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Publish or Perish. This old adage illustrates the importance of scientific communication; essential to research, it also represents a strategic sector for each country's competitiveness. An often-neglected topic, scientific communication is of vital importance, with new information technologies accelerating and profoundly changing how knowledge is disseminated. The necessity of optimally disseminating experts' findings has also become crucial to researchers, institutes and universities alike, which has prompted the recent advent of Impact Factors for the evaluation and financing of research, the goal being for scientific knowledge to be equally distributed to a very broad audience, especiall...
Medicinal plants always plaid and important role in the maintenance of health, wellbeing, and everyday life of a population worldwide. During the centuries, plant leaves, stems, flowers, seeds, berries, and roots were used for healing and maintenance of a different pathological conditions, as well as in beauty formulas, massage applications, foods preparations and beverages. This book, which is based on scientific findings and original research, represent a comprehensive and up-to-date introduction to medicinal plants from all over the world, describes their huge economic, and therapeutic potential, and analysing different aspects of their genotoxicity, and importance for human health and ho...
"Globally, more than one billion people suffer some form of disability and may require assistive devices for their functioning. Only 5 to 10% of them can access some level of rehabilitation services. Assistive technology is essential while providing rehabilitation services to people with disabilities or health impairment. The first edition of this book will help professionals working in habilitation and rehabilitation services, and the chapters cover various aspects of assistive technologies. The first chapter shares existing evidence on assistive technologies (ATs) that aid in rehabilitation intervention among children and adolescents with neurodevelopmental disorders. It provides the reade...
"Common visual art" is created by people as a form of self-expression and engagement with others and the broader aesthetic world. Many have no or little formal training in the creation of art. But they draw from a shared humanity even as they express themselves based on a singular and individual vision. Common Visual Art in a Social Digital Age (2022) explores this phenomenon of "common art" from various angles. This collection--in exploring art challenges, online art communities, digital doodling, pseudo-algorithmic art (with humans in the loop), fanart, data art, line art, "survival" alcohol ink paintings in a time of a pandemic, adult coloring books, visual journaling, the monetizing of common art, self-branding strategies of common artists online, common food art, world creating, event-based common art, mass-scale senses of art on the Social Web, 3D art, and 4D art--lays some light initial groundwork to explore this space.
On December 31, 2019, the World Health Organization (WHO) was informed of a cluster of pneumonia cases in Wuhan City, Hubei Province of China. Illnesses have since been linked to a disease caused by a previously unidentified strain of coronavirus, designated Coronavirus Disease 2019, or COVID-19. The disease has spread to other countries, including the United States. On March 11, the WHO announced that the outbreak was officially a pandemic, the highest level of health emergency and has led to tens of thousands of cases and thousands of deaths worldwide. This book discusses a wide variety of topics related to the outbreak including: selected actions taken by the U.S. federal government to quell the introduction and spread of COVID-19 in the United States, economic implications and government assistance.
The issue of value-based management is present in many areas of business and management. Value as an economic category determines strategic choices, the investment attractiveness of business models, competitive advantage, and the effectiveness and efficiency of the organization. Value is a key factor that determines the occurrence of business transactions. It is subject to valuation in terms of company purchases and sales, mergers or restructuring. It determines the rationality of designing business models. A value proposition is a factor that determines whether a company with a particular business model will succeed or not. Value is also important in non-profit organizations and building sm...
This book summarises the state of cognoscibility with regard to normal new-born care that has accumulated over the past centuries, especially the 20th and now 21st century. This compendium is not an ersatz discussion of neonatology, but of the fascinating zone that involves the new-born in the normal new-born nursery. It is not a homogenous area and thus, some overlap is inevitable in such a compilation of data. The preface details historical concepts that have followed new-borns over the millennia of homo sapiens' existence, such as infanticide, breast feeding, swaddling, neonatal resuscitation, and principles of caring for new-borns. The mortality rate of new-borns has been reduced in many...
Vasculitis refers to diseases that cause blood vessel walls to thicken and narrow, cutting off blood supply to tissues and organs. Vasculitis encapsulates several conditions, and the cause of vasculitis is often unknown. This book explores various forms of vasculitis and options for treatment. Chapter One includes a detailed description of giant cell arteritis, a form of vasculitis involving inflammation of the middle and large arteries, including the latest management strategies. Chapter Two concerns different types of vasculitis affecting the lungs, their signs and symptoms, treatment, and complications needed for diagnosis. Chapter Three deals with eosinophilic granulomatosis with polyang...
Gaming is continuing to grow into one of the largest entertainment industries, not only in North America but also in the entire world. It has been estimated that, as of early 2015, nearly one-third (115 million) of Americans are playing video games. There is an average of two gamers in a United States household, and 80% of these households own at least one device that plays video games (Entertainment Software Association, 2015). The average gamer spends eight hours a week playing video games, with more hard-core gamers playing, on average, thirty hours a week (ESRB, 2010). Depending on the genre, video games can require a considerable time investment, often far beyond the time required to co...