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Investigated teenagers' use of the shopping mall as a \"hangout\" through interviews with 51 adolescents using the mall, and 10 hours of behavioral observations. Results indicated that many teenagers visit the shopping center regularly to watch members of the opposite sex, play video games, see friends, shop, and people-watch. (Author/NRB)
Volatile organic compounds (VOCs) specified in the USEPA TO-14 list were analysed in microenvironments of a multi-storey shopping mall in Guangzhou city, South China. The microenvironments studied include both indoor (department store, supermarket, fast-food court, electronic games room, children's playground, gallery and book store) and outdoor ones (rooftop and ground level entrance). The characteristics and concentration of VOCs varied widely in differing microenvironments. The average concentrations of the total VOCs in the indoor microenvironments ranged from 178.5 to 457.7 μg m -3 with a maximum of 596.8 μg m -3. The fast-food court and a leather products department store had the highest concentrations of benzene, toluene, ethylbenzene, xylenes and chlorinated hydrocarbons. A high level of 1,4-dichlorobenzene was found in all indoor microenvironments with an average of 12.3 μg m -3 and a maximum of 44.3 μg m -3. The ratios of average indoor to outdoor concentrations (I/O ratio) in all indoor microenvironments fell between 1 and 3, except an average of 24.6 and a maximum of 77.8 in the fashion department store for 1,4-dichlorobenzene. Indoor emission sources of monocyclic aromatic hydrocarbons in the shopping mall might include cooking stoves, leather products and building materials. Chlorinated hydrocarbons, however, were possibly connected with their use as cleaning agents or deodorizers.
Computer software to build skills and encourage family computer time over the summer are recommended for teachers to send home to parents. Programs include games based on classic adventure stories, a shopping mall game to encourage math skills, and keyboarding programs. (MT)
Two graduate students in deaf education wore ear plugs for two months to simulate hearing loss, and recorded their experiences and feelings. Excerpts from their journals are presented, commenting on such daily activities as shopping at a mall, watching television, driving, babysitting, and attending a football game. (JDD)
Two studies investigated the effect of good mood on cognitive processes. In the first study, conducted in a shopping mall, a positive feeling state was induced by giving subjects a free gift, and good mood, thus induced, was found to improve subjects' evaluations of the performance and service records of products they owned. In the second study, in which affect was induced by having subjects win or lose a computer game in a laboratory setting, subjects who had won the game were found to be better able to recall positive material in memory. The results of the two studies are discussed in terms of the effect that feelings have on accessibility of cognitions. In addition, the nature of affect and the relationship between good mood and behavior (such as helping) are discussed in terms of this proposed cognitive process. 153554b96e
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