1,366,611 research outputs found
The role of clinical guidelines in medical litigation: a shift from the Bolam standard?
Samanta J, 50
Mães perturbadoras, filhos monstruosos: uma leitura de Distância de resgate, de Samanta Schweblin
Distância de resgate (2016) é a primeira e única novela de Samanta Schweblin, escritora argentina tradicionalmente contista. A narrativa se dá através de um diálogo alucinante entre a narradora e seu interlocutor, e tem como tema central a relação ao mesmo tempo delicada e perturbadora entre duas mães e seus respectivos filhos. O presente trabalho é guiado pelo interesse em analisar tais relações, com foco nas tradicionais noções de instinto materno e inocência infantil. Com o intuito de auxiliar no entendimento das temáticas destacadas, propõe-se o estudo de contos selecionados da autora. Tenciona-se, finalmente, discorrer acerca das manifestações do fantástico nos textos citados, considerando-se que a distorção sutil da realidade é um dos traços marcantes da produção de Schweblin.Fever dream (2016) is the first and only novel ever written by Samanta Schweblin, an Argentinian short story writer. The narrative develops itself through a conversation between the narrator and her interlocutor, and focuses mainly on the delicate yet disturbing relationship between two mothers and their children. The present paper is guided by the interest of analyzing these relations, focusing on the traditional concepts of maternal instinct and child innocence. With the intention of helping in the understanding of these themes, a study of selected short stories by the author will be made. Finally, the manifestation of the fantastic genre in the mentioned texts will be studied, considering that the distortion of reality is one of the distinct traits of Schweblins production
A video game for the Archaeological Park of Poggibonsi (Italy). Towards new promotional and educational trends: potentials, challenges, and perspectives
In recent decades, digital technologies have pervaded every aspect of the production of archaeological knowledge, from data collection to their analysis and interpretation, to interaction with the public. The increasing convenience of 3D, interactive technologies and digital devices has led to a proliferation of digital tools (VR, AR, mobile applications), used to communicate the past. In this
context, video games have proved to be powerful instruments for improving cultural activities, and at the same time, they represent new paradigms for enhancing the diffusion and acquisition of the
cultural message. Moreover, they can be seen as the manifestation of experiential learning theory: they provide motivation and a unique informal learning environment in which their interactive
nature allows for an immersive experience with which a deeper level of personal and historical learning can potentially be reached than in more formal settings. Given these premises, in this paper,
I will illustrate an ongoing project concerning the presentation of the Archaeological and Technological Park and Fortress of Poggio Imperiale in Poggibonsi (Siena, Italy) and underline how and why the design of a serious game for this specific site – and in this specific time of global pandemic – is to be considered as the last fragment of a very long and precise project aiming at enforcing a multi-level public outreach and heritage enhancement strategy on the site
The Past as a Digital Playground: Archaeology, Virtual Reality and Video Games
The Past as Digital Playground: Archaeology, Virtual Reality, and Video Games collects the contributions to a two-day conference which illustrate a digital project developed at the Archaeological and Technological Park of Poggibonsi (Siena, Tuscany), where Virtual Reality and an educational video game are being used to enhance the archaeological content deriving from the excavation of the medieval site. In recent decades, digital technologies have pervaded every aspect of the production of archaeological knowledge, from data collection to analysis and interpretation, to interaction with the public. The increasing convenience of 3D and interactive technologies has led to a proliferation of digital tools (VR, AR, mobile applications) used to communicate the past in a more engaging way, offering the public an experience that takes place largely outside of the traditional channels. Alongside the experience at Poggibonsi, the book also gathers important contributions originating from other Italian and international case studies in the fields of digital technologies applied to archaeological heritage
Linear stability of a liquid flow through a poroelastic channel
A liquid flow through a channel is studied based on the Orr-Sommerfeld eigenvalue problem, where the lower wall of the channel is occupied by the saturated poroelastic medium. The linear stability analysis is investigated in detail for arbitrary value of the wavenumber. The eigenvalues are computed numerically by using the Chebyshev spectral collocation method. The effect of physical parameters, for instance, permeability, elasticity as well as their combined effect on the unstable modes are examined
Informetrics on M. N. Srinivas
M. N. Srinivas, the well known sociologist is widely recognised as architect of modern Indian sociology and social anthropology. His publications have been analysed by year, domain, authorship pattern, channels of communication used. Keywords, etc. The results indicate that the papers published by him are of a nature that qualify him to be a 'role model' for the younger generations to emulate.
By the end of 1995, Srinivas had to his credit 144 papers which, included 33 broad papers in sociology and anthropology; 18 papers in social change; 28 papers in village studies; 12 papers on religion; 17 papers on caste and 36 papers of general popular interest. The periods 1958-61 and 1974-77, when Srinivas was 38-41 and 58-61 years old. were his most productive periods with highest publication activity
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