Physical Reality and Mathematical Description

Physical Reality and Mathematical Description

Author: C.P. Enz

Publisher: Springer Science & Business Media

Published: 2012-12-06

Total Pages: 568

ISBN-13: 9401022747

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This collection of essays is intended as a tribute to Josef Maria Jauch on his sixtieth birthd~. Through his scientific work Jauch has justly earned an honored name in the community of theo retical physicists. Through his teaching and a long line of dis tinguished collaborators he has put an imprint on modern mathema tical physics. A number of Jauch's scientific collaborators, friends and admirers have contributed to this collection, and these essays reflect to some extent Jauch's own wide interests in the vast do main of theoretical physics. Josef Maria Jauch was born on 20 September 1914, the son of Josef Alois and Emma (nee Conti) Jauch, in Lucerne, Switzerland. Love of science was aroused in him early in his youth. At the age of twelve he came upon a popular book on astronomy, and an exam ple treated in this book mystified him. It was stated that if a planet travels around a centre of Newtonian attraction with a pe riod T, and if that planet were stopped and left to fall into the centre from any point of the circular orbit, it would arrive at the centre in the time T/I32. Young Josef puzzled about this for several months until he made his first scientific discovery : that this result could be derived from Kepler's third law in a quite elementary way.


Computers and Games for Mental Health and Well-Being

Computers and Games for Mental Health and Well-Being

Author: Yasser Khazaal

Publisher: Frontiers Media SA

Published: 2018-07-12

Total Pages: 311

ISBN-13: 2889454967

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Recent years have seen important developments in the computer and game industry, including the emergence of the concept of serious games. It is hypothesized that tools such as games, virtual reality, or applications for smartphones may foster learning, enhance motivation, promote behavioral change, support psychotherapy, favor empowerment, and improve some cognitive functions. Computers and games may create supports for training or help people with cognitive, emotional, or behavioral change. Games take various formats, from board games to informatics to games with interactive rules of play. Similarly, computer tools may vary widely in format, from self-help or assisted computerized training to virtual reality or applications for smartphones. Some tools that may be helpful for mental health were specifically designed for that goal, whereas others were not. Gamification of computer-related products and games with a numeric format tend to reduce the gap between games and computers tools and increase the conceptual synergy in such fields. Games and computer design share an opportunity for creativity and innovation to help create, specifically design, and assess preventive or therapeutic tools. Computers and games share a design conception that allows innovative approaches to overcome barriers of the real world by creating their own rules. Yet, despite the potential interest in such tools to improve treatment of mental disorders and to help prevent them, the field remains understudied and information is under-disseminated in clinical practice. Some studies have shown, however, that there is potential interest and acceptability of tools that support various vehicles, rationales, objectives, and formats. These tools include traditional games (e.g., chess games), popular electronic games, board games, computer-based interventions specifically designed for psychotherapy or cognitive training, virtual reality, apps for smartphones, and so forth. Computers and games may offer a true opportunity to develop, assess, and disseminate new prevention and treatment tools for mental health and well-being. Currently, there is a strong need for state-of-the-art information to answer questions such as the following: Why develop such tools for mental health and well-being? What are the potential additions to traditional treatments? What are the best strategies or formats to improve the possible impact of these tools? Are such tools useful as a first treatment step? What is the potential of a hybrid model of care that combines traditional approaches with games and/or computers as tools? What games and applications have already been designed and studied? What is the evidence from previous studies? How can such tools be successfully designed for mental health and well-being? What is rewarding or attractive for patients in using such treatments? What are the worldwide developments in the field? Are some protocols under development? What are the barriers and challenges related to such developments? How can these tools be assessed, and how can the way that they work, and for whom, be measured? Are the potential benefits of such products specific, or can these additions be attributed to nonspecific factors? What are the users’ views on such tools? What are the possible links between such tools and social networks? Is there a gap between evidence-based results and market development? Are there any quality challenges? What future developments and studies are needed in the field?


Wilfrid Gordon McDonald Partridge

Wilfrid Gordon McDonald Partridge

Author: Mem Fox

Publisher: Omnibus Books

Published: 2017

Total Pages: 32

ISBN-13: 9781743810583

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Wilfrid Gordon McDonald Partridge lives next door to a nursing home. When he finds out that his special friend, Nancy Alison Delacourt Cooper, is losing her memory he sets out to find what a memory is.


European Music, 1520-1640

European Music, 1520-1640

Author: James Haar

Publisher: Boydell Press

Published: 2006

Total Pages: 606

ISBN-13: 9781843832003

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The sixteenth and early seventeenth centuries - the so-called Golden Age of Polyphony - represent a time of great change and development in European music, with the flourishing of Orlando di Lasso, Palestrina, Byrd, Victoria, Monteverdi and Schütz among others. The thirty chapters of this book, contributed by established scholars on subjects within their fields of expertise, deal with polyphonic music - sacred and secular, vocal and instrumental - during this period. The volume offers chronological surveys of national musical cultures (in Italy, France, the Netherlands, Germany, England, and Spain); genre studies (Mass, motet, madrigal, chanson, instrumental music, opera); and is completed with essays on intellectual and cultural developments and concepts relevant to music (music theory, printing, the Protestant Reformation and the corresponding Catholic movement, humanism, concepts of 'Renaissance' and 'Baroque'). It thus provides a complete overview of the music and its context. Contributors: GARY TOMLINSON, JAMES HAAR, TIM CARTER, GIULIO ONGARO, NOEL O'REGAN, ALLAN ATLAS, ANTHONY CUMMINGS, RICHARD FREEDMAN, JEANICE BROOKS, DAVID TUNLEY, KATE VAN ORDEN, KRISTINE FORNEY, IAIN FENLON, KAROL BERGER, PETER BERGQUIST, DAVID CROOK, ROBIN LEAVER, CRAIG MONSON, TODD BORGERDING, LOUISE K. STEIN, GIUSEPPE GERBINO, ROGER BRAY, JONATHAN WAINWRIGHT, VICTOR COELHO, KEITH POLK


Stand Up Straight and Sing!

Stand Up Straight and Sing!

Author: Jessye Norman

Publisher: Houghton Mifflin Harcourt

Published: 2014

Total Pages: 357

ISBN-13: 0544003403

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One of America's most admired and decorated singers tells her inspiring life story, from the segregated south to the world's greatest stages.


A Walk Across the Sun

A Walk Across the Sun

Author: Corban Addison

Publisher: Silver Oak

Published: 2012

Total Pages: 0

ISBN-13: 9781402792809

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Orphaned and homeless after a tsunami decimates their coastal India town, teenage sisters Ahalya and Sita Ghai are abducted and sold to a Mumbai brothel owner before they are helped by an American attorney fighting human trafficking.


Marc Chagall

Marc Chagall

Author: Patrick Cramer

Publisher: Alan Wofsy Fine Arts

Published: 1995

Total Pages: 357

ISBN-13: 9781556601446

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Mon grand livre de jeux pour enfants 7-12 ans

Mon grand livre de jeux pour enfants 7-12 ans

Author: Mes Cahiers Pratiques

Publisher:

Published: 2020-05-20

Total Pages: 82

ISBN-13:

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Un livre d'activités idéal pour occuper les enfants à la maison de façon utile et ludique ! Activités parfaites en période de fermeture de l'école et de vacances scolaires ! Les jeux mentaux sont très bons pour votre enfant, ils augmentent la puissance cérébrale de l'individu. Dans ce formidable livre d'activités pour enfants dès 6 ans, vous trouverez une excellente variété d'activités amusantes. Le livre est rempli de puzzles faciles, de jeux de réflexion, de jeux intelligent et de pages à colorier. Ce livre pratique est créé pour occuper les enfants d'une manière utile et pour développer leur capacité de raisonnement logique et l'esprit analytique. On y trouve des labyrinthes géants, des puzzles, des jeux de réflexion, des sudokus 9x9, des mots mêlés, des mots cachés, des jeux visuels et des mandalas et dessins à colorier et plus encore. Toutes les solutions sont à la fin du livre ! En fin de compte, ce livre d'activités pour enfants, amusant et relaxant, offre des heures de divertissement pour les enfants et même pour les adultes !