Virtual and Augmented Realities are advancing technologies that are becoming more popular in gaming and programming communities. However, virtual reality has been in development for decades. As libraries are often at the forefront of offering new and advancing technologies to their communities, virtual and augmented reality programs have become new additions to library services. While gaming is the prominent use of these technologies, virtual and augmented reality affords many educational opportunities. Mississippi State University Libraries have recently added a virtual/augmented reality lab as part of its library program. 相似文献
This paper reports on a case study involving a strategic and innovative approach to creation of an in-house multifaceted digital engineering platform (the DEP) in overcoming a number of organisational problems at a multinational engineering company. The DEP was to be used strategically for simplifying the operational complexity and to create and appropriate new work-related mind-set and new organisational discourse to achieve homogenous working across the organisation, which is a huge challenge. The need for this system emerged from the need to resolve many organisational services related problems that carried phenomenal amount of processes, health and safety risks and to regulate, and, control the running of engineering project. Research data were collected using a longitudinal case study approach over a period of six months. In order to make sense of how the DEP helped the organisation, the study used certain elements of Extended Structuration Theory as a lens to assess the case study. This research discovered that the DEP succeeded in creating and appropriating work-related mind-set and organisational discourse. It also had real influence on working processes and employees at all levels while encouraging transparency, responsiveness, agility and accountability. It continues to help the organisation to govern, manage and maintain good standard of service but many barriers still remain. 相似文献
Objective: To analyze the possible dose-response association between components of sports participation (intensity, volume and previous engagement) and 4-year mortality rates among Brazilian adults.
Methods: 679 males and females (mean age among men = 66.7 ± 9.3 years old and mean age among women = 64.8 ± 8.9 years old) composed the study sample. Sports participation was assessed using Baecke’s questionnaire, which considers intensity, duration and previous engagement. Medical records were used to identify the cause of the death. Cox regression analysis was performed to determine the independent associations of exercise components and mortality.
Results: Participants that reported exercising at moderate-vigorous intensity (Moderate/vigorous: 4.1% versus None/light: 10.3% [p-value = 0.012]; HR = 0.42 [0.1 to 0.94)] and for more than four months (≥4 months: 5.3% versus <4 months: 10.2% [p-value = 0.038]; HR = 0.47 [0.24 to 0.94]) had lower mortality risk. The percentage of survival according to all-cause mortality was significantly higher for participants engaged in sports at moderate-vigorous intensity (p-value = 0.014), as well as for those engaged in sports for periods superior than four months (p-value = 0.036).
Conclusion: We found higher percentage of survival among adults engaged in sports at moderate-vigorous intensity and with at least four months of previous engagement. 相似文献