and traditional teaching, satisfaction and motivation were better with simulation teaching with the game. Further studies are needed to clarify the modalities and pedagogical strategies of SG in the training of healthcare professionals, such as the place of debriefing and the role of motivation. Moreover, technological developments such as artificial intelligence might transform CR training and the available pedagogical tools in the coming years
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Books on the topic "Video sanatı"

1

Altunay, Alper. Sanatın ortamında video. Anadolu Üniversitesi, 2013.

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Anderson, Gary H. Gameplayer: The genesis portal. Helm Pub., 2006.

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Day, Walter. Twin Galaxies' Official Video Game & Pinball Book Of World Records; Second Edition, Arcade Volume. Edited by Walter Day and Mr Kelly R. Flewin. 1st World Publishing, 2007.

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Derleme. Video Sanati-elestirel Bir Bakis. Hil Yayinlari, 2011.

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Ferhat Özgür Nagihan Çakar Bikiç. Belgesel / Kisa Film / Video Sanati. Doruk Yayinlari, 2017.

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İpek Deniz. Sous Vide Sanatı 2023: Yemeğe Dair Yeni Bir Yaklaşım. Lulu Press, Inc., 2023.

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Montiel, Anya. Native American Expressive Arts. Edited by Frederick E. Hoxie. Oxford University Press, 2016. http://dx.doi.org/10.1093/oxfordhb/9780199858897.013.30.

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Opening with the life and art of Dakota artist Oscar Howe, the chapter discusses the “Indianness” of Native art and the frustrations experienced by Native artists over the years surrounding their creative expressions. The chapter is arranged chronologically, opening in the late nineteenth century and highlighting sample exhibitions, artworks, and artists from the United States in order to illustrate broad conceptual issues. These include Indian authenticity and identity, differences between fine art and “crafts,” traditional versus contemporary art forms, the role of the arts in economic development, and the impact of federal power on the arts. The chapter draws examples from painting, sculpture, photography, video, and performance art. It concludes with a proposal for understanding Native art inspired by the words of Santa Clara artist Rose Simpson.
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Frankel, Alona. Once upon a Potty: His/Gift Package/Doll, Book, Potty, Music Video. Barrons Juveniles, 1991.

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Diana Markosian: Santa Barbara. Aperture Foundation, Incorporated, 2020.

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Day, Walter. TWIN GALAXIES' OFFICIAL VIDEO GAME & PINBALLBOOK OF WORLD RECORDS; Arcade Volume, Second Edition. 2nd ed. 1st World Publishing, 2007.

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Book chapters on the topic "Video sanatı"

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Yıldız, Ezgi Pelin. "Endüstri ve Eğitimde Azaltılmış Gerçeklik Kavram ve Uygulamaları." In Eğitim Bilimlerinde Güncel Araştırmalar. Özgür Yayınları, 2024. https://doi.org/10.58830/ozgur.pub567.c2305.

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Azaltılmış Gerçeklik (DR), gerçek zamanlı olarak algılanan ortamda nesneleri gizlemek, ortadan kaldırmak ve görmek için bir dizi metodolojidir ve gerçekliği azaltır. Bu teknik, gerçekliği artırmak için sanal nesneleri gerçek dünyaya yerleştiren, artırılmış gerçeklikten (AR) ve karma gerçeklikten farklıdır. Gerçekliği arttırmak için sanal nesneler gerçek nesnelerin arasına yerleştirilir veya gerçek nesneler sanal nesnelerle genişletilir. AR ile karşılaştırıldığında, azaltılmış gerçeklik, bir video akışındaki belirli nesneleri algılayarak ve daha sonra bunları kaldırarak gerçek dünya sahnelerini değiştirmeyi amaçlar. Azaltılmış gerçeklik, gerçek bir nesnenin üzerine arka plan görüntüsünün yazılarak nesnenin gerçek uzaydan çıkarılmış gibi görünmesini sağlayan bir teknolojidir. Sanal nesneleri gerçek nesnelerin üzerine yerleştirerek gerçek uzayda varmış gibi gösteren artırılmış gerçekliğin (AR) aksine, azaltılmış gerçeklik gerçek nesnenin üzerine bir arka plan görüntüsü yerleştirerek nesnenin çıkarılmış gibi görünmesini sağlar. Gelecek günlerde azaltılmış gerçekliğin, mevcut sahneyi kaldırarak geçmiş veya gelecekteki bir sahneyi yeniden oluşturma ve daha önce imkânsız olan bakış açılarından güvenlik doğrulamasını etkinleştirmek için duvarlar ve araç gövdeleri gibi engelleri kaldırma gibi çeşitli uygulamalara sahip olması beklenmektedir. Tüm bu bilgiler ışığında bu kitap bölümünde, ilgili yeni özellikleri ile öne çıkan azaltılmış gerçeklik (DR) uygulamalarının eğitimde kullanımı ele alınmış ve çeşitli disiplin alanlarında kullanım örneklerine yer verilmiştir.
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Stora, Michael. "Dépendance aux écrans : les jeux vidéo." In Médecine et Santé de L'adolescent. Elsevier, 2019. http://dx.doi.org/10.1016/b978-2-294-75919-2.00043-6.

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"CAS No 1 Un regroupement d’appareils de loterie vidéo à l’Hippodrome Blue Bonnets (2001)." In La santé publique. Les Presses de l’Université de Montréal, 2023. http://dx.doi.org/10.1515/9782760647121-009.

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Vion-Dury, Jean, and Gaëlle Mougin. "13. Videor audire : Une approche phénoménologique de l’écoute musicale thérapeutique." In Musique et santé mentale : orchestrer la rencontre. Champ social, 2021. http://dx.doi.org/10.3917/chaso.gusew.2021.01.0218.

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Daştan, Şahin, and Mehmet Göl. "Dijitalleşen Muhasebe Dünyasına Meslek Mensuplarının Uyumu Açısından Mesleki Yetkinlik Eğitimi." In Sosyal Bilimlerde Akademik Araştırma ve Değerlendirmeler- V. Özgür Yayınları, 2023. http://dx.doi.org/10.58830/ozgur.pub401.c1762.

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Dünyadaki teknoloji alanındaki gelişmelerin akabinde ortaya çıkan dijitalleşmenin etkisi ile pek çok dalda ve sektörde olduğu gibi muhasebe mesleğinde radikal değişimler olmuştur. Muhasebe mesleğini icra edenlerin dijital uygulamalara geçme isteği ve benimsenmesi bütün Dünyayı etkisi altına alan Covid-19 salgını ile sürat kazanmıştır. Dijitalleşme ile meslek mensupları istedikleri mekânda çalışarak zaman kaybını önleyerek mükelleflerini daha nitelikli hizmet verebilirler. Muhasebe eğitimindeki en büyük gaye; kendisini ifade eden, teknik donanıma sahip, dijital çağın gereksinimlere uygun nitelikli muhasebe meslek mensuplarının mesleğe kazandırılmasıdır. Muhasebe meslek mensupları Dünya’da ve ülkemizde yaşanan değişimler karşısında donanımlı olabilmeleri için yalnız okuldan alınan mesleki eğitimleri yeterli görmeyip, muhasebe mesleğini icra ettiği sürece mesleki eğitimini sürdürmesi zorunluluk haline gelmiştir. Zorunlu, sürekli veya yaşam boyu eğitim olarak nitelendirilen eğitim yaklaşımları, muhasebe mesleğini icra edenlerin Dünya’da yaşanan gelişmelere ayak uydurabilmesini gereklilik haline getirmiştir. Muhasebe meslek mensupları tarafından mesleki bilgilerin ve yeteneklerin yaşanılan döneme göre güncellenmesi, muhasebe mesleğini icra ettiği sürece ilgili kurumlar tarafından mesleki eğitim programlarına katıldıkları sürece mümkün olacaktır. Bu çalışmada, muhasebe meslek mensuplarının mesleki yetkinlik ile ilgili problemlerin tanımlanması ve tanımlan sorunların çözülmesinde sürekli eğitimin zorunluluğu ve bu kapsamda düzenlenen eğitim programlarının nasıl daha verimli hale getirilebilmesi üzerinde durulmuştur. Çalışma 6 bölümden oluşmaktadır. Çalışmanın ilk bölümü giriş bölümünden oluşmaktadır. 2. bölümde dijital dönüşümün muhasebe departmanına etkisinden muhasebe mesleğini yeniden şekillendirmesinden bahsedilmiştir. Ayrıca dijital dönüşümün muhasebe mesleğini icra edenlere yaşattığı bazı zorluklar bahsedilmiştir. Belirtilen zorluklar şunlardır: Dijital dönüşüm stratejinin olmaması, yönetim ile muhasebe departmanları arasında koordinasyon eksiklikleri, dijital dönüşümde yetkinlik eksiklikleri, dijital dönüşümde siber güvenliğinin dikkate alınmaması, dijital dönüşümün hızlı değişmesidir. 3. bölümde muhasebe çalışanlarının geliştirilebileceği bazı teknolojik ve temel yetkinliklerden bahsedilmiştir. Belirtilen teknolojik yetkinlikler şunlardır: Sosyal Medya, veri analitiği, müşteri ilişkileri yönetimi, video konferans, dijital pazarlama- seo, e-posta ile pazarlama, içerik pazarlaması ve siber güvenliktir. 4. bölümde teknolojik gelişime dönük eğitimin işletmelere sağladığı bazı avantajlardan bahsedilmiştir. Belirtilen avantajlar şunlardır: Para tasarrufu sağlaması, zaman kazandırması, rekabet avantajı teşvik etmesi, güven artırması ve ekip oluşturmaya olanak sağlamasıdır. 5. bölümde teknolojik eğitim programlarının başarılı uygulanması için yapılması gerekenlerden bahsedilmiştir. Yapılması gerekenler şunlardır: Modern eğitim vizyonu geliştirmek, altyapıya yatırım yapmak, öğrenci teknoloji modeline karar vermek, sanal bir öğrenme ortamı yaratmak, eğitime ve mesleki gelişime vurgu yapmak, sunuculara, depolamaya ve yazılıma yapılan yatırımları en aza indirmek, ders kitaplarını değiştirmek, esnek olmak, devlet yardımlarından yararlanmak gibi ipuçlarından bahsedilmiştir. 6.bölüm sonuç bölümünden oluşmaktadır.
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Conference papers on the topic "Video sanatı"

1

Zavislan, Jeanette D. "Internal management of video tape projects." In OSA Annual Meeting. Optica Publishing Group, 1991. http://dx.doi.org/10.1364/oam.1991.thn1.

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If you’re convinced that a video tape is the right medium for your project, here’s help to get you started and keep you on track. Video tape production requires a project manager and a few technical specialists. Their tasks will be described and explained so you can accomplish the project’s objectives, stay on schedule, stay within your budget, and maintain your sanity. You can have fun too if you understand the critical tasks and consider contingencies during the planning phase. Topics we’ll discuss include: contracting a vendor; determining the tape’s goals, objectives, and the target audience; supervising the script development; keeping within the budget; tracking the schedule; getting approvals; shooting the scenes; overseeing the off-line and on-line edits; taping the voice over; planning distribution; and lastly, determining the effectiveness of the tape and performing a post-mortem to determine how to improve your next video tape.
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Anilkumar, Anjana, Anusha Sreenivasan, Animesh Sahay, et al. "Sangati — A Social Event Web approach to Index Videos." In 2018 International Conference on Advances in Computing, Communications and Informatics (ICACCI). IEEE, 2018. http://dx.doi.org/10.1109/icacci.2018.8554606.

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Ting, Christina, Michael Smith, Renee Gooding, and Jonathan Bisila. "Identifying Anomalous Activity in Surveillance Video with Compression-Based Analytics." In CoDA - Santa Fe, New Mexico, United States of America - March - 2023. US DOE, 2023. http://dx.doi.org/10.2172/2431854.

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Acevedo Vergara, Olga Lucía, Valentina De la Hoz Jiménez, and Elías Uribe Camacho. "La tienda numérica." In Encuentros Diseño Social RAD 2021. Red Académica de Diseño - RAD, 2022. http://dx.doi.org/10.53972/rad.etrads.2021.2.220.

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Manatí y Santa Lucía, municipios rurales del Atlántico, enfrentan desafíos educativos agravados por la pandemia. La Escuela de Arquitectura y Diseño respondió con el proyecto "La Tienda Numérica", centrado en fortalecer el aprendizaje del sistema numérico decimal en tercer grado. Para abordar la dificultad en la comunicación entre docentes y padres, crearon videos interactivos y juegos de roles, implicando a los padres en la enseñanza. Este enfoque lúdico promueve un ambiente de aprendizaje positivo y flexible. A pesar de retos y limitaciones, el proyecto busca transformar la educación en estos municipios y destaca la importancia del diseño centrado en las comunidades reales.
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Sedrez, AH, AC Dada, and M. Maestri. "PRIMEIRO RELATO DE CASO DE INFECÇÃO PULMONAR POR LOPHOMONAS SPP. EM BRUSQUE, SANTA CATARINA." In Resumos do 54º Congresso Brasileiro de Patologia Clínica/Medicina Laboratorial. Zeppelini Editorial e Comunicação, 2022. http://dx.doi.org/10.5327/1516-3180.140s1.7309.

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Objetivo: Apresentar o caso de uma infecção pulmonar pelo parasita Lophomonas spp., que foi identificado em um laboratório de Brusque, Santa Catarina. Método: Paciente procurou atendimento médico e realizou exames de imagem e coleta de lavado broncoalveolar. A partir dessa coleta, foram realizados exames a fresco, coloração, cultura e antibiograma. A identificação do parasita foi feita no exame a fresco, juntamente com os dados clínicos do paciente e o exame de imagem. Conclusão: Lophomonas spp. é um protozoário anaeróbio flagelado endocomensais do trato digestivo de alguns artrópodes, como cupins e baratas. Por décadas, esse parasita foi considerado inofensivo para os seres humanos, mas, em 1993, foi relatado o primeiro caso de lofomoníase pulmonar. Pacientes suscetíveis a essas infecções geralmente são imunocomprometidos: com transplantes, neoplasias, HIV, uso de corticosteroides, antineoplásicos, com asma brônquica ou DPOC. Diagnóstico – TC tórax: opacidades pulmonares centrolobulares em vidro fosco, difusas e bilaterais, associadas a consolidações com broncogramas aéreo de permeio. Discreto espessamento de septos interlobulares de permeio. O aspecto sugestivo de acometimento infeccioso de etiologia inespecífica (o padrão não é típico de pneumonia viral, embora essa hipótese não possa ser descartada). Como diagnóstico diferencial, considerar a possibilidade de hemorragias alveolares. A amostra de lavado broncoalveolar foi pipetada na câmara de Neubauer e observada em microscópio na objetiva de 40×. Foram encontrados parasitas vivos na forma de trofozoítos móveis. A morfologia observada é de uma estrutura ovoide com acúmulos de flagelos em uma de suas extremidades, compatível com Lophomonas spp. Os poucos relatos de Lophomonas spp. infectando humanos foram descritos em adultos com imunossupressão ou doença pulmonar grave. Nosso achado em um adulto imunocompetente indica a importância da identificação do parasita nas infecções do trato respiratório inferior.
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dos Santos, Camila, and Andreia Machado Oliveir. "Zonas de acción comunicativa en el arte y la tecnología - ZACAT." In LINK 2021. Tuwhera Open Access, 2021. http://dx.doi.org/10.24135/link2021.v2i1.101.g141.

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Zonas de Acción de Comunicación en Arte y Tecnología (ZACAT) es una investigación de maestría desarrollada dentro del Programa de Posgrado en Artes Visuales de la Universidade Federal de Santa Maria (PPGART-UFSM), dentro del área de concentración de Arte Contemporáneo y de investigación en Arte y Tecnología, bajo la supervisión de la Dra. Andrea Machado Oliveira. ZACAT es un conjunto de poéticas sonoras y visuales que consiste en una investigación sobre prácticas comunicacionales artísticas de carácter activista. En primer lugar, a través de estrategias y propuestas diversificadas para diferentes interlocutores experimentadas en 2019 en diferentes espacios de la ciudad de Santa María —calles, museos, galerías de arte, universidad, escuela, redes sociales, espacios de ondas de radio—. Posteriormente, debido al escenario mundial presentado desde 2020, con la pandemia del virus SARS-CoV-2, que provocó la enfermedad del Nuevo Coronavirus, COVID-19, la poética sufrió transformaciones significativas. Además de las estrategias artísticas y comunicacionales que experimentaron cambios de enfoque, el espacio de Santa María se trasladó al del Clube Naturista Colina do Sol (CNCS), ubicado en el municipio de Taquara, también en Rio Grande do Sul. Se trata de un espacio no urbanizado, inmerso en un medio salvaje y menos interferido por la acción humana, lo que proporciona otras formas de escucha y conexión, además de la relación con el cuerpo, la comunicación y la tecnología, así como el uso de plataformas de realidad virtual online para compartir el trabajo llevado a cabo. Para abordar la construcción de esta investigación se utilizan los estudios sobre metodología de la investigadora y artista Sandra Rey (1953). Como fundamento teórico se hace referencia a la idea de micropolítica, concepto que remite a los filósofos Michel Foucault (1926-1984) y Gilles Deleuze (1925-1995) y a la crítica de arte Suely Rolnik (1948). Las prácticas artísticas activistas se basan en las experiencias de los colectivos brasileños desde la década de 1990 hasta la actualidad, como se ve en la historiografía del Activismo Artístico de la década de 1950, con filósofos autonomistas italianos como Giorgio Agamben (1942) y Franco Berardi (1949). Para apoyar la noción de Arte y Comunicación partimos de autores como Mario Costa (1936), Fred Forest (1933), Mônica Tavares, Priscila Arantes, Christine Mello y Giselle Beiguelman. El concepto de dispositivo surge de la investigación teórica y es un mediador de las prácticas artísticas, teniendo como referencia a Agamben, Foucault, Vilém Flusser (1920-1991) y Gilbert Simondon (1924-1989). Desde performances, pasando por instalaciones, audio, video y experiencias interactivas en persona o vía redes virtuales, esta investigación busca dar visibilidad a la micropolítica cotidiana, con sus recuerdos, afectos e impulsos de vida formalizados o efímeros en momentos de encuentros.
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Арутюнян, Ю. И. "Romanesque Monumental Art of Catalonia: Modern Approaches to Visual Recreating the Integrity of the Monument." In Сохранение культурного наследия. Изобразительные искусства. Исследования и реставрация. Материалы V Международной научно-практической конференции. Crossref, 2024. https://doi.org/10.62625/4848.2024.99.73.020.

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В Национальном музее каталонского искусства в Барселоне разработана схема восстановления визуальной целостности романских памятников, убранство которых было утрачено. Музейные технологии, использующие принципы виртуальной и дополненной реальности, позволяют погрузить зрителя в восприятие памятника в его художественном единстве. Наиболее значимым примером является воссоздание комплекса деревянной скульптуры из Эрил-ла Валл, отдельные фигуры которого ныне находятся в разных музеях. Росписи апсиды Сан-Клименте в Таулле, перенесенные в музей в Барселоне, были виртуально реконструированы Альбертом Берзоном с помощью современных технологий с использованием приемов видеомэппинга. Использование новых технологий позволяет виртуально восстановить целостность утраченных памятников. The National Museum of Catalan Art in Barcelona has developed a scheme for restoring the visual integrity of Romanesque monuments, the decoration of which has been lost. Museum technologies using the principles of virtual and augmented reality allow the viewer to immerse himself in the perception of the monument in its artistic unity. The most significant example is the recreation of the complex of the wooden sculpture from Erill la Valle, individual figures of which are now in different museums. The paintings of the apse of Sant Climent in Taüll, transferred to the museum in Barcelona, were virtually “reconstructed” by Albert Berson due to modern technologies using the techniques of video mapping. The use of new technologies allows virtually restore the integrity of lost monuments.
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SANTOS, ALLAN TEIXEIRA DOS, EMERSON JOSÉ DOS PRAZERES SOUZA, DANILO DE OLIVEIRA SANTOS COSTA, MARCOS ANDRÉ MOURA JORDÃO EMERENCIANO, and MATHEWS LIMA DOS SANTOS. "APLICAÇÃO DAS FERRAMENTAS DE QUALIDADE PARA UM ESTUDO DE CASO EM UMA FÁBRICA DE VIDRO EM VITÓRIA DE SANTO ANTÃO - PE." In ENEGEP 2023 - Encontro Nacional de Engenharia de Produção. ENEGEP 2023 - Encontro Nacional de Engenharia de Produção, 2023. http://dx.doi.org/10.14488/enegep2023_tn_st_402_1976_46376.

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Santos, Maria do Carmo Vasconcelos, Mariana Moreira Soares de Sa, Emanuelle Ferreira Barreto, Aline Cursio Moraes, Roberta Kelly Netto Vinte Guimarães, and Antonio Pereira Gomes Neto. "Progressive myoclonic epilepsy: case report." In XIII Congresso Paulista de Neurologia. Zeppelini Editorial e Comunicação, 2021. http://dx.doi.org/10.5327/1516-3180.688.

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Context: Progressive myoclonic epilepsy (PMS) begins in childhood or during adolescence, being a heterogeneous group of symptomatic progressive progressive generalized epilepsy. Composed of cortical myoclonus, multiple epileptic seizures, delayed or regressed neuropsychomotor development and cerebellar manifestations. Genetics is heterogeneous with a similar clinical presentation, which makes etiological definition difficult. Report a clinical case of generalized epilepsy, myoclonus, cerebellar condition and severe mental impairment. Analysis of medical records of a patient at Santa Casa de Belo Horizonte. Case report: MVPP, 17 years old, previously healthy, adopted son, normal neuropsychomotor development, first generalized tonic-clonic seizure at 8 years old, recurrence at 12 years old, being initiated by Valproato and Clobazam. In 2018 there was a worsening of the crises, perceived myoclonus, added Lamotrigine and Oxcarbazepine. EEG with continuous diffuse epileptic activity of subclinical epilepticus status and unchanged skull MRI. In 2019 he started with gait ataxia, balance changes, dysarthria, dysmetria, cognitive decline, loss of functionality and refractoriness to treatment. Valproate reduced and oxcarbazepine suspended. Video- EEG with ictal pattern of generalized wave polyspicle. Deteriorated cerebellar condition with extensive propaedeutic without alterations. There was no feasibility of genetic testing at the time. Methylprednisolone pulse therapy with partial improvement. Unsuccessful attempt to levetiracetam due to psychotic symptom. He presented lowering of the sensorium, bronchoaspiration and orotracheal intubation. He evolved with myoclonic status, adjusted for anti-crisis drugs, midazolam, thiopental, tracheostomy and gastrostomy. He maintained super- refractory status, being opted for callosotomy. He died within weeks of the procedure. Conclusion: The early diagnosis of PMS is a challenge, and its evolution is usually debilitating, with a poor prognosis and scarce specific treatment. Whenever possible, a genetic study is needed to define an etiological diagnosis.
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Lopera-Gil, Manuela, Rafael E. Vásquez, Carlos A. Zuluaga, and Paula A. Zapata-Ramírez. "On the Use of Consumer-Grade Remotely Piloted Aircraft Systems for Monitoring Shallow Coral Reefs in Colombia: Case Old Providence Island." In ASME 2019 38th International Conference on Ocean, Offshore and Arctic Engineering. American Society of Mechanical Engineers, 2019. http://dx.doi.org/10.1115/omae2019-95385.

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Abstract This work addresses the initiative to use consumer-grade Remotely Piloted Aircraft Systems (RPAS), known as Unmanned Aerial Vehicles (UAVs) or drones, as potential instruments for the evaluation and monitoring of shallow coral reefs in Colombia. This initiative started with the construction of an interdisciplinary team that includes institutions from academia, the Ministry of Defense, the Ministry of Environment and Sustainable Development, a marine surveying private company, and a German research center. The test was conducted inside the Marine Protected Area (MPA) of Old Providence; an island that is located at the Archipelago of San Andrs, Providencia and Santa Catalina, which includes the Seaflower Biosphere Reserve (the third largest true barrier reef in the world). Field data were acquired by using two DJI RPAS: Phantom 4 Pro and Mavic Air, and geo-referenced diving. In this work, we show the potential for using such technologies with a geometrically corrected mosaic of images of Crab Cay, a small cay located inside the MPA. This project is the first of its kind within the Seaflower Reserve and may support technology-based data collection, increasing the quality of information that can be useful to make important decisions regarding ocean space utilization. Additionally, obtained images will be shared for the benefit of local communities, other stakeholders, and visitors, in a manner that opens up science to broader society, promoting outreach activities and educational tool via photos and videos.
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Reports on the topic "Video sanatı"

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Larramendy, Peter, Linnea Hall, and Annie Little. Landbird trends 2016–2021, and 2021 annual report: Channel Islands National Park. National Park Service, 2023. http://dx.doi.org/10.36967/2299629.

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The National Park Service (NPS) began monitoring landbirds at Channel Islands National Park in 1993 as part of its long-term inventory and monitoring program. The park’s landbird monitoring later became part of the NPS Inventory and Monitoring Division’s Mediterranean Coast Network long-term monitoring programs. Consequently, landbird monitoring has been conducted during every breeding season since 1993. In this report, we summarize data collected during the 2021 breeding season and we analyze trends in a select number of species. Landbird monitoring was conducted between 10 March and 22 May 2021. Using distance-based sampling methods in a standardized protocol, birds were counted on 334 of 338 permanent point count stations (99%) across the Channel Islands monitored for landbirds. These surveys were conducted at 29 of 33 points on Santa Barbara Island, 8 of 8 on East Anacapa Islet, 112 of 112 on Santa Cruz Island, 40 of 40 on San Miguel Island, and 145 of 145 on Santa Rosa Island. Four points on Santa Barbara Island were not counted due to nesting California Brown Pelicans (Pelecanus occidentalis) and Western Gulls (Larus occidentalis); 3 of 4 points (i.e., 17, 19, and 20) were also not counted in 2016–2021 to avoid disturbing breeding pelicans. This was the first monitoring season that the permanent line transects on Santa Barbara, East Anacapa, and San Miguel Islands were not surveyed. During the 2021 monitoring season, Channel Islands National Park decided to stop using line transects and focus on point count stations only, based on an external review of the landbird monitoring program. Fifty-six bird species were counted at point count stations across all of the islands in 2021. Parkwide, 40 of these species are breeders in Channel Islands National Park. Parkwide, the 10 most detected breeding landbirds in 2021 were, in descending order: Spotted Towhee, Song Sparrow, Bewick’s Wren, Orange-crowned Warbler, House Finch, Western Meadowlark, Horned Lark, Common Raven, Island Scrub-Jay, and Pacific-slope Flycatcher (scientific names in Table 2 and Appendix A). On East Anacapa Islet, 26 landbird species have been counted since 1993; 7 species were counted in 2021. No new transient species were detected in 2021; 6 transient or visiting species have been counted on the island overall since 1993. On Santa Barbara Island, 50 landbird species have been counted since 1993; 13 species were counted in 2021. Lincoln’s Sparrow was a new transient species counted in 2021 on Santa Barbara; 23 transient or visiting species have been counted on the island since 1993. On Santa Cruz Island, 78 landbird species have been counted since 2013; 45 species were counted in 2021. Hermit Warbler, Lawrence’s Goldfinch and Warbling Vireo were new transient species counted in 2021 on Santa Cruz Island; 21 transient or visiting species have been counted on this island since 2013. On San Miguel Island, 70 landbird species have been counted since 1993; 10 were counted in 2021. No transient species were counted in 2021; 32 transient or visiting species have been counted on the island since 1993. On Santa Rosa Island, 78 landbird species have been counted since 1994; 39 were detected in 2021. No new transient species were counted in 2021 on Santa Rosa; 21 transient or visiting species have been counted on the island since 1994. Nonnative and invasive birds were counted on only 1 of the 5 islands in 2021: 23 European Starlings on Santa Rosa Island. However, anecdotal sightings of nonnative species occurred more frequently (i.e., outside of survey times) on Santa Cruz and Santa Rosa Islands in 2021. The highest numbers of nonnative species detections occurred on Santa Rosa Island, with 25 detections of Eurasian Collared Dove (primarily at the Historic Ranch), 18 detections of European Starling (Historic Ranch), 2 detections of Brown-headed Cowbird, and 1 Rock Pigeon detection (Historic Ranch). Other species were not reported by Channel Islands National Park landbird monitors or in eBird in 2021. This was the first annual monitoring report since the Coonan and Dye (2016) trend report to incorporate density estimates for particular species across Channel Islands National Park. Parkwide, 13 species were analyzed using the Distance Package in R. Of the 13 species analyzed, 5 had either increasing or decreasing densities from 2016 to 2021. All park islands except for Santa Barbara had a species that showed an increasing or decreasing trend from 2016 to 2021. Horned Lark and House Finch on San Miguel Island were the only species to show decreasing trends from 2016 to 2021, which is opposite from the trend presented by Coonan and Dye (2016).
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Hall, Linnea, Peter Larramendy, Lena Lee, and Annie Little. Landbird monitoring 2020 annual report: Channel Islands National Park. National Park Service, 2023. http://dx.doi.org/10.36967/2301088.

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The National Park Service (NPS) began monitoring landbirds at Channel Islands National Park in 1993 as part of its long-term inventory and monitoring program. The park?s landbird monitoring later became part of the NPS Inventory and Monitoring Division?s Mediterranean Coast Network long-term monitoring programs. Consequently, landbird monitoring has been conducted in the park during every breeding season since 1993. In this report, we summarize data collected during the 2020 breeding season. Landbird monitoring was conducted between 1 April and 30 June 2020. Using distance-based sampling methods in a standardized protocol, birds were counted on 7 of 10 permanent line transects (70%) (2 of 3 on Santa Barbara Island, 1 of 1 on East Anacapa Island, and 4 of 5 on San Miguel Island). Two transects were not sampled in 2020 because of nesting California Brown Pelicans (Pelecanus occidentalis) on Santa Barbara Island (i.e., Canyons Transect) and reduced person hours and unfavorable winds on San Miguel Island (i.e., San Miguel Hill Transect). For point counts, 225 of 338 (67%) permanent stations were counted (i.e., 30 of 33 points on Santa Barbara Island, 8 of 8 on East Anacapa Island, 100 of 112 on Santa Cruz Island, 40 of 40 on San Miguel Island, and 47 of 145 on Santa Rosa Island). The 8 Prisoners? Cove points were not counted in 2020. Three points were not counted on Santa Barbara Island due to nesting pelicans: these points and the transect were also not counted in 2016?2019 to avoid disturbing breeding pelicans. Other points (i.e., on east Santa Cruz Island and Santa Rosa Island) were not counted due in large part to the global COVID-19 pandemic. Traveling to and from the park was only granted to essential NPS staff for the majority of the landbird season. Fifty-one bird species were counted from points and transects across all of the islands in 2020; 39 of these are breeding species on the island. Parkwide, the 10 most commonly detected breeding landbirds in 2020 were, in descending order: Horned Lark, Spotted Towhee, Song Sparrow, White-crowned Sparrow, Western Meadowlark, Orange-crowned Warbler, Bewick?s Wren, Island Scrub-Jay, House Finch, and Common Raven. On East Anacapa Island, 26 landbird species have been counted since 1993; 5 species were counted in 2020. No new transient species were detected in 2020; 10 transient or visiting species (nonbreeding, native species recorded only once or twice during surveys) have been counted on the island overall since 1993. On Santa Barbara Island, 49 landbird species have been counted since 1993; 15 species were counted in 2020. The highest number of Horned Lark since 1993 were counted in 2020 (n = 451). Warbling Vireo was a new transient species counted in 2020 on Santa Barbara; 30 transient or visiting species have been counted on the island since 1993. On Santa Cruz Island, 74 landbird species have been counted since 2013; 34 species were counted in 2020. Bullock?s Oriole was a new transient species counted in 2020 on Santa Cruz; 21 transient or visiting species have been counted on this island since 2013. On San Miguel Island, 69 landbird species have been counted since 1993; 14 were counted in 2020. No transient species were counted in 2020; 34 transient or visiting species have been counted on the island since 1993. On Santa Rosa Island, 75 landbird species have been counted since 1994; 26 were detected in 2020. Rose-breasted Grosbeak was a new transient species counted in 2020 on Santa Rosa Island; 30 transient or visiting species have been counted on the island since 1994. Across all the 5 islands, 3 transient or visiting bird species were newly counted in 2020, for a total of 77 such species counted since NPS monitoring began on the islands. Nonnative and invasive birds were counted on only 1 of the 5 islands in 2020: 4 European Starlings on Santa Rosa Island. However, anecdotal sightings of nonnative species occurred much more frequently (i.e., outside of the point and transect counts), and were made on all islands except Anacapa in 2020. The highest numbers of nonnative species detections occurred on Santa Cruz Island, with 33 detections of Eurasian Collared Dove (primarily at the Main Ranch area in the Central Valley), 15 detections of Brown-headed Cowbird (primarily at Scorpion Harbor), and 15 detections of European Starling (primarily at the Main Ranch and Scorpion Harbor). House Sparrows were observed fewer times, but on all islands except Anacapa; cowbirds occurred on all islands except Anacapa and San Miguel; and Rock Pigeon occurred on Santa Barbara and Santa Cruz Islands. In 2020, despite the COVID-19 pandemic, 67% of all points and 77% of all transects were counted among the 5 islands. Santa Rosa received the lightest sampling of points (32%), due to the difficulty of getting observers onto the island. Even with diminished sampling, species richness (number of species) values fell in predictable patterns: richness was greatest on the larger islands (75 on Santa Rosa, 73 on Santa Cruz) and least on the smallest islands (26 on Anacapa, 48 on Santa Barbara). We continue to recommend that nonnative invasive species, such as European Starlings on Santa Rosa Island, be removed before their numbers become harder to manage. Also, because Distance analyses assist statistically with evaluations of trends, we continue to recommend that a trend analysis using program DISTANCE, or newer hierarchical distance analyses, should be used after the 2020 season to assess 5-year trends in breeding species? numbers following the 2015 trend analysis conducted by Coonan and Dye (2016).
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Sprague, Joshua, David Kushner, James Grunden, Jamie McClain, Benjamin Grime, and Cullen Molitor. Channel Islands National Park Kelp Forest Monitoring Program: Annual report 2014. National Park Service, 2022. http://dx.doi.org/10.36967/2293855.

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Channel Islands National Park (CHIS) has conducted long-term ecological monitoring of the kelp forests around San Miguel, Santa Rosa, Santa Cruz, Anacapa and Santa Barbara Islands since 1982. The original permanent transects were established at 16 sites between 1981 and 1986 with the first sampling beginning in 1982, this being the 33rd year of monitoring. An additional site, Miracle Mile, was established at San Miguel Island in 2001 by a commercial fisherman with assistance from the park. Miracle Mile was partially monitored from 2002 to 2004, and then fully monitored (using all KFM protocols) since 2005. In 2005, 16 additional permanent sites were established to collect baseline data from inside and adjacent to four marine reserves that were established in 2003. Sampling results from all 33 sites mentioned above are included in this report. Funding for the Kelp Forest Monitoring Program (KFM) in 2014 was provided by the National Park Service (NPS). The 2014 monitoring efforts utilized 49 days of vessel time to conduct 1,040 dives for a total of 1,059 hours of bottom time. Population dynamics of a select list of 71 “indicator species” (consisting of taxa or categories of algae, fish, and invertebrates) were measured at the 33 permanent sites. In addition, population dynamics were measured for all additional species of fish observed at the sites during the roving diver fish count. Survey techniques follow the CHIS Kelp Forest Monitoring Protocol Handbook (Davis et al. 1997) and an update to the sampling protocol handbook currently being developed (Kushner and Sprague, in progress). The techniques utilize SCUBA and surface-supplied-air to conduct the following monitoring protocols: 1 m2 quadrats, 5 m2 quadrats, band transects, random point contacts, fish transects, roving diver fish counts, video transects, size frequency measurements, and artificial recruitment modules. Hourly temperature data were collected using remote temperature loggers at 32 sites, the exception being Miracle Mile where there is no temperature logger installed. This annual report contains a brief description of each site including any notable observations or anomalies, a summary of methods used, and monitoring results for 2014. All the data collected during 2014 can be found in the appendices and in an Excel workbook on the NPS Integrated Resource Management Applications (IRMA) portal. In the 2013 annual report (Sprague et al. 2020) several changes were made to the appendices. Previously, annual report density and percent cover data tables only included the current year’s data. Now, density and percent cover data are presented in graphical format and include all years of available monitoring data. Roving diver fish count (RDFC), fish size frequency, natural habitat size frequency, and Artificial Recruitment Module (ARM) size frequency data are now stored on IRMA at https://irma.nps.gov/DataStore/Reference/Profile/2259651. The temperature data graphs in Appendix L include the same graphs that were used in past reports, but include additional violin plot sections that compare monthly means from the current year to past years. In addition to the changes listed above, the layout of the discussion section was reordered by species instead of by site. The status of kelp forests differed among the five park islands. This is a result of a combination of factors including but not limited to, oceanography, biogeography and associated differences in species abundance and composition, as well as sport and commercial fishing pressure. All 33 permanent sites were established in areas that had or were historically known to have had kelp forests in the past. In 2014, 15 of the 33 sites monitored were characterized as developing kelp forest, kelp forest or mature kelp forest. In addition, three sites were in a state of transition. Two sites were part kelp forest and part dominated by Strongylocentrotus purpuratus...
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Coutu, Marie-France, Marie-Josée Durand, Marie-Élise Labrecque, and Sara Pettigrew. Opérationnaliser l'approche de l'entretien motivationnel pour la réadaptation au travail. IRSST, 2024. http://dx.doi.org/10.70010/unma1911.

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Chaque année, de nombreux travailleurs ont de la difficulté à retourner au travail en raison d'une incapacité. L’incapacité au travail due à un problème de santé, lorsqu’elle persiste dans le temps, a des répercussions importantes pour les travailleurs, mais aussi pour leurs employeurs. Bien qu’il existe des interventions reconnues efficaces pour favoriser la reprise du travail, une des barrières est liée à la capacité du clinicien à établir une relation soutenante avec la personne en absence. Il existe une approche de communication qui soutient la relation, mais celle-ci est encore peu implantée dans la pratique courante en réadaptation. L’objectif général de cette étude visait ainsi à rendre une façon de communiquer plus accessible et opérationnalisée aux cliniciens travaillant en contexte de réadaptation au travail pour personne ayant un trouble musculosquelettique. Pour cela, il a fallu élaborer un modèle logique de l’entretien motivationnel et ensuite évaluer sa faisabilité, à savoir s’il est utilisable par les cliniciens et acceptable pour les travailleurs. D’abord, un consensus d’experts-cliniciens en réadaptation au travail a été recherché, afin d’obtenir un modèle suffisamment détaillé. Celui-ci devait inclure les effets à atteindre, les activités à réaliser et les outils pour soutenir la réalisation des activités prévues dans le modèle. Malgré ce niveau de détail, les experts ont recommandé de développer une trousse de formation permettant d’illustrer le modèle détaillé, avec des vidéos de cas types de travailleurs avec qui les cliniciens ont plus de défis de communication. Les outils ont aussi été illustrés avec des exemples s’appliquant à la réadaptation au travail. Dans un deuxième temps, l’étude a permis d’explorer si le modèle de l’entretien motivationnel (EM) pour le contexte de la pratique de la réadaptation au travail opérationnalisé par sa trousse de formation est utilisable par des cliniciens pour des travailleurs en réadaptation au travail pour un trouble musculosquelettique et d’établir les recommandations de modifications pour l’améliorer. Les cliniciens devaient premièrement consulter la trousse de formation sur un site Web gratuit et s’exercer. Deuxièmement, chacun devait faire l’expérimentation de l’EM avec un « patient simulé ». Il s’agissait d’une personne formée pour simuler un patient et réagir à l’interaction avec le clinicien formé. Cette expérimentation était évaluée par des experts en entretien motivationnel. Leur analyse et leur rétroaction étaient transmises à chaque clinicien, pour qu’ils puissent avoir une rétroaction objective de leur capacité à réaliser l’EM et plus facilement établir lors de l’entrevue individuelle leur avis sur l’utilisabilité de la trousse et les recommandations de modification dans la trousse. La majorité des cliniciens participants ont mentionné explicitement être satisfaits de la trousse de formation, en général. Les autres ont rapporté plusieurs éléments qu’ils ont aimés. Les capsules vidéo, les verbatims des capsules illustrant certaines composantes de l’EM, le modèle logique de l’EM, les outils proposés pour mettre en pratique l’EM et le jeu-questionnaire à la fin de la formation pour mesurer les compétences acquises permettent de bien saisir l’esprit de l’EM. Pour l’exploration de l’acceptabilité avec les travailleurs, ceux-ci ont été rencontrés pour obtenir leur avis, après avoir visionné deux vidéos illustrant l’approche. Les participants avaient tous un trouble musculosquelettique. Ils étaient à différents moments de leur réadaptation au travail (début du programme à récemment terminé). Ils avaient en moyenne six mois de délai entre leur événement et la rencontre. En visionnant une illustration de l’EM avec une ergothérapeute et une travailleuse, ces personnes ont globalement perçu l’EM positivement. L’EM avait beaucoup de sens pour la majorité des participants. Par exemple, les participants ont nommé que l’approche était sécurisante et réduisait l’isolement. Ils ont aussi vu la possibilité de se sentir plus outillés et soutenus dans leur cheminement. Ils mentionnent, entre autres, que les décisions et les objectifs semblent davantage émerger des travailleuses dans la vidéo. Les reflets de la clinicienne sur les vidéos permettaient de mieux faire réfléchir et accepter sa condition. L’avantage perçu était que cette façon de communiquer pourrait favoriser leur ouverture. En conclusion, la retombée de cette étude est d’avoir un modèle et une trousse de formation pour opérationnaliser l’EM pour le contexte de la pratique de la réadaptation au travail. Concernant la faisabilité, globalement, les cliniciens ont jugé l’opérationnalisation, c’est-à-dire la trousse, utilisable avec quelques modifications. L’EM a aussi été jugée acceptable par les travailleurs. La prochaine étape sera de tester son implantation. Une adaptation pour le système d’assurance pourrait également être une avenue.
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5me Biennale Interamericaine d'art video. Inter-American Development Bank, 2009. http://dx.doi.org/10.18235/0008195.

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Le Centre culturel de la Banque interaméricaine de développement annonce que les candidatures sont ouvertes pour la Vème Biennale interaméricaine d¿art vidéo qui se tiendra en décembre 2010 à la Galerie d¿art du Centre culturel de la BID à Washington, D.C. L¿exposition sera présentée en 2011 à l¿Istituto Italo-Latino Americano à Rome, au Festival international du film à Santa Fé de Bogotá, au Festival Loop à Barcelone, au Centre Eduardo León Jimenes en République dominicaine, etc.
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4th Inter-American Biennial of Video Art. Inter-American Development Bank, 2008. http://dx.doi.org/10.18235/0005923.

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The country with most entries was Colombia, totaling 70 coming from all parts of the country, and surpassing Argentina (in second place with 24), and others that have traditionally dominated the event, at least numerically, such as Mexico and Brazil (this year with 15 and 11 respectively). The explanation for this phenomenon may be found in the fact that Colombia is the country that in the last two years has shown the most interest in the Biennial¿s exhibit circuit, adding fi ve more venues in cities such as Santa Marta, Cali, and Medellin, in addition to Bogota where the Biennial is part of the International Film Festival, and Cartagena. It also has to do with the accessibility of technology, and the commercial possibilities of the creative technologies developed in that nation in recent years.
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IDB 2nd Inter-American Biennial of Video Art. Information Bulletin No. 78. Inter-American Development Bank, 2004. http://dx.doi.org/10.18235/0008213.

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Presents the inauguration of the Inter-American Biennial? II video art? Exhibited at the Italian-Latin American Institute (IILA) in Rome, Italy, in June 2005, and the International Film Festival of Santa Fe de Bogota in October 2005. During the exhibition in Washington, D. C., distributed a color catalog with the list of the selected films. For display in Rome and Latin America also printed in Spanish and Italian a color catalog with other materials.
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