Author:
Publisher:
ISBN:
Category : Government publications
Languages : en
Pages : 794
Book Description
Canadian Government Publications; Monthly Catalogue
Author:
Publisher:
ISBN:
Category : Government publications
Languages : en
Pages : 794
Book Description
Publisher:
ISBN:
Category : Government publications
Languages : en
Pages : 794
Book Description
Canadian Government Publications: Catalogue
Author:
Publisher:
ISBN:
Category : Canada
Languages : fr
Pages : 1162
Book Description
Publisher:
ISBN:
Category : Canada
Languages : fr
Pages : 1162
Book Description
Canadian Government Publications Catalogue
Author: Canada. Information Canada
Publisher:
ISBN:
Category : Government publications
Languages : fr
Pages : 1158
Book Description
Publisher:
ISBN:
Category : Government publications
Languages : fr
Pages : 1158
Book Description
Bulletin des acquisitions
Author: Commission of the European Communities. Library (Brussels, Belgium)
Publisher:
ISBN:
Category : European Economic Community countries
Languages : un
Pages : 724
Book Description
Publisher:
ISBN:
Category : European Economic Community countries
Languages : un
Pages : 724
Book Description
Terra 2008
Author: Leslie Rainer
Publisher: Getty Publications
ISBN: 1606060430
Category : Architecture
Languages : fr
Pages : 438
Book Description
Earthen architecture constitutes one of the most diverse forms of cultural heritage and one of the most challenging to preserve. It dates from all periods and is found on all continents but is particularly prevalent in Africa, where it has been a building tradition for centuries. Sites range from ancestral cities in Mali to the palaces of Abomey in Benin, from monuments and mosques in Iran and Buddhist temples on the Silk Road to Spanish missions in California. This volume's sixty-four papers address such themes as earthen architecture in Mali, the conservation of living sites, local knowledge systems and intangible aspects, seismic and other natural forces, the conservation and management of archaeological sites, research advances, and training.
Publisher: Getty Publications
ISBN: 1606060430
Category : Architecture
Languages : fr
Pages : 438
Book Description
Earthen architecture constitutes one of the most diverse forms of cultural heritage and one of the most challenging to preserve. It dates from all periods and is found on all continents but is particularly prevalent in Africa, where it has been a building tradition for centuries. Sites range from ancestral cities in Mali to the palaces of Abomey in Benin, from monuments and mosques in Iran and Buddhist temples on the Silk Road to Spanish missions in California. This volume's sixty-four papers address such themes as earthen architecture in Mali, the conservation of living sites, local knowledge systems and intangible aspects, seismic and other natural forces, the conservation and management of archaeological sites, research advances, and training.
Gender Matters
Author: Dennis van der Veur
Publisher: Council of Europe
ISBN: 9789287163936
Category : Political Science
Languages : en
Pages : 180
Book Description
"'Gender Matters' is a manual aimed to assist educators and youth leaders work on issues of gender and gender-based violence with young people. This publication presents theoretical information, methods and resources for education and training activities, along with concrete exercises that users can put into practice in their daily work. Violence is a serious issue which directly affects the lives of many young people. It often results in lasting damage to their well-being and integrity, putting even their lives at risk. Gender-based violence, including violence against women, remains a key human rights challenge in contemporary Europe and in the world. Working with young people on human rights education is one way of preventing gender-based violence from occurring. By raising awareness on why and how it manifests and exploring its impact on people and in society, gender-based violence will no longer go undetected. Gender really does matter, to women, to men, to young people - to all of us. This manual serves to explore these human rights issues and act upon them."--Book jacket.
Publisher: Council of Europe
ISBN: 9789287163936
Category : Political Science
Languages : en
Pages : 180
Book Description
"'Gender Matters' is a manual aimed to assist educators and youth leaders work on issues of gender and gender-based violence with young people. This publication presents theoretical information, methods and resources for education and training activities, along with concrete exercises that users can put into practice in their daily work. Violence is a serious issue which directly affects the lives of many young people. It often results in lasting damage to their well-being and integrity, putting even their lives at risk. Gender-based violence, including violence against women, remains a key human rights challenge in contemporary Europe and in the world. Working with young people on human rights education is one way of preventing gender-based violence from occurring. By raising awareness on why and how it manifests and exploring its impact on people and in society, gender-based violence will no longer go undetected. Gender really does matter, to women, to men, to young people - to all of us. This manual serves to explore these human rights issues and act upon them."--Book jacket.
Computers and Games for Mental Health and Well-Being
Author: Yasser Khazaal
Publisher: Frontiers Media SA
ISBN: 2889454967
Category : Video games in education
Languages : en
Pages : 311
Book Description
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?
Publisher: Frontiers Media SA
ISBN: 2889454967
Category : Video games in education
Languages : en
Pages : 311
Book Description
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?
Managing Historic Cities
Author: Zbigniew Zuziak
Publisher:
ISBN:
Category : Cities and towns
Languages : en
Pages : 300
Book Description
Attention is given to heritage management and planning; instruments of urban regeneration and land use control; and case studies of Krakøw, Lødz, Glasgow, Cardiff, and the London docklands.
Publisher:
ISBN:
Category : Cities and towns
Languages : en
Pages : 300
Book Description
Attention is given to heritage management and planning; instruments of urban regeneration and land use control; and case studies of Krakøw, Lødz, Glasgow, Cardiff, and the London docklands.
Atomic Energy Waste
Author: E. Glueckauf
Publisher:
ISBN:
Category : Technology & Engineering
Languages : en
Pages : 454
Book Description
Publisher:
ISBN:
Category : Technology & Engineering
Languages : en
Pages : 454
Book Description
The Interpreter Geddes
Author: Amelia Defries
Publisher:
ISBN:
Category : Biologists
Languages : en
Pages : 380
Book Description
Publisher:
ISBN:
Category : Biologists
Languages : en
Pages : 380
Book Description