Code of Federal Regulations, 2010 CFR
2010-04-01
... license is terminated or not renewed or if a gaming place, facility, or location closes or reopens? 559.6 Section 559.6 Indians NATIONAL INDIAN GAMING COMMISSION, DEPARTMENT OF THE INTERIOR GAMING LICENSES AND... terminated or not renewed or if a gaming place, facility, or location closes or reopens? A tribe must notify...
Code of Federal Regulations, 2012 CFR
2012-04-01
... and public health and safety documentation regarding any gaming place, facility, or location where... environmental and public health and safety documentation regarding any gaming place, facility, or location where gaming will occur? A tribe shall provide Indian lands or environmental and public health and safety...
Code of Federal Regulations, 2010 CFR
2010-04-01
... and public health and safety documentation regarding any gaming place, facility, or location where... environmental and public health and safety documentation regarding any gaming place, facility, or location where gaming will occur? A tribe shall provide Indian lands or environmental and public health and safety...
Code of Federal Regulations, 2011 CFR
2011-04-01
... and public health and safety documentation regarding any gaming place, facility, or location where... environmental and public health and safety documentation regarding any gaming place, facility, or location where gaming will occur? A tribe shall provide Indian lands or environmental and public health and safety...
Federal Register 2010, 2011, 2012, 2013, 2014
2013-04-10
... square foot tribal gaming facility to be located on the Tribe's Reservation, which qualifies as ``Indian... for the management of a 203,000 square foot gaming facility on the Tribe's Reservation, which is... total estimated gaming floor area for the gaming facility is 70,000 square feet. The exterior of the...
Port Sivad: A Locational Decision Game for a Noxious Public Facility
ERIC Educational Resources Information Center
Jakubs, John F.; And Others
1977-01-01
Described is a simulation game concerned with the expeditious location of a sewage plant in a hypothetical urban area. Over 15 college or high school students can play the game, which involves government bargaining, citizen reaction, and side payments. (Author/AV)
A Game Theoretical Model for Location of Terror Response Facilities under Capacitated Resources
Kang, Qi; Xu, Weisheng; Wu, Qidi
2013-01-01
This paper is concerned with the effect of capacity constraints on the locations of terror response facilities. We assume that the state has limited resources, and multiple facilities may be involved in the response until the demand is satisfied consequently. We formulate a leader-follower game model between the state and the terrorist and prove the existence and uniqueness of the Nash equilibrium. An integer linear programming is proposed to obtain the equilibrium results when the facility number is fixed. The problem is demonstrated by a case study of the 19 districts of Shanghai, China. PMID:24459446
25 CFR 502.23 - Facility license.
Code of Federal Regulations, 2010 CFR
2010-04-01
... 25 Indians 2 2010-04-01 2010-04-01 false Facility license. 502.23 Section 502.23 Indians NATIONAL....23 Facility license. Facility license means a separate license issued by a tribe to each place, facility, or location on Indian lands where the tribe elects to allow class II or III gaming. [73 FR 6029...
Game Location and Team Quality Effects on Performance Profiles in Professional Soccer
Lago-Peñas, Carlos; Lago-Ballesteros, Joaquin
2011-01-01
Home advantage in team sports has an important role in determining the outcome of a game. The aim of the present study was to identify the soccer game- related statistics that best discriminate home and visiting teams according to the team quality. The sample included all 380 games of the Spanish professional men’s league. The independent variables were game location (home or away) and the team quality. Teams were classified into four groups according to their final ranking at the end of the league. The game-related statistics registered were divided into three groups: (i) variables related to goals scored; (ii) variables related to offense and (iii) variables related to defense. A univariate (t-test and Mann-Whitney U) and multivariate (discriminant analysis) analysis of data was done. Results showed that home teams have significantly higher means for goal scored, total shots, shots on goal, attacking moves, box moves, crosses, offsides committed, assists, passes made, successful passes, dribbles made, successful dribbles, ball possession, and gains of possession, while visiting teams presented higher means for losses of possession and yellow cards. In addition, the findings of the current study confirm that game location and team quality are important in determining technical and tactical performances in matches. Teams described as superior and those described as inferior did not experience the same home advantage. Future research should consider the influence of other confounding variables such as weather conditions, game status and team form. Key points Home teams have significantly higher figures for attack indicators probably due to facilities familiarity and crowd effects. The teams’ game-related statistics profile varied according to game location and team quality. Teams described as superior and those described as inferior did not experience the same home advantage. PMID:24150619
Starkey experimental forest and range.
Valerie. Rapp
2004-01-01
The Starkey Experimental Forest and Range. (Starkey) is a one-of-a-kind, world class research facility, located in the Blue Mountains of northeastern Oregon. Starkey is the primary field location for scientific study of the effects of deer, elk, and cattle on ecosystems. Most of the 28,000-acre forest and range is enclosed by a game-proof fence.The research...
A game based virtual campus tour
NASA Astrophysics Data System (ADS)
Razia Sulthana, A.; Arokiaraj Jovith, A.; Saveetha, D.; Jaithunbi, A. K.
2018-04-01
The aim of the application is to create a virtual reality game, whose purpose is to showcase the facilities of SRM University, while doing so in an entertaining manner. The virtual prototype of the institution is deployed in a game engine which eases the students to look over the infrastructure, thereby reducing the resources utilization. Time and money are the resources in concern today. The virtual campus application assists the end user even from a remote location. The virtual world simulates the exact location and hence the effect is created. Thus, it virtually transports the user to the university, with the help of a VR Headset. This is a dynamic application wherein the user can move in any direction. The VR headset provides an interface to get gyro input and this is used to start and stop the movement. Virtual Campus is size efficient and occupies minimal space. It is scalable against mobile gadgets. This gaming application helps the end user to explore the campus, while having fun too. It is a user friendly application that supports users worldwide.
Federal Register 2010, 2011, 2012, 2013, 2014
2011-01-14
... gaming and entertainment facility that will include a gaming floor, restaurant and lounge facilities, an... hotel with meeting facilities, a restaurant, a pool and spa and no gaming facilities; and (5) No action...
Evaluation of vision training using 3D play game
NASA Astrophysics Data System (ADS)
Kim, Jung-Ho; Kwon, Soon-Chul; Son, Kwang-Chul; Lee, Seung-Hyun
2015-03-01
The present study aimed to examine the effect of the vision training, which is a benefit of watching 3D video images (3D video shooting game in this study), focusing on its accommodative facility and vergence facility. Both facilities, which are the scales used to measure human visual performance, are very important factors for man in leading comfortable and easy life. This study was conducted on 30 participants in their 20s through 30s (19 males and 11 females at 24.53 ± 2.94 years), who can watch 3D video images and play 3D game. Their accommodative and vergence facility were measured before and after they watched 2D and 3D game. It turned out that their accommodative facility improved after they played both 2D and 3D games and more improved right after they played 3D game than 2D game. Likewise, their vergence facility was proved to improve after they played both 2D and 3D games and more improved soon after they played 3D game than 2D game. In addition, it was demonstrated that their accommodative facility improved to greater extent than their vergence facility. While studies have been so far conducted on the adverse effects of 3D contents, from the perspective of human factor, on the imbalance of visual accommodation and convergence, the present study is expected to broaden the applicable scope of 3D contents by utilizing the visual benefit of 3D contents for vision training.
On the Inefficiency of Equilibria in Linear Bottleneck Congestion Games
NASA Astrophysics Data System (ADS)
de Keijzer, Bart; Schäfer, Guido; Telelis, Orestis A.
We study the inefficiency of equilibrium outcomes in bottleneck congestion games. These games model situations in which strategic players compete for a limited number of facilities. Each player allocates his weight to a (feasible) subset of the facilities with the goal to minimize the maximum (weight-dependent) latency that he experiences on any of these facilities. We derive upper and (asymptotically) matching lower bounds on the (strong) price of anarchy of linear bottleneck congestion games for a natural load balancing social cost objective (i.e., minimize the maximum latency of a facility). We restrict our studies to linear latency functions. Linear bottleneck congestion games still constitute a rich class of games and generalize, for example, load balancing games with identical or uniformly related machines with or without restricted assignments.
Home advantage in high-level volleyball varies according to set number.
Marcelino, Rui; Mesquita, Isabel; Palao Andrés, José Manuel; Sampaio, Jaime
2009-01-01
The aim of the present study was to identify the probability of winning each Volleyball set according to game location (home, away). Archival data was obtained from 275 sets in the 2005 Men's Senior World League and 65,949 actions were analysed. Set result (win, loss), game location (home, away), set number (first, second, third, fourth and fifth) and performance indicators (serve, reception, set, attack, dig and block) were the variables considered in this study. In a first moment, performance indicators were used in a logistic model of set result, by binary logistic regression analysis. After finding the adjusted logistic model, the log-odds of winning the set were analysed according to game location and set number. The results showed that winning a set is significantly related to performance indicators (Chisquare(18)=660.97, p<0.01). Analyses of log-odds of winning a set demonstrate that home teams always have more probability of winning the game than away teams, regardless of the set number. Home teams have more advantage at the beginning of the game (first set) and in the two last sets of the game (fourth and fifth sets), probably due to facilities familiarity and crowd effects. Different game actions explain these advantages and showed that to win the first set is more important to take risk, through a better performance in the attack and block, and to win the final set is important to manage the risk through a better performance on the reception. These results may suggest intra-game variation in home advantage and can be most useful to better prepare and direct the competition. Key pointsHome teams always have more probability of winning the game than away teams.Home teams have higher performance in reception, set and attack in the total of the sets.The advantage of home teams is more pronounced at the beginning of the game (first set) and in two last sets of the game (fourth and fifth sets) suggesting intra-game variation in home advantage.Analysis by sets showed that home teams have a better performance in the attack and block in the first set and in the reception in the third and fifth sets.
ERIC Educational Resources Information Center
Slussareff, Michaela; Bohácková, Petra
2016-01-01
This paper compares two kinds of educational treatment within location-based game approach; learning by playing a location-based game and learning by designing a location-based game. Two parallel elementary school classes were included in our study (N = 27; age 14-15). The "designers" class took part in the whole process of game design…
Co-Located Collaborative Learning Video Game with Single Display Groupware
ERIC Educational Resources Information Center
Infante, Cristian; Weitz, Juan; Reyes, Tomas; Nussbaum, Miguel; Gomez, Florencia; Radovic, Darinka
2010-01-01
Role Game is a co-located CSCL video game played by three students sitting at one machine sharing a single screen, each with their own input device. Inspired by video console games, Role Game enables students to learn by doing, acquiring social abilities and mastering subject matter in a context of co-located collaboration. After describing the…
Biosecurity and bird movement practices in upland game bird facilities in the United States.
Slota, Katharine E; Hill, Ashley E; Keefe, Thomas J; Bowen, Richard A; Pabilonia, Kristy L
2011-06-01
Since 1996, the emergence of Asian-origin highly pathogenic avian influenza subtype H5N1 has spurred great concern for the global poultry industry. In the United States, there is concern over the potential of a foreign avian disease incursion into the country. Noncommercial poultry operations, such as upland game bird facilities in the United States, may serve as a potential source of avian disease introduction to other bird populations including the commercial poultry industry, backyard flocks, or wildlife. In order to evaluate how to prevent disease transmission from these facilities to other populations, we examined biosecurity practices and bird movement within the upland game bird industry in the United States. Persons that held a current permit to keep, breed, or release upland game birds were surveyed for information on biosecurity practices, flock and release environments, and bird movement parameters. Biosecurity practices vary greatly among permit holders. Many facilities allow for interaction between wild birds and pen-reared birds, and there is regular long-distance movement of live adult birds among facilities. Results suggest that upland game bird facilities should be targeted for biosecurity education and disease surveillance efforts.
2007-06-01
entertainment opportunities would you participate in? 12 %17%Play interactive trivia games 8%20%Play interactive sports games 9%32%Play electronic video games 22... 12 Least Used Facilities/Services...large change in results may be due to this change in wording. 12 N P R S T Moderately Used Facilities/Services: All Respondents 33%Playing
Anti-doping analyses at the Sochi Olympic and Paralympic Games 2014.
Sobolevsky, Tim; Krotov, Grigory; Dikunets, Marina; Nikitina, Maria; Mochalova, Elena; Rodchenkov, Grigory
2014-01-01
The laboratory anti-doping services during XXII Winter Olympic and XI Paralympic games in Sochi in 2014 were provided by a satellite laboratory facility located within the strictly secured Olympic Park. This laboratory, established and operated by the personnel of Antidoping Center, Moscow, has been authorized by the World Anti-Doping Agency (WADA) to conduct doping control analyses. The 4-floor building accommodated the most advanced analytical instrumentation and became a place of attraction for more than 50 Russian specialists and 25 foreign experts, including independent observers. In total, 2134 urine and 479 blood samples were delivered to the laboratory and analyzed during the Olympic Games (OG), and 403 urine and 108 blood samples - during the Paralympic Games (PG). The number of erythropoietin tests requested in urine was 946 and 166 at the OG and PG, respectively. Though included in the test distribution plan, a growth hormone analysis was cancelled by the Organizing Committee just before the Games. Several adverse analytical findings have been reported including pseudoephedrine (1 case), methylhexaneamine (4 cases), trimetazidine (1 case), dehydrochloromethyltestosterone (1 case), clostebol (1 case), and a designer stimulant N-ethyl-1-phenylbutan-2-amine (1 case). Copyright © 2014 John Wiley & Sons, Ltd.
Putnam, Susan K; Carré, Justin M
2012-09-01
The authors examined the extent to which changes in testosterone concentrations before competition would be associated with performance among elite male hockey players. Saliva samples were collected on 2 noncompetition days (baseline) and before 2 playoff games (1 home game, 1 away game). Individual performance was assessed by the coaching staff after each game. Results indicated that changes in testosterone before competition predicted performance, but this effect was influenced by game location. Unexpectedly, the authors found a significant negative relationship between a rise in testosterone and performance for the away game and a nonsignificant positive relationship for the home game. These findings indicate that game location should be considered in studies examining the neuroendocrine correlates of athletic competition.
Federal Register 2010, 2011, 2012, 2013, 2014
2011-10-20
... III Gaming on the Warm Springs Reservation (``2005 Compact'' or ``Kah-Nee-Ta compact''), approved on... Reservation from the Tribe's Kah-Nee-Ta Resort facility to a temporary facility on U.S. Highway 26 in the Warm...
Doping control analysis at the Rio 2016 Olympic and Paralympic Games.
Pereira, Henrique Marcelo Gualberto; Sardela, Vinicius Figueiredo; Padilha, Monica Costa; Mirotti, Luciana; Casilli, Alessandro; de Oliveira, Fabio Azamor; de Albuquerque Cavalcanti, Gustavo; Rodrigues, Lucas Martins Lisandro; de Araujo, Amanda Lessa Dutra; Levy, Rachel Santos; Teixeira, Pedro Antonio Castelo; de Oliveira, Felipe Alves Gomes; Duarte, Ana Carolina Giordani; Carneiro, Ana Carolina Dudenhoeffer; Evaristo, Joseph Albert Medeiros; Dos Santos, Gustavo Ramalho Cardoso; da Costa, Giovanni Carlo Verissimo; de Lima Castro, Fernando; Nogueira, Fabio Cesar Sousa; Scalco, Fernanda Bertão; Pizzatti, Luciana; de Aquino Neto, Francisco Radler
2017-11-01
This paper summarises the results obtained from the doping control analyses performed during the Summer XXXI Olympic Games (August 3-21, 2016) and the XV Paralympic Games (September 7-18, 2016). The analyses of all doping control samples were performed at the Brazilian Doping Control Laboratory (LBCD), a World Anti-Doping Agency (WADA)-accredited laboratory located in Rio de Janeiro, Brazil. A new facility at Rio de Janeiro Federal University (UFRJ) was built and fully operated by over 700 professionals, including Brazilian and international scientists, administrative staff, and volunteers. For the Olympic Games, 4913 samples were analysed. In 29 specimens, the presence of a prohibited substance was confirmed, resulting in adverse analytical findings (AAFs). For the Paralympic Games, 1687 samples were analysed, 12 of which were reported as AAFs. For both events, 82.8% of the samples were urine, and 17.2% were blood samples. In total, more than 31 000 analytical procedures were conducted. New WADA technical documents were fully implemented; consequently, state-of-the-art analytical toxicology instrumentation and strategies were applied during the Games, including different types of mass spectrometry (MS) analysers, peptide, and protein detection strategies, endogenous steroid profile measurements, and blood analysis. This enormous investment yielded one of the largest Olympic legacies in Brazil and South America. Copyright © 2017 John Wiley & Sons, Ltd. Copyright © 2017 John Wiley & Sons, Ltd.
ERIC Educational Resources Information Center
All, Anissa; Van Looy, Jan; Castellar, Elena Patricia Nuñez
2013-01-01
This study explores the added value of co-design in addition to other innovation research methods in the process of developing a serious game design document for a road safety game. The sessions aimed at exploring 4 aspects of a location-based game experience: themes, game mechanics, mobile phone applications and locations for mini-games. In…
Stennis hosts Space Day activities at USM
2009-10-17
Fallon Nettles (left), an Astro Camp counselor at NASA's John C. Stennis Space Center, assists a young fan attending the University of Southern Mississippi football game in Hattiesburg, Miss., on Oct. 17 in launching a balloon 'rocket.' Prior to the game, Stennis Space Center hosted hands-on activities and exhibits for families as part of its first-ever Space Day at USM. The activities were versions of those featured in the daylong and weeklong Astro Camp sessions sponsored by Stennis throughout each year. Stennis Space Center is located in nearby Hancock County and is the nation's premier rocket engine testing facility. The USM activities were part of Stennis' ongoing effort to educate people about the NASA mission and to introduce children and young people to space and space exploration.
Stennis hosts Space Day activities at USM
NASA Technical Reports Server (NTRS)
2009-01-01
Fallon Nettles (left), an Astro Camp counselor at NASA's John C. Stennis Space Center, assists a young fan attending the University of Southern Mississippi football game in Hattiesburg, Miss., on Oct. 17 in launching a balloon 'rocket.' Prior to the game, Stennis Space Center hosted hands-on activities and exhibits for families as part of its first-ever Space Day at USM. The activities were versions of those featured in the daylong and weeklong Astro Camp sessions sponsored by Stennis throughout each year. Stennis Space Center is located in nearby Hancock County and is the nation's premier rocket engine testing facility. The USM activities were part of Stennis' ongoing effort to educate people about the NASA mission and to introduce children and young people to space and space exploration.
Exploring patterns of movement suspension in pedestrian mobility.
Orellana, Daniel; Wachowicz, Monica
2011-01-01
One of the main tasks in analyzing pedestrian movement is to detect places where pedestrians stop, as those places usually are associated with specific human activities, and they can allow us to understand pedestrian movement behavior. Very few approaches have been proposed to detect the locations of stops in positioning data sets, and they often are based on selecting the location of candidate stops as well as potential spatial and temporal thresholds according to different application requirements. However, these approaches are not suitable for analyzing the slow movement of pedestrians where the inaccuracy of a nondifferential global positioning system commonly used for movement tracking is so significant that it can hinder the selection of adequate thresholds. In this article, we propose an exploratory statistical approach to detect patterns of movement suspension using a local indicator of spatial association (LISA) in a vector space representation. Two different positioning data sets are used to evaluate our approach in terms of exploring movement suspension patterns that can be related to different landscapes: players of an urban outdoor mobile game and visitors of a natural park. The results of both experiments show that patterns of movement suspension were located at places such as checkpoints in the game and different attractions and facilities in the park. Based on these results, we conclude that using LISA is a reliable approach for exploring movement suspension patterns that represent the places where the movement of pedestrians is temporally suspended by physical restrictions (e.g., checkpoints of a mobile game and the route choosing points of a park).
The use of ambient audio to increase safety and immersion in location-based games
NASA Astrophysics Data System (ADS)
Kurczak, John Jason
The purpose of this thesis is to propose an alternative type of interface for mobile software being used while walking or running. Our work addresses the problem of visual user interfaces for mobile software be- ing potentially unsafe for pedestrians, and not being very immersive when used for location-based games. In addition, location-based games and applications can be dif- ficult to develop when directly interfacing with the sensors used to track the user's location. These problems need to be addressed because portable computing devices are be- coming a popular tool for navigation, playing games, and accessing the internet while walking. This poses a safety problem for mobile users, who may be paying too much attention to their device to notice and react to hazards in their environment. The difficulty of developing location-based games and other location-aware applications may significantly hinder the prevalence of applications that explore new interaction techniques for ubiquitous computing. We created the TREC toolkit to address the issues with tracking sensors while developing location-based games and applications. We have developed functional location-based applications with TREC to demonstrate the amount of work that can be saved by using this toolkit. In order to have a safer and more immersive alternative to visual interfaces, we have developed ambient audio interfaces for use with mobile applications. Ambient audio uses continuous streams of sound over headphones to present information to mobile users without distracting them from walking safely. In order to test the effectiveness of ambient audio, we ran a study to compare ambient audio with handheld visual interfaces in a location-based game. We compared players' ability to safely navigate the environment, their sense of immersion in the game, and their performance at the in-game tasks. We found that ambient audio was able to significantly increase players' safety and sense of immersion compared to a visual interface, while players performed signifi- cantly better at the game tasks when using the visual interface. This makes ambient audio a legitimate alternative to visual interfaces for mobile users when safety and immersion are a priority.
Building Next Generation Video Game Collections in Academic Libraries
ERIC Educational Resources Information Center
Laskowski, Mary; Ward, David
2009-01-01
Most academic libraries do not yet have gaming collections, let alone gaming services and facilities that support the unique and growing teaching and research needs of campus environments. Academic libraries in particular need to start thinking about developing the next generation of gaming collections and services. This article examines the…
Smith, Lisa J; Gradisar, Michael; King, Daniel L
2015-05-01
Adolescents' video gaming is increasing at a rapid rate. Yet, little is known about what factors contribute toward more hours of gaming per week, as well as what factors may limit or protect adolescents from excessive gaming. The aim of the present study was to examine associations between adolescents' accessibility to video gaming devices, the locations played (i.e., bedroom, shared rooms), parental regulation of technology use, and the amount of hours spent video gaming during the week (weekdays vs. weekends). Adolescents (N=422; age 16.3±2.0 years, 41% male) completed an online questionnaire battery, including demographics, video gaming behaviors (e.g., hours played weekdays/weekends, time of day played, devices owned, locations played, etc.), and a questionnaire measuring aspects of parents' regulation of game playing (e.g., rules, limit setting, co-gaming). Accessibility to the adolescents' own devices, but not shared devices or device portability, was predictive of hours gaming on weekdays and weekends. Location (i.e., bedroom) was associated with increased gaming across the week. Parents discussing cybersafety was predictive of lower hours of gaming (weekdays and weekends). However, limit setting, monitoring, and co-gaming showed no significant effects. Adolescents' access to their own gaming equipped devices, as well as gaming in their bedrooms, were linked to increased hours of gaming. The findings suggest that in order to curb the increase in hours gaming, parents are advised to delay the ownership of adolescents' devices, encourage use in shared rooms, and discuss aspects of cybersafety with their teenage children.
O'Day, Kathleen M; Koehling, Elizabeth M; Vollavanh, Lydia R; Bradney, Debbie; May, James M; Breedlove, Katherine M; Breedlove, Evan L; Blair, Price; Nauman, Eric A; Bowman, Thomas G
2017-03-01
Head impacts have been studied extensively in football, but little similar research has been conducted in men's lacrosse. It is important to understand the location and magnitude of head impacts during men's lacrosse to recognize the risk of head injury. Descriptive epidemiology study set on collegiate lacrosse fields. Eleven men's lacrosse players (age=20.9±1.13years, mass=83.91±9.04kg, height=179.88±5.99cm) volunteered to participate. We applied X2 sensors behind the right ear of participants for games and practices. Sensors recorded data on linear and rotational accelerations and the location of head impacts. We calculated incidence rates per 1000 exposures with 95% confidence intervals for impact locations and compared the effect of impact location on linear and rotational accelerations with Kruskal-Wallis tests. We verified 167 head impacts (games=112; practices=55). During games, the incidence rate was 651.16 (95% confidence interval=530.57-771.76). The high and low incidence rates for head impact locations during games were: side=410.7 (95% confidence interval=292.02-529.41) and top=26.79 (95% confidence interval=3.53-57.10). For games and practices combined, the impact locations did not significantly affect linear (χ 2 3 =6.69, P=0.08) or rotational acceleration (χ 2 3 =6.34, P=0.10). We suggest further research into the location of head impacts during games and practices. We also suggest player and coach education on head impacts as well as behavior modification in men's lacrosse athletes to reduce the incidence of impacts to the side of the head in an effort to reduce potential injury. Copyright © 2017 Elsevier Ltd. All rights reserved.
Code of Federal Regulations, 2010 CFR
2010-04-01
... the operation of that gaming is conducted in a manner which adequately protects the environment and... protects the environment and the public health and safety. Construction and maintenance of the gaming... environment and the public health and safety means a tribe has identified and enforces laws, resolutions...
Code of Federal Regulations, 2011 CFR
2011-04-01
... the public health and safety. 502.22 Section 502.22 Indians NATIONAL INDIAN GAMING COMMISSION... protects the environment and the public health and safety. Construction and maintenance of the gaming... environment and the public health and safety means a tribe has identified and enforces laws, resolutions...
Smoke-free legislation and charitable gaming in Kentucky.
Pyles, M K; Hahn, E J
2009-02-01
To determine the effect of municipal smoke-free laws in Kentucky on gross and/or net revenues from charitable gaming activities. Between January 2000 and June 2007, 13 Kentucky communities implemented smoke-free legislation; only three specifically exempted charitable gaming facilities and compliance in several communities was not consistent. Kentucky is a tobacco-growing state that has the highest smoking rate in the United States. A fixed-effects time series design to estimate the impact of municipal smoke-free laws on charitable gaming. 13 Kentucky counties that implemented smoke-free laws during the study period of January 2000 through June 2007. All charitable gaming facilities in 13 counties in which a smoke-free ordinance was enacted during the study period. Gross and net revenues from charitable gaming activities in each county for each quarter of the study period, obtained from the Kentucky Department of Charitable Gaming. When controlling for economic variables, county-specific effects and time trends using a robust statistical framework, there was no significant relation between smoke-free laws and charitable gaming revenues. Municipal smoke-free legislation had no effect on charitable gaming revenues. No significant harm to charitable gaming revenues was associated with the smoke-free legislation during the 7.5-year study period, despite the fact that Kentucky is a tobacco-producing state with higher-than-average smoking rates.
Institutional games played by confined juveniles.
Bartollas, C; Sieverdes, C M
1983-01-01
This study examined the games played by 561 juvenile offenders confined in six coeducational correctional facilities in one state. The types of games these residents used against staff and peers within the confines of the institution varied considerably. The study documented nineteen games used by males and females, twelve to deal with staff and seven to deal with peers. The games were defined as therapeutic games, material games, psychological games, and physical games. Peer-oriented games included attention-seeking activities and a variety of dominance games. Additionally, these games were described and tabulated according to the sex and race of the residents. The conclusion was that game-playing behavior was no less frequent in coeducational institutions than it was in single-sex institutions.
Gómez, Miguel A; Lorenzo, Alberto; Barakat, Rubén; Ortega, Enrique; Palao, José M
2008-02-01
The aim of the present study was to identify game-related statistics that differentiate winning and losing teams according to game location. The sample included 306 games of the 2004-2005 regular season of the Spanish professional men's league (ACB League). The independent variables were game location (home or away) and game result (win or loss). The game-related statistics registered were free throws (successful and unsuccessful), 2- and 3-point field goals (successful and unsuccessful), offensive and defensive rebounds, blocks, assists, fouls, steals, and turnovers. Descriptive and inferential analyses were done (one-way analysis of variance and discriminate analysis). The multivariate analysis showed that winning teams differ from losing teams in defensive rebounds (SC = .42) and in assists (SC = .38). Similarly, winning teams differ from losing teams when they play at home in defensive rebounds (SC = .40) and in assists (SC = .41). On the other hand, winning teams differ from losing teams when they play away in defensive rebounds (SC = .44), assists (SC = .30), successful 2-point field goals (SC = .31), and unsuccessful 3-point field goals (SC = -.35). Defensive rebounds and assists were the only game-related statistics common to all three analyses.
ERIC Educational Resources Information Center
Edmonds, Roger; Smith, Simon
2017-01-01
This paper presents research into the benefits and implementation strategies of integrating location-based mobile learning games in higher education courses to enhance educational experiences. Two approaches were studied: learning by playing, and learning by designing. In the first, games were developed for undergraduate courses in four discipline…
NASA Astrophysics Data System (ADS)
Nel, Jackie M., , Dr; Swart, Hendrik C., , Prof; Reinhardt Botha, J., , Prof
2016-01-01
The 6th South African Conference on Photonic Materials took place at Mabula Game Lodge, South Africa, from 4 to 8 May 2015. The conference venue, Mabula Game Lodge, is located in the Waterberg Mountains outside Bela-Bela in the Limpopo Province of South Africa. This part of our beautiful country is home to some of the most impressive bushveld and is particularly renowned for its exceptional private game lodges, Mabula Game Lodge being no exception. It is located a mere two hours' drive from O.R. Tambo International Airport in Gauteng and offers an unforgettable "Big Five" game experience on the malaria free reserve.
Diana, Barbara; Zurloni, Valentino; Elia, Massimiliano; Cavalera, Cesare M; Jonsson, Gudberg K; Anguera, M Teresa
2017-01-01
The influence of game location on performance has been widely examined in sport contexts. Concerning soccer, game-location affects positively the secondary and tertiary level of performance; however, there are fewer evidences about its effect on game structure (primary level of performance). This study aimed to detect the effect of game location on a primary level of performance in soccer. In particular, the objective was to reveal the hidden structures underlying the attack actions, in both home and away matches played by a top club (Serie A 2012/2013-First Leg). The methodological approach was based on systematic observation, supported by digital recordings and T-pattern analysis. Data were analyzed with THEME 6.0 software. A quantitative analysis, with nonparametric Mann-Whitney test and descriptive statistics, was carried out to test the hypotheses. A qualitative analysis on complex patterns was performed to get in-depth information on the game structure. This study showed that game tactics were significantly different, with home matches characterized by a more structured and varied game than away matches. In particular, a higher number of different patterns, with a higher level of complexity and including more unique behaviors was detected in home matches than in the away ones. No significant differences were found in the number of events coded per game between the two conditions. THEME software, and the corresponding T-pattern detection algorithm, enhance research opportunities by going further than frequency-based analyses, making this method an effective tool in supporting sport performance analysis and training.
The contribution of situational probability information to anticipatory skill.
Farrow, Damian; Reid, Machar
2012-07-01
To determine the contribution of situational probability information to the anticipatory responses of skilled tennis players representative of two different stages of development. Participants were required to predict the location of tennis serves presented to them on a plasma touchscreen from the perspective of the receiver. Serves were sequenced into a series of games and sets with a score presented before each point, typical of a game of tennis. The game score was manipulated to provide advance probability information. The location of the serve for the first point of each game was always directed to the same location. A total of 12 service games consisting of 96 points were presented with interest in whether players would detect the relationship between the game score and resultant serve location. A 2×12 (age×service game) ANOVA with repeated measures on the second factor revealed a significant age by service game interaction for response time (F₁₁,₂₉₇=3.86, p<0.05, η(p)²=.12). The older players picked up the occurrence of the first point service pattern after the ninth service game whereas the younger, players did not. There were no significant response accuracy differences between the groups in relation to the first point. The findings highlight the important role of situational probability information, in addition to movement kinematics, for successful anticipatory performance and suggest that the pick-up of such information is not utilised by younger players. Copyright © 2012 Sports Medicine Australia. Published by Elsevier Ltd. All rights reserved.
Diana, Barbara; Zurloni, Valentino; Elia, Massimiliano; Cavalera, Cesare M.; Jonsson, Gudberg K.; Anguera, M. Teresa
2017-01-01
The influence of game location on performance has been widely examined in sport contexts. Concerning soccer, game-location affects positively the secondary and tertiary level of performance; however, there are fewer evidences about its effect on game structure (primary level of performance). This study aimed to detect the effect of game location on a primary level of performance in soccer. In particular, the objective was to reveal the hidden structures underlying the attack actions, in both home and away matches played by a top club (Serie A 2012/2013—First Leg). The methodological approach was based on systematic observation, supported by digital recordings and T-pattern analysis. Data were analyzed with THEME 6.0 software. A quantitative analysis, with nonparametric Mann–Whitney test and descriptive statistics, was carried out to test the hypotheses. A qualitative analysis on complex patterns was performed to get in-depth information on the game structure. This study showed that game tactics were significantly different, with home matches characterized by a more structured and varied game than away matches. In particular, a higher number of different patterns, with a higher level of complexity and including more unique behaviors was detected in home matches than in the away ones. No significant differences were found in the number of events coded per game between the two conditions. THEME software, and the corresponding T-pattern detection algorithm, enhance research opportunities by going further than frequency-based analyses, making this method an effective tool in supporting sport performance analysis and training. PMID:28878712
Federal Register 2010, 2011, 2012, 2013, 2014
2012-04-23
... DEPARTMENT OF AGRICULTURE Forest Service Bridger-Teton National Forest; Wyoming; Long Term Special Use Authorization for Wyoming Game and Fish Commission To Use National Forest System Land for Their... Game and Fish Commission (WGFC) to continue to use facilities at Alkali Creek Feedground to conduct...
ERIC Educational Resources Information Center
Hwang, Gwo-Jen; Wu, Po-Han; Chen, Chi-Chang
2012-01-01
In this paper, an online game was developed in the form of a competitive board game for conducting web-based problem-solving activities. The participants of the game determined their move by throwing a dice. Each location of the game board corresponds to a gaming task, which could be a web-based information-searching question or a mini-game; the…
DOE Office of Scientific and Technical Information (OSTI.GOV)
United States. Bonneville Power Administration.
1974-03-08
Proposed construction of a 1.7-mile 34.5-kV double-circuit transmission line crossing Decatur Island from east to west. The new line would replace 0.7 of a mile of an existing BPA 24.5-kV line and would then parallel and existing 24.5-kV line for a distance of 1.0 mile. The proposal also requires the construction of a new substation to be located on the eastern side of Lopez Island, Washington. The additional easement required for the proposed transmission line would remove about 1.1 acres of forestland from timber production diverting it to nonforest uses compatable with the transmission line right-of-way. Depending upon the actualmore » site location the Lopez Island Substation could remove from 1 to 3.2 acres of forestland and 2 acres of pastureland from production. Disturbance of game in the immediate vicintiy of the transmission facilities will occur during construction, as will some soil erosion primarily during and immediately after construction, siltation in nearby streams, disturbance of nearby residents from noise and dust during construction, and some degradation of AM reception immediately adjacent to the right-of-way. 7 figs.« less
25 CFR 502.9 - Other games similar to bingo.
Code of Federal Regulations, 2013 CFR
2013-04-01
... 25 Indians 2 2013-04-01 2013-04-01 false Other games similar to bingo. 502.9 Section 502.9 Indians... CHAPTER § 502.9 Other games similar to bingo. Other games similar to bingo means any game played in the same location as bingo (as defined in 25 USC 2703(7)(A)(i)) constituting a variant on the game of bingo...
25 CFR 502.9 - Other games similar to bingo.
Code of Federal Regulations, 2010 CFR
2010-04-01
... 25 Indians 2 2010-04-01 2010-04-01 false Other games similar to bingo. 502.9 Section 502.9 Indians... CHAPTER § 502.9 Other games similar to bingo. Other games similar to bingo means any game played in the same location as bingo (as defined in 25 USC 2703(7)(A)(i)) constituting a variant on the game of bingo...
25 CFR 502.9 - Other games similar to bingo.
Code of Federal Regulations, 2012 CFR
2012-04-01
... 25 Indians 2 2012-04-01 2012-04-01 false Other games similar to bingo. 502.9 Section 502.9 Indians... CHAPTER § 502.9 Other games similar to bingo. Other games similar to bingo means any game played in the same location as bingo (as defined in 25 USC 2703(7)(A)(i)) constituting a variant on the game of bingo...
25 CFR 502.9 - Other games similar to bingo.
Code of Federal Regulations, 2011 CFR
2011-04-01
... 25 Indians 2 2011-04-01 2011-04-01 false Other games similar to bingo. 502.9 Section 502.9 Indians... CHAPTER § 502.9 Other games similar to bingo. Other games similar to bingo means any game played in the same location as bingo (as defined in 25 USC 2703(7)(A)(i)) constituting a variant on the game of bingo...
Gamble While You Gamble: Electronic Games in Ontario Charitable Gaming Centres.
Harrigan, Kevin; Brown, Dan; MacLaren, Vance
Electronic Bingo games have recently appeared in Ontario Charitable Gaming Centres. Here we summarize the characteristics of this novel form of electronic gambling, and give a detailed characterization of one game. We contend that these games have structural characteristics that make them similar to modern Electronic Gaming Machines (EGMs) that feature multiline slots games. These features include a fast and continuous gaming experience, with player adjustable win size and reinforcement rate, a high frequency of losses disguised as wins, and highly salient near misses. Some of these games also have bonus rounds and provide players with a list of recent wins. We conclude that provincial and state gaming authorities should be aware that the placement of Bingo EGMs in existing Bingo facilities may increase problem gambling among an already well-established community of Bingo enthusiasts.
Playing Violent Video and Computer Games and Adolescent Self-Concept.
ERIC Educational Resources Information Center
Funk, Jeanne B.; Buchman, Debra D.
1996-01-01
Documents current adolescent electronic game-playing habits, exploring associations among preference for violent games, frequency and location of play, and self-concept. Identifies marked gender differences in game-playing habits and in scores on a self-perception profile. Finds that for girls, more time playing video or computer games is…
Home advantage in soccer--A matter of expectations, goal setting and tactical decisions of coaches?
Staufenbiel, Kathrin; Lobinger, Babett; Strauss, Bernd
2015-01-01
In soccer, home teams win about 67% of decided games. The causes for this home advantage are still unresolved. There is a shortage of research on the psychological states of actors involved. In this study, we examined soccer coaches' expectations, goal setting and tactical decisions in relation to game location. Soccer coaches (N = 297) with different expertise levels participated in an experimental, online management game and were randomly assigned to one of two groups, "home game (HG)" or "away game." Participants received information on the game for which they were asked to make decisions in multiple points. The only differing information between groups was game location. Regardless of expertise, HG coaches had higher expectations to win, set more challenging goals and decided for more offensive and courageous playing tactics. Possible consequences of these findings concerning home advantage in soccer are discussed.
Instructional games and activities for criticality safety training
DOE Office of Scientific and Technical Information (OSTI.GOV)
Bullard, B.; McBride, J.
1993-01-01
During the past several years, the Training and Management Systems Division (TMSD) staff of Oak Ridge Institute for Science and Education (ORISE) has designed and developed nuclear criticality safety (NCS) training programs that focus on high trainee involvement through the use of instructional games and activities. This paper discusses the instructional game, initial considerations for developing games, advantages and limitations of games, and how games may be used in developing and implementing NCS training. It also provides examples of the various instructional games and activities used in separate courses designed for Martin Marietta Energy Systems (MMES's) supervisors and U.S. Nuclearmore » Regulatory Commission (NRC) fuel facility inspectors.« less
25 CFR 502.9 - Other games similar to bingo.
Code of Federal Regulations, 2014 CFR
2014-04-01
... 25 Indians 2 2014-04-01 2014-04-01 false Other games similar to bingo. 502.9 Section 502.9 Indians... CHAPTER § 502.9 Other games similar to bingo. Other games similar to bingo means any game played in the same location as bingo (as defined in 25 U.S.C. 2703(7)(A)(i)) constituting a variant on the game of...
Augmenting your own reality: student authoring of science-based augmented reality games.
Klopfer, Eric; Sheldon, Josh
2010-01-01
Augmented Reality (AR) simulations superimpose a virtual overlay of data and interactions onto a real-world context. The simulation engine at the heart of this technology is built to afford elements of game play that support explorations and learning in students' natural context--their own community and surroundings. In one of the more recent games, TimeLab 2100, players role-play citizens of the early 22nd century when global climate change is out of control. Through AR, they see their community as it might be nearly one hundred years in the future. TimeLab and other similar AR games balance location specificity and portability--they are games that are tied to a location and games that are movable from place to place. Focusing students on developing their own AR games provides the best of both virtual and physical worlds: a more portable solution that deeply connects young people to their own surroundings. A series of initiatives has focused on technical and pedagogical solutions to supporting students authoring their own games.
ERIC Educational Resources Information Center
Atwood-Blaine, Dana; Huffman, Douglas
2017-01-01
This article explores the impact of an augmented reality iPad-based mobile game, called The Great STEM Caper, on students' interaction at a science center. An open-source, location-based game platform called ARIS (i.e. Augmented Reality and Interactive Storytelling) was used to create an iPad-based mobile game. The game used QR scan codes and a…
2004-09-01
to provide access to and protect are the NG Game Code, Employee Files, E -MAIL, Marketing Plans and Legacy Code. The NG Game Code is the MOST...major hit. E -MAIL is classified NON- SENSITIVE. The Marketing Plans are for the NG Game Code. They contain information concerning what the new...simulation games currently on the market except that, rather than allowing players to choose rides, refreshments and facilities, CyberCIEGE will
ERIC Educational Resources Information Center
Manitoba Dept. of Education and Training, Winnipeg.
This booklet consists of 220 questions about Native North Americans and Metis people that can be used as learning activities for elementary and secondary school students. Suggestions for using the questions include playing games in pairs or teams, locating resources to find answers to questions, playing trivia games and board games, and using…
[Factors on internet game addiction among adolescents].
Park, Hyun Sook; Kwon, Yun Hee; Park, Kyung-Min
2007-08-01
The purpose of this study was to explore factors related to internet game addiction for adolescents. This study was a cross-sectional survey, and data was collected through self-report questionnaires. Data was analyzed using the SPSS program. In logistic regression analysis, the risk of being addicted to internet games was 2.22 times higher in males than females. Adolescents with low and middle academic performance also had a higher risk(2.08 times and 2.54 times) to become addicted to internet games. For the location of the computer, the risk of becoming addicted to internet games were .01 times lower in the living room or brother or sisters' room than in their own room. The risk of becoming addicted to internet games was 1.18 times higher in the higher usage time of internet games. The risk of becoming addicted to internet games was .49 times lower in the more accepting and autonomic parents' rearing attitude and .02 times lower in the high self-efficacy group than the low group. The result of this study suggests that there are noticeable relationships between internet game addiction and gender, academic performance, location of computer, usage time of internet games, parents' rearing attitude, and self efficacy.
Game theoretic analysis of physical protection system design
DOE Office of Scientific and Technical Information (OSTI.GOV)
Canion, B.; Schneider, E.; Bickel, E.
The physical protection system (PPS) of a fictional small modular reactor (SMR) facility have been modeled as a platform for a game theoretic approach to security decision analysis. To demonstrate the game theoretic approach, a rational adversary with complete knowledge of the facility has been modeled attempting a sabotage attack. The adversary adjusts his decisions in response to investments made by the defender to enhance the security measures. This can lead to a conservative physical protection system design. Since defender upgrades were limited by a budget, cost benefit analysis may be conducted upon security upgrades. One approach to cost benefitmore » analysis is the efficient frontier, which depicts the reduction in expected consequence per incremental increase in the security budget.« less
Game location and aggression in rugby league.
Jones, Marc V; Bray, Steven R; Olivier, Stephen
2005-04-01
The present study examined the relationship between aggression and game location in rugby league. We videotaped a random sample of 21 professional rugby league games played in the 2000 Super League season. Trained observers recorded the frequency of aggressive behaviours. Consistent with previous research, which used territoriality theories as a basis for prediction, we hypothesized that the home team would behave more aggressively than the away team. The results showed no significant difference in the frequency of aggressive behaviours exhibited by the home and away teams. However, the away teams engaged in substantially more aggressive behaviours in games they lost compared with games they won. No significant differences in the pattern of aggressive behaviours for home and away teams emerged as a function of game time (i.e. first or second half) or game situation (i.e. when teams were winning, losing or drawing). The findings suggest that while home and away teams do not display different levels of aggression, the cost of behaving aggressively (in terms of game outcome) may be greater for the away team.
Code of Federal Regulations, 2012 CFR
2012-04-01
... protect the environment and the public health and safety, including standards under a tribal-state compact... health and safety standards adopted by the tribe in light of climate, geography, and other local...
25 CFR 531.1 - Required provisions.
Code of Federal Regulations, 2010 CFR
2010-04-01
...) years if the Chairman is satisfied that the capital investment required, and the income projections, for... satisfied that the capital investment required and income projections for the gaming operation require the... the gaming facility; (2) Providing operating capital; (3) Establishing operating days and hours; (4...
Walk Like an Egyptian: A Serious, Pervasive Mobile Game for Tourism
ERIC Educational Resources Information Center
Gabr, Fatema Mohsen; Abdennadher, Slim
2015-01-01
Walk like An Egyptian is a location-based, mobile native game developed for tourists. The game provides information for tourists about the touristic places, motivates nationals to visit their historical sights and increase their cultural heritage awareness enabling them to explore the past and connect with it. At the same time, the game allows to…
Foraging swarms as Nash equilibria of dynamic games.
Özgüler, Arif Bülent; Yildiz, Aykut
2014-06-01
The question of whether foraging swarms can form as a result of a noncooperative game played by individuals is shown here to have an affirmative answer. A dynamic game played by N agents in 1-D motion is introduced and models, for instance, a foraging ant colony. Each agent controls its velocity to minimize its total work done in a finite time interval. The game is shown to have a unique Nash equilibrium under two different foraging location specifications, and both equilibria display many features of a foraging swarm behavior observed in biological swarms. Explicit expressions are derived for pairwise distances between individuals of the swarm, swarm size, and swarm center location during foraging.
ERIC Educational Resources Information Center
Uz, Cigdem; Cagiltay, Kursat
2015-01-01
Digital games have become popular due to great technological improvements in recent years. They have been increasingly transformed from co-located experiences into multi-played, socially oriented platforms (Herodotou, 2009). Multi-User Online Games provide the opportunity to create a social environment for friendships and strengthen the…
... Adaptive Sports Program Creative Arts Festival Golden Age Games Summer Sports Clinic Training - Exposure - Experience (TEE) Tournament Wheelchair Games Winter Sports Clinic Locations Hospitals & Clinics Vet Centers ...
ERIC Educational Resources Information Center
Lo, Erika
2001-01-01
Presents seven mathematics games, located on the World Wide Web, for elementary students, including: Absurd Math: Pre-Algebra from Another Dimension; The Little Animals Activity Centre; MathDork Game Room (classic video games focusing on algebra); Lemonade Stand (students practice math and business skills); Math Cats (teaches the artistic beauty…
Reevaluating the impact of video games.
Funk, J B
1993-02-01
The evolution of the video game phenomenon is reviewed and contemporary data are presented. A survey assessing frequency and location of play and game preference was completed by 357 seventh- and eighth-grade students. In this middle-class sample, about two thirds of girls played video games at least one to two hours per week at home, but only 20% played in arcades. About 90% of boys played in the home and about 50% in arcades. Approximately half of preferred games were from one of two categories of violent games, while 2% of preferred games were educational. Parent education about the influence of the media should include recommendations to monitor game playing and influence game selection.
... Adaptive Sports Program Creative Arts Festival Golden Age Games Summer Sports Clinic Training - Exposure - Experience (TEE) Tournament Wheelchair Games Winter Sports Clinic Locations Hospitals & Clinics Vet Centers ...
We're not just playing games: Into aging--an aging simulation game.
Dillon, Deborah; Ailor, Diane; Amato, Shelly
2009-01-01
The elderly represent the largest-growing segment of the population. Specialized training in geriatrics is essential for healthcare professionals to provide optimal health care. As part of an ongoing education program on geriatrics, the game Into Aging: Understanding Issues Affecting the Later Stages of Life, 2nd ed. (1991) was provided to staff members of a facility to help healthcare providers develop personal insight into the aging process through role play. This game has provided the staff members with a better understanding of the issues patients experience as they deal with declines in health.
(Re)location of Home in Louise Erdrich's "The Game of Silence"
ERIC Educational Resources Information Center
Chang, Li Ping
2011-01-01
Louise Erdrich is one of the most influential writers of the Native American Renaissance. Her contributions to the representation of Native American history have been great, and her masterpieces of children's literature have won her a prominent reputation. This article explores the (re)location of the concept of home in Erdrich's "The Game of…
ERIC Educational Resources Information Center
Brown, David J.; McHugh, David; Standen, Penny; Evett, Lindsay; Shopland, Nick; Battersby, Steven
2011-01-01
The research reported here is part of a larger project which seeks to combine serious games (or games-based learning) with location-based services to help people with intellectual disabilities and additional sensory impairments to develop work based skills. Specifically this paper reports on where these approaches are combined to scaffold the…
... Adaptive Sports Program Creative Arts Festival Golden Age Games Summer Sports Clinic Training - Exposure - Experience (TEE) Tournament Wheelchair Games Winter Sports Clinic Locations Hospitals & Clinics Vet Centers ...
Learning game for training child bicyclists' situation awareness.
Lehtonen, Esko; Sahlberg, Heidi; Rovamo, Emilia; Summala, Heikki
2017-08-01
Encouraging more children to bicycle would produce both environmental and health benefits, but bicycling accidents are a major source of injuries and fatalities among children. One reason for this may be children's less developed hazard perception skills. We assume that children's situation awareness could be trained with a computer based learning game, which should also improve their hazard perception skills. In this paper, we present a prototype for such a game and pilot it with 8-9year old children. The game consisted of videos filmed from a bicyclist's perspective. Using a touchscreen, the player's task was to point out targets early enough to gain points. The targets were either overt (other visible road users on a potentially conflicting course) or covert (occlusions, i.e. locations where other road users could suddenly emerge). If a target was missed or identified too late, the video was paused and feedback was given. The game was tested with 49 children from the 2nd grade of primary school (aged 8-9). 31 young adults (aged 22-34) played the game for comparison. The effect of the game on situation awareness was assessed with situation awareness tests in a crossover design. Similar videos were used in the tests as in the game, but instead of pointing out the targets while watching, the video was suddenly masked and participants were asked to locate all targets which had been present just before the masking, choosing among several possible locations. Their performance was analyzed using Signal Detection Theory and answer latencies. The game decreased answer latency and marginally changed response bias in a less conservative direction for both children and adults, but it did not significantly increase sensitivity for targets. Adults performed better in the tests and in the game, and it was possible to satisfactorily predict group membership based on the scores. Children found it especially difficult to find covert targets. Overall, the described version of the learning game cannot be regarded as an effective tool for situation awareness/hazard perception training, but ways to improve the game are discussed. Copyright © 2016 Elsevier Ltd. All rights reserved.
DOE Office of Scientific and Technical Information (OSTI.GOV)
Woollett, J J
2008-09-18
The purpose of this report is to present the results of a live-trapping and visual surveys for special status reptiles at the Site 300 Facilities of Lawrence Livermore National Laboratory (LLNL). The survey was conducted under the authority of the Federal recovery permit of Swaim Biological Consulting (PRT-815537) and a Memorandum of Understanding issued from the California Department of Fish and Game. Site 300 is located between Livermore and Tracy just north of Tesla road (Alameda County) and Corral Hollow Road (San Joaquin County) and straddles the Alameda and San Joaquin County line (Figures 1 and 2). It encompasses portionsmore » of the USGS 7.5 minute Midway and Tracy quadrangles (Figure 2). Focused surveys were conducted for four special status reptiles including the Alameda whipsnake (Masticophis lateralis euryxanthus), the San Joaquin Whipsnake (Masticophis Hagellum ruddock), the silvery legless lizard (Anniella pulchra pulchra), and the California horned lizard (Phrynosoma coronanum frontale).« less
A Pilot Study of Pokémon Go and Players' Physical Activity.
Liu, Wei; Ligmann-Zielinska, Arika
2017-12-01
Pokémon Go is a mobile game released in 2016 that gained great popularity. The goals of this pilot study were to investigate player's game-related behavior pattern, to evaluate Pokémon Go's impact on players' physical activity (PA) and game enjoyment, and to examine the influence of neighborhood environment on game behavior. Forty-seven valid online surveys were collected. Participants were asked questions from five aspects regarding their (1) game status, (2) demographic background and pre-game physical activity, (3) game enjoyment and socializing motivations, (4) perceived game impact on their post-game physical activity, and (5) neighborhood environment's influence on their choice of game location. We examined the first four aspects through descriptive statistics and t-tests, and we investigated the neighborhood impact using logistic regression. Sixty-four percent of participants felt that Pokémon Go made them exercise more than before, about three more times, 3 additional hours, and 5.6 extra miles of PA in total per week. This impact did not vary by gender or body weight status. However, 78.7% participants started to quit or reduce game time by the time of the survey. We also found that players' choice of playing Pokémon Go in the neighborhood is positively associated with the perceived safety level and the walk score of their neighborhood, but negatively associated with the number of Pokéstops near home. Pokémon Go as a location-based mobile game is a promising tool for promoting PA, but more research is needed to prolong its positive impact.
Computers and Play in Early Childhood: Affordances and Limitations
ERIC Educational Resources Information Center
Verenikina, Irina; Herrington, Jan; Peterson, Rob; Mantei, Jessica
2010-01-01
The widespread proliferation of computer games for children as young as six months of age, merits a reexamination of their manner of use and a review of their facility to provide opportunities for developmental play. This article describes a research study conducted to explore the use of computer games by young children, specifically to…
Learning from Foxwoods: Visualizing the Mashantucket Pequot Tribal Nation
ERIC Educational Resources Information Center
Anthes, Bill
2008-01-01
Since the passage in 1988 of the Indian Gaming Regulatory Act, which recognized the authority of Native American tribal groups to operate gaming facilities free from state and federal oversight and taxation, gambling has emerged as a major industry in Indian Country. Casinos offer poverty-stricken reservation communities confined to meager slices…
The siting game: A NIMBY primer. [Sites for waste management facilities: Not in my backyard
DOE Office of Scientific and Technical Information (OSTI.GOV)
Gibbs, L.M.; Lipsett, B.
If it's a David-and-Goliath type struggle, then it's difficult to distinguish David from Goliath. For in the battle to site waste-management facilities, local opposition groups are virtually winning every time. A major reason for their victories is the coaching they get from people like the authors, who lead the Citizen's Clearinghouse for Hazardous Waste in Falls Church, Virginia. The clearinghouse provides opposition groups across the country with proven strategies for defeating proposals for landfills, incinerators, and hazardous-waste sites. For each move made by the advocates, the authors suggest a counter move in the high-stakes game of public persuasion. The underlyingmore » theme of siting strategies has been to bribe, confuse, or otherwise dupe the public into accepting disposal facilities.« less
Traveling to Canada for the Vancouver 2010 Winter Olympic and Paralympic Games.
Heggie, Travis W
2009-07-01
The 21st Winter Olympic Games will be held in Vancouver, British Columbia, Canada from February 12 to 28, 2010. Following the Winter Olympic Games, the Winter Paralympic Games will be held from March 12 to 21, 2010. There will be 86 winter sporting events hosted in Vancouver with 5500 athletes staying in two Olympic Villages. Another 2800 members of the media, 25,000 volunteers, and 1 million spectators are expected in attendance. This paper reviews health and safety issues for all travelers to Canada for the 2010 Vancouver Winter Olympic Games with a specific focus on pre-travel planning, road and transportation safety in British Columbia, natural and environmental hazards, Olympic medical facilities, safety and security, and infectious disease.
Clark, Michael D; Asken, Breton M; Marshall, Stephen W; Guskiewicz, Kevin M
2017-03-01
Despite a high reported incidence rate of concussion, little is known about the on-field characteristics of injurious head impacts in National Football League (NFL) games. To characterize on-field features (location, player position, and time during game) and biomechanical features (anticipation status, closing distance, impact location and type) associated with concussions in NFL games over a 4-season period (2010-2011 to 2013-2014). Descriptive epidemiology study. We analyzed video of a subset of reported, in-game concussions for the 2010-2011 to 2013-2014 seasons. These videos represented a sample of injuries that were diagnosed and reported on the same day and that could be clearly associated with an in-game collision as captured on video. We determined anticipation status, closing distance, impact location on the injured player's helmet, and impact type (helmet-to-helmet, helmet-to-body, or helmet-to-ground). Associations between these variables were analyzed by use of descriptive statistics and tests of association. A total of 871 diagnosed concussions were reported as occurring during NFL preseason, regular season, and postseason games for the 2010-2011, 2011-2012, 2012-2013, and 2013-2014 seasons. A total of 1324 games were played during this period, giving a concussion incidence rate of 0.658 per game (95% CI, 0.61-0.70). From the video-reviewed subset (n = 429; 49.3%), the majority of injurious impacts occurred with good anticipation (57.3%) and <10 yards of closing distance (59.0%). An association was found between anticipation status and play type ([Formula: see text] = 27.398, P < .001), largely because injuries occurring on pass plays were more likely to be poorly anticipated than injuries during run plays (43.0% vs 21.4%; [Formula: see text] = 14.78, P < .001). Kick returns had the greatest proportion of well-anticipated impacts (78%) and the greatest proportion of impacts with ≥10 yards of closing distance (80%). The type of impact was approximately equally divided between helmet-to-helmet, helmet-to-body, and helmet-to-ground types. The impact location was broadly distributed over the helmet of the injured player. In-game concussions in the NFL occurred through a diverse variety of mechanisms, surprisingly tended to be well-anticipated, and, also surprisingly, occurred with <10 yards of closing distance. The impacts causing concussion were broadly distributed over the helmet. More concussions occurred during the second half of game play, but we do not have evidence to explain this finding.
A Comparative Analysis of Indian Gaming in the United States
ERIC Educational Resources Information Center
Ackerman, William V.; Bunch, Rick L.
2012-01-01
Previous research on Indian gaming in South Dakota discovered very restrictive and unfavorable tribal-state compacts that appear to border on economic racism. This article expands this previous research by exploring the influence of tribal-state Indian gaming compacts for the Indian casinos located in the contiguous United States. The purpose is…
Game-based situation awareness training for child and adult cyclists
Airaksinen, Jasmiina; Kanerva, Kaisa; Rissanen, Anna; Ränninranta, Riikka; Åberg, Veera
2017-01-01
Safe cycling requires situation awareness (SA), which is the basis for recognizing and anticipating hazards. Children have poorer SA than adults, which may put them at risk. This study investigates whether cyclists' SA can be trained with a video-based learning game. The effect of executive working memory on SA was also studied. Thirty-six children (9–10 years) and 22 adults (21–48 years) played the game. The game had 30 video clips filmed from a cyclist's perspective. Each clip was suddenly masked and two or three locations were presented. The player's task was to choose locations with a potential hazard and feedback was given for their answers. Working memory capacity (WMC) was tested with a counting span task. Children's and adults' performance improved while playing the game, which suggests that playing the game trains SA. Adults performed better than children, and they also glanced at hazards more while the video was playing. Children expectedly had a lower WMC than adults, but WMC did not predict performance within the groups. This indicates that SA does not depend on WMC when passively viewing videos. PMID:28405369
Federal Benefits for Veterans, Dependents and Survivors: 2017 Online Edition
... Adaptive Sports Program Creative Arts Festival Golden Age Games Summer Sports Clinic Training - Exposure - Experience (TEE) Tournament Wheelchair Games Winter Sports Clinic Locations Hospitals & Clinics Vet Centers ...
Fourier decomposition of payoff matrix for symmetric three-strategy games.
Szabó, György; Bodó, Kinga S; Allen, Benjamin; Nowak, Martin A
2014-10-01
In spatial evolutionary games the payoff matrices are used to describe pair interactions among neighboring players located on a lattice. Now we introduce a way how the payoff matrices can be built up as a sum of payoff components reflecting basic symmetries. For the two-strategy games this decomposition reproduces interactions characteristic to the Ising model. For the three-strategy symmetric games the Fourier components can be classified into four types representing games with self-dependent and cross-dependent payoffs, variants of three-strategy coordinations, and the rock-scissors-paper (RSP) game. In the absence of the RSP component the game is a potential game. The resultant potential matrix has been evaluated. The general features of these systems are analyzed when the game is expressed by the linear combinations of these components.
NPDES Permit for Dakota Magic Casino Wastewater Treatment Facility in North Dakota
Under NPDES permit ND-0030813, the Dakota Nation Gaming Enterprise is authorized to discharge from the wastewater treatment facility in Richland County, North Dakota, to a roadside ditch flowing to an unnamed tributary to the Bois de Sioux.
"Battleship Numberline": A Digital Game for Improving Estimation Accuracy on Fraction Number Lines
ERIC Educational Resources Information Center
Lomas, Derek; Ching, Dixie; Stampfer, Eliane; Sandoval, Melanie; Koedinger, Ken
2011-01-01
Given the strong relationship between number line estimation accuracy and math achievement, might a computer-based number line game help improve math achievement? In one study by Rittle-Johnson, Siegler and Alibali (2001), a simple digital game called "Catch the Monster" provided practice in estimating the location of decimals on a…
Using Cross-Curricular Ideas to Infuse Paralympic Sport
ERIC Educational Resources Information Center
Tepfer, Amanda T. S.; Lieberman, Lauren J.
2012-01-01
The Paralympic Games are the second largest sport event in the world. They occur two weeks after the Olympic Games in the same geographic location and sport venues. Despite the Paralympic Games' longevity, many Americans do not even know they exist. One way to meaningfully share information about this event with people of all ages is to infuse a…
The Association between Learning and Learning Style in Instructional Marketing Games
ERIC Educational Resources Information Center
Garber, Lawrence L., Jr.; Hyatt, Eva M.; Boya, Unal O.; Ausherman, Babs
2012-01-01
To understand how learners of respective types respond to marketing games, a joint space generated by canonical correlation analysis is used to recreate Kolb's learning style-type plot and locate business students as points within it according to their learning style types. Two hundred twenty-three undergraduate students played The Marketing Game!…
Defense.gov Special Report: Travels with Battaglia
travel locations: Photo Essays Photo Essay: Battaglia Participates in NBA All-Star Game Activities for Military Families, Veterans Battaglia Participates in NBA All-Star Game Activities for Military Families
Personality traits and life satisfaction among online game players.
Chen, Lily Shui-Lien; Tu, Hill Hung-Jen; Wang, Edward Shih-Tse
2008-04-01
The DFC Intelligence predicts worldwide online game revenues will reach $9.8 billion by 2009, making online gaming a mainstream recreational activity. Understanding online game player personality traits is therefore important. This study researches the relationship between personality traits and life satisfaction in online game players. Taipei, Taiwan, is the study location, with questionnaire surveys conducted in cyber cafe shops. Multiple regression analysis studies the causal relationship between personality traits and life satisfaction in online game players. The result shows that neuroticism has significant negative influence on life satisfaction. Both openness and conscientiousness have significant positive influence on life satisfaction. Finally, implications for leisure practice and further research are discussed.
ERIC Educational Resources Information Center
Stephenson, Paul; Richardson, Mary; Gabrosek, John; Reischman, Diann
2009-01-01
This paper describes an interactive activity that revolves around the dice-based golf game GOLO. The GOLO game can be purchased at various retail locations or online at igolo.com. In addition, the game may be played online free of charge at igolo.com. The activity is completed in four parts. The four parts can be used in a sequence or they can be…
Dynamic Function Allocation in Fighter Cockpits.
1987-06-30
their ability to play the video game simulation used in this study. This was done in an attempt to conceptually match the subject’s skills to those of...highly trained Air Force pilots. 4 Apparatus Simulation. A single seat fighter cockpit environment was simulated using the F-15 Strike Eagle video game developed...simulator containing three color CRTs. The video game was presented on the CRT located in the HUD position. The subjects controlled the game through a
50 CFR 20.82 - Records required.
Code of Federal Regulations, 2010 CFR
2010-10-01
... PLANTS (CONTINUED) MIGRATORY BIRD HUNTING Migratory Bird Preservation Facilities § 20.82 Records required. (a) No migratory bird preservation facility shall: (1) Receive or have in custody any migratory game bird unless accurate records are maintained which can identify each bird received by, or in the custody...
50 CFR 20.81 - Tagging requirement.
Code of Federal Regulations, 2011 CFR
2011-10-01
... PLANTS (CONTINUED) MIGRATORY BIRD HUNTING Migratory Bird Preservation Facilities § 20.81 Tagging requirement. No migratory bird preservation facility shall receive or have in custody any migratory game birds unless such birds are tagged as required by § 20.36. [41 FR 31537, July 29, 1976] ...
50 CFR 20.82 - Records required.
Code of Federal Regulations, 2011 CFR
2011-10-01
... PLANTS (CONTINUED) MIGRATORY BIRD HUNTING Migratory Bird Preservation Facilities § 20.82 Records required. (a) No migratory bird preservation facility shall: (1) Receive or have in custody any migratory game bird unless accurate records are maintained which can identify each bird received by, or in the custody...
50 CFR 20.81 - Tagging requirement.
Code of Federal Regulations, 2010 CFR
2010-10-01
... PLANTS (CONTINUED) MIGRATORY BIRD HUNTING Migratory Bird Preservation Facilities § 20.81 Tagging requirement. No migratory bird preservation facility shall receive or have in custody any migratory game birds unless such birds are tagged as required by § 20.36. [41 FR 31537, July 29, 1976] ...
Game Schedules and Rate of Concussions in the National Football League.
Teramoto, Masaru; Cushman, Daniel M; Cross, Chad L; Curtiss, Heather M; Willick, Stuart E
2017-11-01
Concussion prevention in the National Football League (NFL) is an important priority for player safety. The NFL now has modified game schedules, and one concern is that unconventional game schedules, such as a shortened rest period due to playing on a Thursday rather than during the weekend, may lead to an increased risk of injuries. Unconventional game schedules in the NFL are associated with an increased rate of concussion. Descriptive epidemiological study. This study analyzed concussions and game schedules over the NFL regular seasons from 2012 to 2015 (4 years). Documented numbers of concussions, identified by use of the online database PBS Frontline Concussion Watch, were summarized by regular-season weeks. Association of days of rest and game location (home, away, or overseas) with the rate of concussion was examined by use of the χ 2 test. Logistic regression analysis was performed to examine the relationships of days of rest and home/away games to the risk of repeated concussions, with adjustment for player position. A total of 582 concussions were analyzed in this study. A significantly greater number of concussions occurred in the second half of the season ( P < .01). No significant association was found between the rate of concussion and the days of rest, game location, or timing of the bye week by the team or the opponent ( P > .05). Game schedules were not significantly associated with the occurrence of repeat concussions ( P > .05). Unconventional game schedules in the NFL, including playing on Thursday and playing overseas, do not seem to put players at increased risk of concussions.
Game theoretic approaches to operating room management.
Marco, Alan P
2002-05-01
All interactions between people can be considered games with rules and outcomes. However, modern business practices demand that the players in the game go beyond traditional game theory and look at new ways to improve the outcome of the game. Choosing the right strategy is important to a player's success. A new business strategy, "co-opetition," can be used to increase the value of the game ("create a bigger pie") through cooperative behavior, whereas competition is used to divided the "pie." By looking at how the players adopt simultaneous roles such as complementor and competitor the stakeholders in the operating room (managers, surgeons, anesthesiologists, and nursing staff) can apply the principles of co-opetition to improve the overall success of their facility. Such stakeholders can utilize knowledge of how populations act in games to enhance cooperative play. Adopting such a perspective may lead to increases in the satisfaction and morale of those involved with the operating rooms. Increased morale should increase productivity and staff retention and reduce recruiting needs.
Ambush frequency should increase over time during optimal predator search for prey
Alpern, Steve; Fokkink, Robbert; Timmer, Marco; Casas, Jérôme
2011-01-01
We advance and apply the mathematical theory of search games to model the problem faced by a predator searching for prey. Two search modes are available: ambush and cruising search. Some species can adopt either mode, with their choice at a given time traditionally explained in terms of varying habitat and physiological conditions. We present an additional explanation of the observed predator alternation between these search modes, which is based on the dynamical nature of the search game they are playing: the possibility of ambush decreases the propensity of the prey to frequently change locations and thereby renders it more susceptible to the systematic cruising search portion of the strategy. This heuristic explanation is supported by showing that in a new idealized search game where the predator is allowed to ambush or search at any time, and the prey can change locations at intermittent times, optimal predator play requires an alternation (or mixture) over time of ambush and cruise search. Thus, our game is an extension of the well-studied ‘Princess and Monster’ search game. Search games are zero sum games, where the pay-off is the capture time and neither the Searcher nor the Hider knows the location of the other. We are able to determine the optimal mixture of the search modes when the predator uses a mixture which is constant over time, and also to determine how the mode mixture changes over time when dynamic strategies are allowed (the ambush probability increases over time). In particular, we establish the ‘square root law of search predation’: the optimal proportion of active search equals the square root of the fraction of the region that has not yet been explored. PMID:21571944
Ambush frequency should increase over time during optimal predator search for prey.
Alpern, Steve; Fokkink, Robbert; Timmer, Marco; Casas, Jérôme
2011-11-07
We advance and apply the mathematical theory of search games to model the problem faced by a predator searching for prey. Two search modes are available: ambush and cruising search. Some species can adopt either mode, with their choice at a given time traditionally explained in terms of varying habitat and physiological conditions. We present an additional explanation of the observed predator alternation between these search modes, which is based on the dynamical nature of the search game they are playing: the possibility of ambush decreases the propensity of the prey to frequently change locations and thereby renders it more susceptible to the systematic cruising search portion of the strategy. This heuristic explanation is supported by showing that in a new idealized search game where the predator is allowed to ambush or search at any time, and the prey can change locations at intermittent times, optimal predator play requires an alternation (or mixture) over time of ambush and cruise search. Thus, our game is an extension of the well-studied 'Princess and Monster' search game. Search games are zero sum games, where the pay-off is the capture time and neither the Searcher nor the Hider knows the location of the other. We are able to determine the optimal mixture of the search modes when the predator uses a mixture which is constant over time, and also to determine how the mode mixture changes over time when dynamic strategies are allowed (the ambush probability increases over time). In particular, we establish the 'square root law of search predation': the optimal proportion of active search equals the square root of the fraction of the region that has not yet been explored.
1996 Atlanta Centennial Olympic Games and Paralympic Games, event study
DOT National Transportation Integrated Search
1997-01-01
The Atlanta metropolitan region was the location of one of the most ambitious Intelligent Transportation Systems (ITS) deployments in the United States. This deployment included several individual projects-a Central Transportation Management Center (...
Exploring the Potential of a Location Based Augmented Reality Game for Language Learning
ERIC Educational Resources Information Center
Richardson, Donald
2016-01-01
This paper adds to the small but growing body of research into the potential of augmented reality games for teaching and learning English as a foreign language (EFL). It explores the extent to which such games enhance the language learning experience of advanced level EFL learners. The author draws on his work developing "Mission not really…
Demonstrating the Effect of Supply Chain Disruptions through an Online Beer Distribution Game
ERIC Educational Resources Information Center
Sarkar, Sourish; Kumar, Sanjay
2016-01-01
This article describes a classroom tool to teach the impact of supply chain disruptions and mitigation strategies based on information sharing and collaboration. The tool is an adaptation of the Beer Distribution Game, is easy to play, and can be hosted online or on local servers. The game considers several scenarios based on the location of the…
A study on haptic collaborative game in shared virtual environment
NASA Astrophysics Data System (ADS)
Lu, Keke; Liu, Guanyang; Liu, Lingzhi
2013-03-01
A study on collaborative game in shared virtual environment with haptic feedback over computer networks is introduced in this paper. A collaborative task was used where the players located at remote sites and played the game together. The player can feel visual and haptic feedback in virtual environment compared to traditional networked multiplayer games. The experiment was desired in two conditions: visual feedback only and visual-haptic feedback. The goal of the experiment is to assess the impact of force feedback on collaborative task performance. Results indicate that haptic feedback is beneficial for performance enhancement for collaborative game in shared virtual environment. The outcomes of this research can have a powerful impact on the networked computer games.
Action and puzzle video games prime different speed/accuracy tradeoffs.
Nelson, Rolf A; Strachan, Ian
2009-01-01
To understand the way in which video-game play affects subsequent perception and cognitive strategy, two experiments were performed in which participants played either a fast-action game or a puzzle-solving game. Before and after video-game play, participants performed a task in which both speed and accuracy were emphasized. In experiment 1 participants engaged in a location task in which they clicked a mouse on the spot where a target had appeared, and in experiment 2 they were asked to judge which of four shapes was most similar to a target shape. In both experiments, participants were much faster but less accurate after playing the action game, while they were slower but more accurate after playing the puzzle game. Results are discussed in terms of a taxonomy of video games by their cognitive and perceptual demands.
Catalog of Wargaming and Military Simulation Models.
1982-05-01
ix War Games and Simulations ............................ 1-823 Functional Index ................................ Appendix A Data Collection Sheet...34AGTM (An Air and Ground Theatre Model); User’s Guide and Program Description," Jan 1974 (NU) TIME REQUIREMENTS: Collection of the data base can be...to exposures. Facilities can be provided in any series to collect and output data on any specific subject, appropriate to the level of the game. 97
Succession of hide–seek and pursuit–evasion at heterogeneous locations
Gal, Shmuel; Casas, Jérôme
2014-01-01
Many interactions between searching agents and their elusive targets are composed of a succession of steps, whether in the context of immune systems, predation or counterterrorism. In the simplest case, a two-step process starts with a search-and-hide phase, also called a hide-and-seek phase, followed by a round of pursuit–escape. Our aim is to link these two processes, usually analysed separately and with different models, in a single game theory context. We define a matrix game in which a searcher looks at a fixed number of discrete locations only once each searching for a hider, which can escape with varying probabilities according to its location. The value of the game is the overall probability of capture after k looks. The optimal search and hide strategies are described. If a searcher looks only once into any of the locations, an optimal hider chooses it's hiding place so as to make all locations equally attractive. This optimal strategy remains true as long as the number of looks is below an easily calculated threshold; however, above this threshold, the optimal position for the hider is where it has the highest probability of escaping once spotted. PMID:24621817
Games and Simulations for Climate, Weather and Earth Science Education
NASA Astrophysics Data System (ADS)
Russell, R. M.
2014-12-01
We will demonstrate several interactive, computer-based simulations, games, and other interactive multimedia. These resources were developed for weather, climate, atmospheric science, and related Earth system science education. The materials were created by the UCAR Center for Science Education. These materials have been disseminated via our web site (SciEd.ucar.edu), webinars, online courses, teacher workshops, and large touchscreen displays in weather and Sun-Earth connections exhibits in NCAR's Mesa Lab facility in Boulder, Colorado. Our group has also assembled a web-based list of similar resources, especially simulations and games, from other sources that touch upon weather, climate, and atmospheric science topics. We'll briefly demonstrate this directory. More info available at: scied.ucar.edu/events/agu-2014-games-simulations-sessions
Interactive Game for Teaching Laser Amplification Used at the National Ignition Facility
DOE Office of Scientific and Technical Information (OSTI.GOV)
Lin, E
The purpose of this project was to create an interactive game to expose high school students to concepts in laser amplification by demonstrating the National Ignition Facility's main amplifier at Lawrence Livermore National Laboratory. To succeed, the game had to be able to communicate effectively the basic concepts of laser amplification as accurately as possible and to be capable of exposing as many students as possible. Since concepts need to be communicated in a way that students understand, the Science Content Standards for California Public Schools were used to make assumptions about high school students knowledge of light. Effectively communicatingmore » a new concept necessitates the omission on terminology and symbolism. Therefore, creating a powerful experience was ideal for communicating this material. Various methods of reinforcing this experience ranging from color choice to abstractions kept the student focused on the game to maximize concept retention. The program was created in Java to allow the creation of a Java Applet that can be embedded onto a webpage, which is a perfect medium for mass exposure. Because a game requires interaction, the game animations had to be easily manipulated to enable the program to respond to user input. Image sprites, as opposed to image folders, were used in these animations to minimize the number of Hypertext Transfer Protocol connections, and thus, significantly reduce the transfer time of necessary animation files. These image sprites were loaded and cropped into a list of animation frames. Since the caching of large transition animations caused the Java Virtual Machine to run out of memory, large animations were implemented as animated Graphics Interchange Format images since transitions require no interaction, and thus, no frame manipulation was needed. This reduced the animation's memory footprint. The first version of this game was completed during this project. Future work for the project could include the creation of focus groups to assess the effectiveness of communicating material through an interactive game. Numerical assessments programmed into the game could also be used to collect statistics that reflect difficulty or level of frustration that students experience.« less
Gudde, Harmen B; Griffiths, Debra; Coventry, Kenny R
2018-02-19
The memory game paradigm is a behavioral procedure to explore the relationship between language, spatial memory, and object knowledge. Using two different versions of the paradigm, spatial language use and memory for object location are tested under different, experimentally manipulated conditions. This allows us to tease apart proposed models explaining the influence of object knowledge on spatial language (e.g., spatial demonstratives), and spatial memory, as well as understanding the parameters that affect demonstrative choice and spatial memory more broadly. Key to the development of the method was the need to collect data on language use (e.g., spatial demonstratives: "this/that") and spatial memory data under strictly controlled conditions, while retaining a degree of ecological validity. The language version (section 3.1) of the memory game tests how conditions affect language use. Participants refer verbally to objects placed at different locations (e.g., using spatial demonstratives: "this/that red circle"). Different parameters can be experimentally manipulated: the distance from the participant, the position of a conspecific, and for example whether the participant owns, knows, or sees the object while referring to it. The same parameters can be manipulated in the memory version of the memory game (section 3.2). This version tests the effects of the different conditions on object-location memory. Following object placement, participants get 10 seconds to memorize the object's location. After the object and location cues are removed, participants verbally direct the experimenter to move a stick to indicate where the object was. The difference between the memorized and the actual location shows the direction and strength of the memory error, allowing comparisons between the influences of the respective parameters.
Campos, Fabio A D; Stanganélli, Luiz C R; Campos, Leandra C B; Pasquarelli, Bruno N; Gómez, Miguel-Angel
2014-04-01
This study was done to investigate the advantage of playing at home in elite women's volleyball leagues and the influence of performance indicators in the game score according to set number. The sample consisted of 240 games of the Brazilian Volleyball League (n = 132 games) and the Italian Volleyball League (n = 108 games) from the 2011-2012 season. The relationship of performance indicators (including serve, attack, block, and opponents' errors) with the game outcome (win or lose) was assessed. The results showed that there was a home advantage effect in women's volleyball leagues, with a higher prevalence of victory for the home teams in Brazilian and Italian leagues (58 and 56%, respectively). When related to the performance indicators and among the aspects that were most highly correlated with victory, the attack was the technical indicator that explained most of the results of volleyball games.
Local Positioning Systems in (Game) Sports
Leser, Roland; Baca, Arnold; Ogris, Georg
2011-01-01
Position data of players and athletes are widely used in sports performance analysis for measuring the amounts of physical activities as well as for tactical assessments in game sports. However, positioning sensing systems are applied in sports as tools to gain objective information of sports behavior rather than as components of intelligent spaces (IS). The paper outlines the idea of IS for the sports context with special focus to game sports and how intelligent sports feedback systems can benefit from IS. Henceforth, the most common location sensing techniques used in sports and their practical application are reviewed, as location is among the most important enabling techniques for IS. Furthermore, the article exemplifies the idea of IS in sports on two applications. PMID:22163725
Normal Threshold Size of Stimuli in Children Using a Game-Based Visual Field Test.
Wang, Yanfang; Ali, Zaria; Subramani, Siddharth; Biswas, Susmito; Fenerty, Cecilia; Henson, David B; Aslam, Tariq
2017-06-01
The aim of this study was to demonstrate and explore the ability of novel game-based perimetry to establish normal visual field thresholds in children. One hundred and eighteen children (aged 8.0 ± 2.8 years old) with no history of visual field loss or significant medical history were recruited. Each child had one eye tested using a game-based visual field test 'Caspar's Castle' at four retinal locations 12.7° (N = 118) from fixation. Thresholds were established repeatedly using up/down staircase algorithms with stimuli of varying diameter (luminance 20 cd/m 2 , duration 200 ms, background luminance 10 cd/m 2 ). Relationships between threshold and age were determined along with measures of intra- and intersubject variability. The Game-based visual field test was able to establish threshold estimates in the full range of children tested. Threshold size reduced with increasing age in children. Intrasubject variability and intersubject variability were inversely related to age in children. Normal visual field thresholds were established for specific locations in children using a novel game-based visual field test. These could be used as a foundation for developing a game-based perimetry screening test for children.
Confined Disposal Facility at Pointe Mouillee for Detroit and Rouge Rivers.
1974-03-01
trees, bushes and flowering plants and resulting in the dominance of cattails. Much of the present boundary of the game area is intersecting irregular...AQUATIC PLANTS FLOWERING PLANTS WOODY PLANTS 181 Survey of Vegetation at Pointe Mouillee State Game Area 31 July 1972 Aquatic Plants Plants Dominants...pondweed (Potamogeton natans) x Flowering rush (Butomus ubellatus) Smartweed (Polygonum) x Duckweed (Lemna) x Wild Oatgrass (Avena) Sedge (Scirpus) Sedge
In-Game Heart Rate Responses Among Professional Baseball Starting Pitchers.
Cornell, David J; Paxson, Jeffrey L; Caplinger, Roger A; Seligman, Joshua R; Davis, Nicholas A; Flees, Robert J; Ebersole, Kyle T
2017-01-01
Cornell, DJ, Paxson, JL, Caplinger, RA, Seligman, JR, Davis, NA, Flees, RJ, and Ebersole, KT. In-game heart rate responses among professional baseball starting pitchers. J Strength Cond Res 31(1): 24-29, 2017-The purpose of the current study was to characterize the in-game heart rate (HR) responses of baseball pitching. In-game HR was recorded from 16 professional baseball starting pitchers (mean ± SD, age = 22.1 ± 1.3 years; height = 187.9 ± 4.4 cm; weight = 90.5 ± 9.5 kg) for a total of 682 innings (home = 381, away = 301). All analyzed HR data were then normalized to each pitcher's age-predicted maximal HR (%HRmax). The group mean ± SD in-game %HRmax among all pitchers was 84.8 ± 3.9%, suggesting that baseball pitching is predominantly an anaerobic task. A split-plot mixed-model repeated measures analysis of variance identified a significant interaction effect between inning and game location (p = 0.042). Follow-up simple effects indicated that the in-game %HRmax was significantly different across innings, but only during home starts (p < 0.001). Specifically, pairwise analyses indicated that the in-game %HRmax during home starts were significantly (p ≤ 0.05) higher in the first and second innings than in all other innings. In addition, follow-up simple effects indicated that the in-game %HRmax was significantly (p = 0.017) higher during home starts than away starts in the first inning (87.3 ± 3.6% vs. 85.8 vs. 3.8%, respectively). Thus, it is possible that inning-dependent psychological factors may have contributed to the observed changes in in-game physiological intensity across innings and that these factors are specific to game location. Consequently, strength and conditioning practitioners should prescribe high-intensity exercises when developing conditioning programs for professional baseball starting pitchers.
ERIC Educational Resources Information Center
Nekritz, Tim
2011-01-01
Foursquare is a location-based social networking service that allows users to share their location with friends. Some college administrators have been thinking about whether and how to take the leap into location-based services, which are also known as geosocial networking services. These platforms, which often incorporate gaming elements like…
Wrestling game injuries among children in Dakar: a report on 172 cases.
Ngom, Gabriel; Mohamed, Azhar Salim; Mbaye, Papa Alassane; Fall, Mbaye; Ndour, Oumar; Faye, Aimé Lakh; El-Hasnaoui, Zakaria
2017-01-01
The objective was to report epidemiological and lesional features among children practicing wrestling as a game in Dakar, Senegal. It was a retrospective study including all patients under 16, victims of wrestling game injuries. We studied epidemiological and lesional aspects in children: frequency of wrestling game injuries among all games, age, sex, geographic origin, place of injury, parent's socioeconomic status, nature of the injury and location. Wrestling game injuries represented 19.9% injuries in all games. Sex-ratio was 33.4. The most affected age group was the 6-10 years old age group. The majority of children are from suburban Dakar (64%). Injuries occurred most often at home and in the street. Most children are from low socioeconomic status (64%). Fractures predominated and were localized almost exclusively on the elbow. Wrestling game injuries in Dakar occur among older children from the suburbs, living in the neighborhood of great wrestling champions' districts of residence. Wrestling game cause injuries, consisting mostly of elbow fractures.
Serious game development as a strategy for health promotion and tackling childhood obesity 1
Dias, Jéssica David; Mekaro, Marcelo Shinyu; Cheng Lu, Jennifer Kaon; Otsuka, Joice Lee; Fonseca, Luciana Mara Monti; Zem-Mascarenhas, Silvia Helena
2016-01-01
ABSTRACT Objectives: to develop and assess a serious game on healthy eating and physical activity to promote health and tackle childhood obesity. Method: a descriptive, applied and methodological study.For the development of the game, the following steps were taken: conceptualization, pre-production with the development of the game documentation, prototyping, production and assessment of thecomputer and health experts. Results: a prototype has been developed up to beta version. The game was positively assessed both in terms of gameplay and mechanics, and in relation to the content presented, standing out as a powerful strategy for health promotion. The information from the assessment phase contributed to the settings in the software in order to make it available in the future for the target population of this research. The greatest advantage of the proposed game is the fact that it is an open educational resource. Conclusions: the expert assessments showed that the game has great educational potential and it is considered suitable for future application to the target audience.The serious game can become a technological teaching resource available for use in schools and health facilities, and can also be reused for the production of other educational games by accessing its source code. PMID:27533268
Contributions to Pursuit-Evasion Game Theory
NASA Astrophysics Data System (ADS)
Oyler, Dave Wilson
This dissertation studies adversarial conflicts among a group of agents moving in the plane, possibly among obstacles, where some agents are pursuers and others are evaders. The goal of the pursuers is to capture the evaders, where capture requires a pursuer to be either co-located with an evader, or in close proximity. The goal of the evaders is to avoid capture. These scenarios, where different groups compete to accomplish conflicting goals, are referred to as pursuit-evasion games, and the agents are called players. Games featuring one pursuer and one evader are analyzed using dominance, where a point in the plane is said to be dominated by a player if that player is able to reach the point before the opposing players, regardless of the opposing players' actions. Two generalizations of the Apollonius circle are provided. One solves games with environments containing obstacles, and the other provides an alternative solution method for the Homicidal Chauffeur game. Optimal pursuit and evasion strategies based on dominance are provided. One benefit of dominance analysis is that it extends to games with many players. Two foundational games are studied; one features multiple pursuers against a single evader, and the other features a single pursuer against multiple evaders. Both are solved using dominance through a reduction to single pursuer, single evader games. Another game featuring competing teams of pursuers is introduced, where an evader cooperates with friendly pursuers to rendezvous before being captured by adversaries. Next, the assumption of complete and perfect information is relaxed, and uncertainties in player speeds, player positions, obstacle locations, and cost functions are studied. The sensitivity of the dominance boundary to perturbations in parameters is provided, and probabilistic dominance is introduced. The effect of information is studied by comparing solutions of games with perfect information to games with uncertainty. Finally, a pursuit law is developed that requires minimal information and highlights a limitation of dominance regions. These contributions extend pursuit-evasion game theory to a number of games that have not previously been solved, and in some cases, the solutions presented are more amenable to implementation than previous methods.
Pokémon Go: A game changer for the physical inactivity crisis?
LeBlanc, Allana G; Chaput, Jean-Philippe
2017-08-01
There is an urgent need to find novel strategies aimed at motivating people to go outside and move more. Pokémon Go blends a fun smartphone game with real-life, outdoor physical activity. Initial reports suggest it is a successful population level strategy to increase physical activity levels. Further research is needed to understand the long-term risks and benefits of this new game. Free-to-play location-based augmented reality mobile games are likely to be a new model for promoting healthy active living in the future. Copyright © 2016 Elsevier Inc. All rights reserved.
ERIC Educational Resources Information Center
Bolger, Charlene
A compilation of over 50 elementary school activities focuses on developing students' familiarity with the 50 states. Exercises such as word searches, scrambled word puzzles, shape puzzles, spelling bees, match games, and atlas games introduce students to the capitals, major cities, main characteristics, and location of each state. The document is…
30 CFR 71.401 - Location of facilities.
Code of Federal Regulations, 2010 CFR
2010-07-01
... 30 Mineral Resources 1 2010-07-01 2010-07-01 false Location of facilities. 71.401 Section 71.401... Location of facilities. Bathhouses, change rooms, and sanitary flush toilet facilities shall be in a location convenient for the use of the miners. Where these facilities are designed to serve more than one...
RAND’s Strategic Assessment Center: An Overview of the Concept.
1980-09-01
shortcomings of free - play political-military gaming. In such games, it is often impossible to relate expert inputs to game outcomes. By making the...that there are some actions that teams will just not initiate. For example, free - play teams exhibit extreme reluctance (amounting to refusal) to...and the free - play team room is located on a level above the automated agents. Observers are able to watch through one-way glass both the free-playing
Playing shooter and driving videogames improves top-down guidance in visual search.
Wu, Sijing; Spence, Ian
2013-05-01
Playing action videogames is known to improve visual spatial attention and related skills. Here, we showed that playing action videogames also improves classic visual search, as well as the ability to locate targets in a dual search that mimics certain aspects of an action videogame. In Experiment 1A, first-person shooter (FPS) videogame players were faster than nonplayers in both feature search and conjunction search, and in Experiment 1B, they were faster and more accurate in a peripheral search and identification task while simultaneously performing a central search. In Experiment 2, we showed that 10 h of play could improve the performance of nonplayers on each of these tasks. Three different genres of videogames were used for training: two action games and a 3-D puzzle game. Participants who played an action game (either an FPS or a driving game) achieved greater gains on all search tasks than did those who trained using the puzzle game. Feature searches were faster after playing an action videogame, suggesting that players developed a better target template to guide search in a top-down manner. The results of the dual search suggest that, in addition to enhancing the ability to divide attention, playing an action game improves the top-down guidance of attention to possible target locations. The results have practical implications for the development of training tools to improve perceptual and cognitive skills.
Bringing your a-game: Educational gaming for student success.
Strickland, Haley P; Kaylor, Sara K
2016-05-01
The purpose of this article is to describe the theoretical basis for the integration of gaming in nursing education and discuss aspects related to the implementation of "The Race for Nursing Student Success" game. This game was designed for 112 junior-level baccalaureate nursing students enrolled in a fundamentals nursing course. Students were divided into groups of 5-8 and rotated through ten specific learning activities that took place in various locations throughout the nursing building. Student and faculty feedback indicated positive responses to this instructional strategy and also promoted a learner-centered teaching environment. This learning activity supports the use of educational gaming as a means to develop learner-centered environments that provide experiential experiences, enhance learning, and stimulate interest, and motivation for students to learn. Copyright © 2016 Elsevier Ltd. All rights reserved.
25 CFR 571.10 - Geographical location.
Code of Federal Regulations, 2012 CFR
2012-04-01
... 25 Indians 2 2012-04-01 2012-04-01 false Geographical location. 571.10 Section 571.10 Indians NATIONAL INDIAN GAMING COMMISSION, DEPARTMENT OF THE INTERIOR COMPLIANCE AND ENFORCEMENT PROVISIONS MONITORING AND INVESTIGATIONS Subpoenas and Depositions § 571.10 Geographical location. The attendance of...
25 CFR 571.10 - Geographical location.
Code of Federal Regulations, 2011 CFR
2011-04-01
... 25 Indians 2 2011-04-01 2011-04-01 false Geographical location. 571.10 Section 571.10 Indians NATIONAL INDIAN GAMING COMMISSION, DEPARTMENT OF THE INTERIOR COMPLIANCE AND ENFORCEMENT PROVISIONS MONITORING AND INVESTIGATIONS Subpoenas and Depositions § 571.10 Geographical location. The attendance of...
25 CFR 571.10 - Geographical location.
Code of Federal Regulations, 2014 CFR
2014-04-01
... 25 Indians 2 2014-04-01 2014-04-01 false Geographical location. 571.10 Section 571.10 Indians NATIONAL INDIAN GAMING COMMISSION, DEPARTMENT OF THE INTERIOR COMPLIANCE AND ENFORCEMENT PROVISIONS MONITORING AND INVESTIGATIONS Subpoenas and Depositions § 571.10 Geographical location. The attendance of...
25 CFR 571.10 - Geographical location.
Code of Federal Regulations, 2013 CFR
2013-04-01
... 25 Indians 2 2013-04-01 2013-04-01 false Geographical location. 571.10 Section 571.10 Indians NATIONAL INDIAN GAMING COMMISSION, DEPARTMENT OF THE INTERIOR COMPLIANCE AND ENFORCEMENT PROVISIONS MONITORING AND INVESTIGATIONS Subpoenas and Depositions § 571.10 Geographical location. The attendance of...
25 CFR 571.10 - Geographical location.
Code of Federal Regulations, 2010 CFR
2010-04-01
... 25 Indians 2 2010-04-01 2010-04-01 false Geographical location. 571.10 Section 571.10 Indians NATIONAL INDIAN GAMING COMMISSION, DEPARTMENT OF THE INTERIOR COMPLIANCE AND ENFORCEMENT PROVISIONS MONITORING AND INVESTIGATIONS Subpoenas and Depositions § 571.10 Geographical location. The attendance of...
Popova, A Yu; Kuzkin, B P; Demina, Yu V; Dubyansky, V M; Kulichenko, A N; Maletskaya, O V; Shayakhmetov, O Kh; Semenko, O V; Nazarenko, Yu V; Agapitov, D S; Mezentsev, V M; Kharchenko, T V; Efremenko, D V; Oroby, V G; Klindukhov, V P; Grechanaya, T V; Nikolaevich, P N; Tesheva, S Ch; Rafeenko, G K
2015-01-01
To improve the sanitary and epidemiological surveillance at the Olympic Games has developed a system of GIS for monitoring objects and situations in the region of Sochi. The system is based on software package ArcGIS, version 10.2 server, with Web-java.lang. Object, Web-server Apach, and software developed in language java. During th execution of the tasks are solved: the stratification of the region of the Olympic Games for the private and aggregate epidemiological risk OCI various eti- ologies, ranking epidemiologically important facilities for the sanitary and hygienic conditions, monitoring of infectious diseases (in real time according to the preliminary diagnosis). GIS monitoring has shown its effectiveness: Information received from various sources, but focused on one portal. Information was available in real time all the specialists involved in ensuring epidemiological well-being and use at work during the Olympic Games in Sochi.
Federal Register 2010, 2011, 2012, 2013, 2014
2011-07-01
... administration space. Food and beverage facilities would include two full service restaurants, a drive-in restaurant, a buffet, a coffee shop, three service bars, and a lounge. The hotel tower would have approximately 100 rooms and a full-service restaurant. Both the gaming facility and the hotel would be open 24...
30 CFR 71.401 - Location of facilities.
Code of Federal Regulations, 2011 CFR
2011-07-01
... Bathing Facilities, Change Rooms, and Sanitary Flush Toilet Facilities at Surface Coal Mines § 71.401 Location of facilities. Bathhouses, change rooms, and sanitary flush toilet facilities shall be in a... 30 Mineral Resources 1 2011-07-01 2011-07-01 false Location of facilities. 71.401 Section 71.401...
30 CFR 71.401 - Location of facilities.
Code of Federal Regulations, 2012 CFR
2012-07-01
... Bathing Facilities, Change Rooms, and Sanitary Flush Toilet Facilities at Surface Coal Mines § 71.401 Location of facilities. Bathhouses, change rooms, and sanitary flush toilet facilities shall be in a... 30 Mineral Resources 1 2012-07-01 2012-07-01 false Location of facilities. 71.401 Section 71.401...
30 CFR 71.401 - Location of facilities.
Code of Federal Regulations, 2014 CFR
2014-07-01
... Bathing Facilities, Change Rooms, and Sanitary Flush Toilet Facilities at Surface Coal Mines § 71.401 Location of facilities. Bathhouses, change rooms, and sanitary flush toilet facilities shall be in a... 30 Mineral Resources 1 2014-07-01 2014-07-01 false Location of facilities. 71.401 Section 71.401...
30 CFR 71.401 - Location of facilities.
Code of Federal Regulations, 2013 CFR
2013-07-01
... Bathing Facilities, Change Rooms, and Sanitary Flush Toilet Facilities at Surface Coal Mines § 71.401 Location of facilities. Bathhouses, change rooms, and sanitary flush toilet facilities shall be in a... 30 Mineral Resources 1 2013-07-01 2013-07-01 false Location of facilities. 71.401 Section 71.401...
Conway's Game of Life: Early Personal Recollections
NASA Astrophysics Data System (ADS)
Wainwright, Robert
When the October 1970 issue of Scientific American arrived, I had no idea the extent to which Martin Gardner's article in that issue would affect my life. As long as I can remember, my custom would be to seek out the Mathematical Games column in search for Gardner's latest topic with the usual reader challenges. My first reaction to that particular article introducing a new pastime titled "The fantastic combinations of John Conway's new solitaire game 'life''' was only mildly interesting. A couple of days later, still curious about the outcome of random patterns, I located an old checkerboard and a small jarful of pennies to investigate this new game.
Games and Simulations for Climate, Weather and Earth Science Education
NASA Astrophysics Data System (ADS)
Russell, R. M.
2013-12-01
We will demonstrate several interactive, computer-based simulations, games, and other interactive multimedia. These resources were developed for weather, climate, atmospheric science, and related Earth system science education. The materials were created by education groups at NCAR/UCAR in Boulder, primarily Spark and the COMET Program. These materials have been disseminated via Spark's web site (spark.ucar.edu), webinars, online courses, teacher workshops, and large touchscreen displays in weather and Sun-Earth connections exhibits in NCAR's Mesa Lab facility. Spark has also assembled a web-based list of similar resources, especially simulations and games, from other sources that touch upon weather, climate, and atmospheric science topics. We'll briefly demonstrate this directory.
Games and Simulations for Climate, Weather and Earth Science Education
NASA Astrophysics Data System (ADS)
Russell, R. M.; Clark, S.
2015-12-01
We will demonstrate several interactive, computer-based simulations, games, and other interactive multimedia. These resources were developed for weather, climate, atmospheric science, and related Earth system science education. The materials were created by the UCAR Center for Science Education. These materials have been disseminated via our web site (SciEd.ucar.edu), webinars, online courses, teacher workshops, and large touchscreen displays in weather and Sun-Earth connections exhibits in NCAR's Mesa Lab facility in Boulder, Colorado. Our group has also assembled a web-based list of similar resources, especially simulations and games, from other sources that touch upon weather, climate, and atmospheric science topics. We'll briefly demonstrate this directory.
NASA Astrophysics Data System (ADS)
Joseph, Dolly Rebecca Doran
The playing of computer games is one of the most popular non-school activities of children, particularly boys, and is often the entry point to greater facility with and use of other computer applications. Children are learning skills as they play, but what they learn often does not generalize beyond application to that and other similar games. Nevertheless, games have the potential to develop in students the knowledge and skills described by national and state educational standards. This study focuses upon middle-school aged children, and how they react to and respond to computer games designed for entertainment and educational purposes, within the context of science learning. Through qualitative, case study methodology, the game play, evaluation, and modification experiences of four diverse middle-school-aged students in summer camps are analyzed. The inquiry focused on determining the attributes of computer games that appeal to middle school students, the aspects of science that appeal to middle school children, and ultimately, how science games might be designed to appeal to middle school children. Qualitative data analysis led to the development of a method for describing players' activity modes during game play, rather than the conventional methods that describe game characteristics. These activity modes are used to describe the game design preferences of the participants. Recommendations are also made in the areas of functional, aesthetic, and character design and for the design of educational games. Middle school students may find the topical areas of forensics, medicine, and the environment to be of most interest; designing games in and across these topic areas has the potential for encouraging voluntary science-related play. Finally, when including children in game evaluation and game design activities, results suggest the value of providing multiple types of activities in order to encourage the full participation of all children.
Gaming No Panacea for Meeting Tribes' Needs.
ERIC Educational Resources Information Center
Selden, Ron
2003-01-01
Details the reasons why Indian casinos are not benefiting large numbers of Native Americans. Explains that most casinos are located in populated areas, while most American Indians live in rural areas. Adds that 75% of jobs generated by Indian gaming have gone to non-Indians. Reports on efforts to build a Native American scholarship fund from…
Social Capital Accumulation in Location-Based Mobile Game Playing: A Multiple-Process Approach.
Sung, Hei-Tung; Sigerson, Leif; Cheng, Cecilia
2017-08-01
In the summer of 2016, the widespread popularization of the game Pokémon Go brought the public's attention to the possible socialization benefits associated with location-based mobile games (LBMGs), yet no studies to date have investigated this issue. LBMGs deserve greater research attention because this type of game provides a unique gaming experience that encourages players to leave their homes and navigate around their neighborhood. This distinctive feature may promote more face-to-face interactions among LBMG players. Grounded in social capital theories, the present study compared the levels of both bridging and bonding social capital between LBMG and non-LBMG players. More important, we formulated a multiple-process model to explain the hypothesized psychological mechanisms underlying social capital accumulation among LBMG players. Participants were 349 U.S. participants (57 percent men; M age = 32.40, SD age = 7.92, age range = 19-66). Results supported the proposed model by revealing that face-to-face interaction was crucial to the accrual of both bridging and bonding social capital among LBMG players, through enhancing their levels of communication frequency and self-disclosure. The present findings have implications for the utilization of LBMG as a potential tool to promote face-to-face interactions and accumulate social capital.
30 CFR 75.1712-2 - Location of surface facilities.
Code of Federal Regulations, 2014 CFR
2014-07-01
... SAFETY AND HEALTH MANDATORY SAFETY STANDARDS-UNDERGROUND COAL MINES Miscellaneous § 75.1712-2 Location of surface facilities. Bathhouses, change rooms, and sanitary toilet facilities shall be in a location... 30 Mineral Resources 1 2014-07-01 2014-07-01 false Location of surface facilities. 75.1712-2...
30 CFR 75.1712-2 - Location of surface facilities.
Code of Federal Regulations, 2012 CFR
2012-07-01
... SAFETY AND HEALTH MANDATORY SAFETY STANDARDS-UNDERGROUND COAL MINES Miscellaneous § 75.1712-2 Location of surface facilities. Bathhouses, change rooms, and sanitary toilet facilities shall be in a location... 30 Mineral Resources 1 2012-07-01 2012-07-01 false Location of surface facilities. 75.1712-2...
30 CFR 75.1712-2 - Location of surface facilities.
Code of Federal Regulations, 2011 CFR
2011-07-01
... SAFETY AND HEALTH MANDATORY SAFETY STANDARDS-UNDERGROUND COAL MINES Miscellaneous § 75.1712-2 Location of surface facilities. Bathhouses, change rooms, and sanitary toilet facilities shall be in a location... 30 Mineral Resources 1 2011-07-01 2011-07-01 false Location of surface facilities. 75.1712-2...
30 CFR 75.1712-2 - Location of surface facilities.
Code of Federal Regulations, 2013 CFR
2013-07-01
... SAFETY AND HEALTH MANDATORY SAFETY STANDARDS-UNDERGROUND COAL MINES Miscellaneous § 75.1712-2 Location of surface facilities. Bathhouses, change rooms, and sanitary toilet facilities shall be in a location... 30 Mineral Resources 1 2013-07-01 2013-07-01 false Location of surface facilities. 75.1712-2...
30 CFR 75.1712-2 - Location of surface facilities.
Code of Federal Regulations, 2010 CFR
2010-07-01
... 30 Mineral Resources 1 2010-07-01 2010-07-01 false Location of surface facilities. 75.1712-2... SAFETY AND HEALTH MANDATORY SAFETY STANDARDS-UNDERGROUND COAL MINES Miscellaneous § 75.1712-2 Location of surface facilities. Bathhouses, change rooms, and sanitary toilet facilities shall be in a location...
14 CFR 21.43 - Location of manufacturing facilities.
Code of Federal Regulations, 2010 CFR
2010-01-01
... 14 Aeronautics and Space 1 2010-01-01 2010-01-01 false Location of manufacturing facilities. 21.43... CERTIFICATION PROCEDURES FOR PRODUCTS AND PARTS Type Certificates § 21.43 Location of manufacturing facilities... location of the manufacturer's facilities places no undue burden on the FAA in administering applicable...
DOE Office of Scientific and Technical Information (OSTI.GOV)
Amodei, R.; Bard, E.; Brong, B.
1998-11-01
The Atlanta metropolitan region was the location of one of the most ambitious Intelligent Transportation Systems (ITS) deployments in the United States. This deployment included several individual projects--a Central Transportation Management Center (TMC), six Traffic Control Centers (TCCs), one Transit Information Center (TIC), The Travel Information Showcase (TIS), and the extension of the Metropolitan Atlanta Rapid Transit Authority (MARTA) Rail network and the new high-occupancy vehicle (HOV) lanes on I-85 and I-75. The 1996 Atlanta Centennial Olympic Games and Paralympic Games created a focus for these projects. All of these systems were to be brought on-line in time for themore » Olympic Games. This report presents the findings of the 1996 Olympic and Paralympic Games Events Study--a compilation of findings of system performance, the benefits realized, and the lessons learned during their operations over the event period. The study assessed the performance of the various Travel Demand Management (TDM) plans employed for Olympic Games traffic management.« less
Serino, Maeve; Cordrey, Kyla; McLaughlin, Laura; Milanaik, Ruth L
2016-10-01
The recent release of Pokémon Go has ushered in a new set of challenges for parents and pediatricians, highlighting the importance of parents setting guidelines for video game use with their children. Within 1 week of its launch, the game attracted over 65 million users, many of whom are young children. Despite the potential benefits of the game described in our article, this location-based game format poses specific threats to the safety and physical wellbeing of children. Reports have discussed both the benefits and adverse effects of this extremely popular video game. Benefits include increased exercise, socialization, and outdoor activity. Negative effects include increased risk of injury, abduction, trespassing, violence, and cost. Pediatricians play a key role in counseling parents and children about safety precautions and setting appropriate limits for impressionable youth. Parents and pediatricians should be aware of this new and remarkably popular game that appeals to a wide variety of individuals. To protect children from injury, predators, and inappropriate situations, parents and pediatricians must regulate children's participation in this game and maintain vigilance for potentially dangerous circumstances.
TUNISIA: SPORTS AND EDUCATION,
sports activities; physical education and games in the school curriculum; and teacher training for physical education....The report describes Tunisian government sports policies; attitudes toward and popularity of sports ; sports clubs and facilities; a summary of recent
Opening Our Doors: Taking Public Library Service to Preschool and Day-Care Facilities.
ERIC Educational Resources Information Center
Harris, Sally
The Opening Our Doors Project of the Pioneer Library System of Norman, Oklahoma takes public library service to preschool and day care facilities by means of learning kits housed in tote bags. The sturdy, zippered tote bags are full of books, games, toys, learning folders, and so forth. There is a tote bag for each of 75 different topics. Topics…
Score a Facilities Hat Trick: Strategic Goals for Successful Hiring, Training, and Team Commitment
ERIC Educational Resources Information Center
Loy, Darcy
2012-01-01
Granted, it might be a bit of a stretch to find comparable attributes between an ice hockey team and facilities management organizations. However, if you are open-minded to the possibility and begin to analyze each of these entities, you will find there are some distinct similarities. Ice hockey is a fast-paced and ever-changing game, much like a…
2014-08-15
CAPE CANAVERAL, Fla. – Florida middle school students and their teachers greet students from other locations via webex before the start of the Zero Robotics finals competition. The Florida teams are at the Space Station Processing Facility at NASA's Kennedy Space Center in Florida. Students designed software to control Synchronized Position Hold Engage and Reorient Experimental Satellites, or SPHERES, and competed with other teams locally. The Zero Robotics is a robotics programming competition where the robots are SPHERES. The competition starts online, where teams program the SPHERES to solve an annual challenge. After several phases of virtual competition in a simulation environment that mimics the real SPHERES, finalists are selected to compete in a live championship aboard the space station. Students compete to win a technically challenging game by programming their strategies into the SPHERES satellites. The programs are autonomous and the students cannot control the satellites during the test. Photo credit: NASA/Daniel Casper
Cost analysis of a disaster facility at an apex tertiary care trauma center of India
Singh, Sheetal; Gupta, Shakti; Daga, Anoop; Siddharth, Vijaydeep; Wundavalli, LaxmiTej
2016-01-01
Introduction: For the Commonwealth Games 2010, Jai Prakash Narayan Apex Trauma Centre (JPNATC) of India had been directed by the Director General Health Services and Ministry of Health and Family Welfare, Government of India, to set up a specialized unit for the definitive management of the injured/unwell athletes, officials, and related personnel coming for the Commonwealth Games in October 2010. The facility included a 20-bedded fully equipped ward, six ICU beds with ventilator capacity, one very very important person observation area, one perioperative management cubicle, and one fully modular and integrated operating room. Objective: The objective of this study was to calculate the cost of disaster facility at JPNATC, All India Institute of Medical Sciences, New Delhi. Methodology: Traditional (average or gross) costing methodology was used to arrive at the cost for the provisioning of these services by this facility. Results: The annual cost of providing services at disaster facility at JPNATC, New Delhi, was calculated to be INR 61,007,334.08 (US$ 983,989.258) while the per hour cost was calculated to be INR 7061.03 of the total cost toward the provisioning of services by disaster facility where 26% was the capital cost and 74% was the operating cost. Human resource caters to maximum chunk of the expenditures (47%). Conclusion: The results of this costing study will help in the future planning of resource allocation within the financial constraints (US$ 1 = INR 62 in the year 2013). PMID:27904258
Cost analysis of a disaster facility at an apex tertiary care trauma center of India.
Singh, Sheetal; Gupta, Shakti; Daga, Anoop; Siddharth, Vijaydeep; Wundavalli, LaxmiTej
2016-01-01
For the Commonwealth Games 2010, Jai Prakash Narayan Apex Trauma Centre (JPNATC) of India had been directed by the Director General Health Services and Ministry of Health and Family Welfare, Government of India, to set up a specialized unit for the definitive management of the injured/unwell athletes, officials, and related personnel coming for the Commonwealth Games in October 2010. The facility included a 20-bedded fully equipped ward, six ICU beds with ventilator capacity, one very very important person observation area, one perioperative management cubicle, and one fully modular and integrated operating room. The objective of this study was to calculate the cost of disaster facility at JPNATC, All India Institute of Medical Sciences, New Delhi. Traditional (average or gross) costing methodology was used to arrive at the cost for the provisioning of these services by this facility. The annual cost of providing services at disaster facility at JPNATC, New Delhi, was calculated to be INR 61,007,334.08 (US$ 983,989.258) while the per hour cost was calculated to be INR 7061.03 of the total cost toward the provisioning of services by disaster facility where 26% was the capital cost and 74% was the operating cost. Human resource caters to maximum chunk of the expenditures (47%). The results of this costing study will help in the future planning of resource allocation within the financial constraints (US$ 1 = INR 62 in the year 2013).
Microbiological Quality Assessment of Game Meats at Retail in Japan.
Asakura, Hiroshi; Kawase, Jun; Ikeda, Tetsuya; Honda, Mioko; Sasaki, Yoshimasa; Uema, Masashi; Kabeya, Hidenori; Sugiyama, Hiromu; Igimi, Shizunobu; Takai, Shinji
2017-12-01
In this study, we examined the prevalence of Shiga toxin-producing Escherichia coli and Salmonella spp. and the distribution of indicator bacteria in 248 samples of game meats (120 venison and 128 wild boar) retailed between November 2015 and March 2016 in Japan. No Salmonella spp. were detected in any of the samples, whereas Shiga toxin-producing Escherichia coli serotype OUT:H25 (stx 2d + , eae - ) was isolated from one deer meat sample, suggesting a possible source for human infection. Plate count assays indicated greater prevalence of coliforms and E. coli in wild boar meat than in venison, whereas their prevalence in processing facilities showed greater variation than in animal species. The 16S rRNA ion semiconductor sequencing analysis of 24 representative samples revealed that the abundances of Acinetobacter and Arthrobacter spp. significantly correlated with the prevalence of E. coli, and quantitative PCR analyses in combination with selective plate count assay verified these correlations. To our knowledge, this is the first report to characterize the diversity of microorganisms of game meats at retail in Japan, together with identification of dominant microbiota. Our data suggest the necessity of bottom-up hygienic assessment in areas of slaughtering and processing facilities to improve microbiological safety.
Assessing video games to improve driving skills: a literature review and observational study.
Sue, Damian; Ray, Pradeep; Talaei-Khoei, Amir; Jonnagaddala, Jitendra; Vichitvanichphong, Suchada
2014-08-07
For individuals, especially older adults, playing video games is a promising tool for improving their driving skills. The ease of use, wide availability, and interactivity of gaming consoles make them an attractive simulation tool. The objective of this study was to look at the feasibility and effects of installing video game consoles in the homes of individuals looking to improve their driving skills. A systematic literature review was conducted to assess the effect of playing video games on improving driving skills. An observatory study was performed to evaluate the feasibility of using an Xbox 360 Kinect console for improving driving skills. Twenty-nine articles, which discuss the implementation of video games in improving driving skills were found in literature. On our study, it was found the Xbox 360 with Kinect is capable of improving physical and mental activities. Xbox Video games were introduced to engage players in physical, visual and cognitive activities including endurance, postural sway, reaction time, eyesight, eye movement, attention and concentration, difficulties with orientation, and semantic fluency. However, manual dexterity, visuo-spatial perception and binocular vision could not be addressed by these games. It was observed that Xbox Kinect (by incorporating Kinect sensor facilities) combines physical, visual and cognitive engagement of players. These results were consistent with those from the literature review. From the research that has been carried out, we can conclude that video game consoles are a viable solution for improving user's physical and mental state. In future we propose to carry a thorough evaluation of the effects of video games on driving skills in elderly people.
Knowledge discovery through games and game theory
NASA Astrophysics Data System (ADS)
Smith, James F., III; Rhyne, Robert D.
2001-03-01
A fuzzy logic based expert system has been developed that automatically allocates electronic attack (EA) resources in real-time over many dissimilar platforms. The platforms can be very general, e.g., ships, planes, robots, land based facilities, etc. Potential foes the platforms deal with can also be general. The initial version of the algorithm was optimized using a genetic algorithm employing fitness functions constructed based on expertise. A new approach is being explored that involves embedding the resource manager in a electronic game environment. The game allows a human expert to play against the resource manager in a simulated battlespace with each of the defending platforms being exclusively directed by the fuzzy resource manager and the attacking platforms being controlled by the human expert or operating autonomously under their own logic. This approach automates the data mining problem. The game automatically creates a database reflecting the domain expert's knowledge, it calls a data mining function, a genetic algorithm, for data mining of the database as required. The game allows easy evaluation of the information mined in the second step. The measure of effectiveness (MOE) for re-optimization is discussed. The mined information is extremely valuable as shown through demanding scenarios.
Segev, Aviv; Rovner, Mitchell; Appel, David Ian; Abrams, Aaron W; Rotem, Michal; Bloch, Yuval
2016-07-18
The study of video games is expanding, and so is the debate regarding their possible positive and deleterious effects. As controversies continue, several researchers have expressed their concerns about substantial biases existing in the field, which might lead to the creation of a skewed picture, both in the professional and in the lay literature. However, no study has tried to examine this issue quantitatively. The objective of our study was to examine possible systematic biases in the literature, by analyzing the publication trends of the medical and life sciences literature regarding video games. We performed a complete and systematic PubMed search up to December 31, 2013. We assessed all 1927 articles deemed relevant for their attitude toward video games according to the focus, hypothesis, and authors' interpretation of the study results, using a 3-category outcome (positive, negative, and neutral). We assessed the prevalence of different attitudes for possible association with year of publication, location of researchers, academic discipline, methodological research, and centrality of the publishing journals. The attitude toward video games presented in publications varied by year of publication, location, academic discipline, and methodological research applied (P<.001 for all). Moreover, representation of different attitudes differed according to centrality of the journals, as measured by their impact factor (P<.001). The results suggest that context, whether scientific or social, is related to researchers' attitudes toward video games. Readers, both lay and professional, should weigh these contextual variables when interpreting studies' results, in light of the possible bias they carry. The results also support a need for a more balanced, open-minded approach toward video games, as it is likely that this complex phenomenon carries novel opportunities as well as new hazards.
Rovner, Mitchell; Appel, David Ian; Abrams, Aaron W; Rotem, Michal; Bloch, Yuval
2016-01-01
Background The study of video games is expanding, and so is the debate regarding their possible positive and deleterious effects. As controversies continue, several researchers have expressed their concerns about substantial biases existing in the field, which might lead to the creation of a skewed picture, both in the professional and in the lay literature. However, no study has tried to examine this issue quantitatively. Objective The objective of our study was to examine possible systematic biases in the literature, by analyzing the publication trends of the medical and life sciences literature regarding video games. Methods We performed a complete and systematic PubMed search up to December 31, 2013. We assessed all 1927 articles deemed relevant for their attitude toward video games according to the focus, hypothesis, and authors’ interpretation of the study results, using a 3-category outcome (positive, negative, and neutral). We assessed the prevalence of different attitudes for possible association with year of publication, location of researchers, academic discipline, methodological research, and centrality of the publishing journals. Results The attitude toward video games presented in publications varied by year of publication, location, academic discipline, and methodological research applied (P<.001 for all). Moreover, representation of different attitudes differed according to centrality of the journals, as measured by their impact factor (P<.001). Conclusions The results suggest that context, whether scientific or social, is related to researchers’ attitudes toward video games. Readers, both lay and professional, should weigh these contextual variables when interpreting studies’ results, in light of the possible bias they carry. The results also support a need for a more balanced, open-minded approach toward video games, as it is likely that this complex phenomenon carries novel opportunities as well as new hazards. PMID:27430187
ERIC Educational Resources Information Center
Crawley, Sharon J.
Described is a game which provides a method for teaching students to locate cities and towns on a map. Students are provided with a list of descriptive phrases which stand for the name of a city, e.g., hot weather town (Summerville, Georgia); a chocolate candy bar (Hershey, Pennsylvania). Using a map, students must then try to find the name of a…
Using Role-Playing Game Dice to Teach the Concepts of Symmetry
ERIC Educational Resources Information Center
Grafton, Anthony K.
2011-01-01
Finding and describing the location of symmetry elements in complex objects is often a difficult skill to learn. Introducing the concepts of symmetry using high-symmetry game dice is one way of helping students overcome this difficulty in introductory physical chemistry classes. The dice are inexpensive, reusable, and come in a variety of shapes…
Ingress in Geography: Portals to Academic Success?
ERIC Educational Resources Information Center
Davis, Michael
2017-01-01
Niantic Labs has developed an augmented virtual reality mobile app game called Ingress in which agents must seek out and control locations for their designated factions. The app uses the Google Maps interface along with GPS to enhance a geocaching-like experience with elements of other classical games such as capture-the-flag. This study aims to…
Using a Studio-Based Pedagogy to Engage Students in the Design of Mobile-Based Media
ERIC Educational Resources Information Center
Mathews, James M.
2010-01-01
The article presents a brief overview of the Neighbourhood Game Design Project, a studio-based curriculum intervention aimed at engaging students in the design of place-based mobile games and interactive stories using geo-locative technologies (for example, GPS enabled cell phones). It describes the three curricular components that defined the…
Code of Federal Regulations, 2012 CFR
2012-07-01
... ENVIRONMENTAL ENFORCEMENT, DEPARTMENT OF THE INTERIOR OFFSHORE OIL-SPILL RESPONSE REQUIREMENTS FOR FACILITIES LOCATED SEAWARD OF THE COAST LINE Oil-Spill Response Requirements for Facilities Located in State Waters... 30 Mineral Resources 2 2012-07-01 2012-07-01 false Spill response plans for facilities located in...
Code of Federal Regulations, 2013 CFR
2013-07-01
... ENVIRONMENTAL ENFORCEMENT, DEPARTMENT OF THE INTERIOR OFFSHORE OIL-SPILL RESPONSE REQUIREMENTS FOR FACILITIES LOCATED SEAWARD OF THE COAST LINE Oil-Spill Response Requirements for Facilities Located in State Waters... 30 Mineral Resources 2 2013-07-01 2013-07-01 false Spill response plans for facilities located in...
Code of Federal Regulations, 2010 CFR
2010-07-01
... SERVICE, DEPARTMENT OF THE INTERIOR OFFSHORE OIL-SPILL RESPONSE REQUIREMENTS FOR FACILITIES LOCATED SEAWARD OF THE COAST LINE Oil-Spill Response Requirements for Facilities Located in State Waters Seaward... 30 Mineral Resources 2 2010-07-01 2010-07-01 false Spill response plans for facilities located in...
Code of Federal Regulations, 2014 CFR
2014-07-01
... ENVIRONMENTAL ENFORCEMENT, DEPARTMENT OF THE INTERIOR OFFSHORE OIL-SPILL RESPONSE REQUIREMENTS FOR FACILITIES LOCATED SEAWARD OF THE COAST LINE Oil-Spill Response Requirements for Facilities Located in State Waters... 30 Mineral Resources 2 2014-07-01 2014-07-01 false Spill response plans for facilities located in...
25 CFR 170.813 - When can access to IRR transportation facilities be restricted?
Code of Federal Regulations, 2012 CFR
2012-04-01
... reasons: (1) Because of unsafe conditions; (2) Because of natural disasters; (3) For fish or game...) Consultation is not required whenever the above conditions involve immediate safety or life-threatening...
25 CFR 170.813 - When can access to IRR transportation facilities be restricted?
Code of Federal Regulations, 2011 CFR
2011-04-01
... reasons: (1) Because of unsafe conditions; (2) Because of natural disasters; (3) For fish or game...) Consultation is not required whenever the above conditions involve immediate safety or life-threatening...
25 CFR 170.813 - When can access to IRR transportation facilities be restricted?
Code of Federal Regulations, 2014 CFR
2014-04-01
... reasons: (1) Because of unsafe conditions; (2) Because of natural disasters; (3) For fish or game...) Consultation is not required whenever the above conditions involve immediate safety or life-threatening...
25 CFR 170.813 - When can access to IRR transportation facilities be restricted?
Code of Federal Regulations, 2013 CFR
2013-04-01
... reasons: (1) Because of unsafe conditions; (2) Because of natural disasters; (3) For fish or game...) Consultation is not required whenever the above conditions involve immediate safety or life-threatening...
High Influenza A Virus Infection Rates in Mallards Bred for Hunting in the Camargue, South of France
Champagnon, Jocelyn; Guillemain, Matthieu; Crescenzo-Chaigne, Bernadette; Renaud, François; Thomas, Frédéric; Gauthier-Clerc, Michel; van der Werf, Sylvie
2012-01-01
During the last decade, the role of wildlife in emerging pathogen transmission to domestic animals has often been pointed out. Conversely, far less attention has been paid to pathogen transmission from domestic animals to wildlife. Here, we focus on the case of game restocking, which implies the release of millions of animals worldwide each year. We conducted a 2-year study in the Camargue (Southern France) to investigate the influence of hand-reared Mallard releases on avian influenza virus dynamics in surrounding wildlife. We sampled Mallards (cloacal swabs) from several game duck facilities in 2009 and 2010 before their release. A very high (99%) infection rate caused by an H10N7 strain was detected in the game bird facility we sampled in 2009. We did not detect this strain in shot ducks we sampled, neither during the 2008/2009 nor the 2009/2010 hunting seasons. In 2010 infection rates ranged from 0 to 24% in hand-reared ducks. The 2009 H10N7 strain was fully sequenced. It results from multiple reassortment events between Eurasian low pathogenic strains. Interestingly, H10N7 strains had previously caused human infections in Egypt and Australia. The H10 and N7 segments we sequenced were clearly distinct from the Australian ones but they belonged to the same large cluster as the Egyptian ones. We did not observe any mutation linked to increased virulence, transmission to mammals, or antiviral resistance in the H10N7 strain we identified. Our results indicate that the potential role of hand-reared Mallards in influenza virus epizootics must be taken into account given the likely risk of viral exchange between game bird facilities and wild habitats, owing to duck rearing conditions. Measures implemented to limit transmission from wildlife to domestic animals as well as measures to control transmission from domestic animals to wild ones need to be equally reinforced. PMID:22952832
DOE Office of Scientific and Technical Information (OSTI.GOV)
Fuller, Diana; Martino, Anthony; Begay, Sandra K.
The Indian Gaming Regulatory Act, passed by Congress on October 17, 1988 provided tribes with the Federal statute to pursue gaming activities on tribal lands. Many Native communities contribute to larger regional economies and tourism industries. These casino facilities often include resort-style hotel amenities. Not surprisingly, they are also large consumers of energy, operating 24 hours a day and 7 days a week. Tribes with hotels and casinos can implement sustainable design features and not only receive economic gain, but also environmental and community benefits. The intention of this paper is to identify sustainable design opportunities at the Inn ofmore » the Mountain Gods Hotel and Casino. This research stems from previous work the researcher conducted and subsequently published for the Illinois Green Business Association. First, the paper reviews what sustainable design is and points of interest when considering sustainable construction. Next, the paper explores the precedents set by the Blue Lake Rancheria, Rincon Band of Luiseno Indians, and the Forest County Potawatomi Tribe. Then, the research examines areas to collect baseline information and identify opportunities in sustainable design for the Mescalero Apache Tribe, Inn of the Mountain Gods Hotel and Casino located in New Mexico. Lastly, the work explores the resources and funding options available to the tribe.« less
Dental data of the Athens 2004 Olympic and Paralympic Games.
Vougiouklakis, G; Tzoutzas, J; Farmakis, E-T; Farmakis, E-E; Antoniadou, M; Mitsea, A
2008-11-01
The Athens University, School of Dentistry, accepted the challenge to organize the Dental Health Services in the Athens 2004 Olympic and Paralympic Games in order to provide the best quality of oral health services to the athletes, coaches, escort members and Olympic Village personnel. Data from the whole activity protocol of the Athens 2004 Games Dental Health Services - the reception, admission and treatment protocols, the facilities and the infrastructure, the number of cases treated per specialty and the experience gained - were recorded. During the Olympic Games, there were more than 1400 dental cases in more than 650 patients, elite athletes, escort members, coaches and staff of the Olympic Village. Among them 313 fillings, 100 root canal therapies, 57 mouthguards and 9 dental trauma cases were treated. During the Paralympic Games, there were more than 240 dental cases in more than 220 patients. Among them 73 fillings, 12 root canal therapies, 21 extractions and 3 dental trauma cases were treated. In such events, highly trained dentists are needed and if possible, specialized in operative dentistry or endodontics. The role of team dentist seems to be of great importance.
7 CFR 1735.91 - Location of facilities.
Code of Federal Regulations, 2010 CFR
2010-01-01
... 7 Agriculture 11 2010-01-01 2010-01-01 false Location of facilities. 1735.91 Section 1735.91 Agriculture Regulations of the Department of Agriculture (Continued) RURAL UTILITIES SERVICE, DEPARTMENT OF... All Acquisitions and Mergers § 1735.91 Location of facilities. Telephone facilities to be acquired...
Model Based Usability Heuristics for Constructivist E-Learning
ERIC Educational Resources Information Center
Katre, Dinesh S.
2007-01-01
Many e-learning applications and games have been studied to identify the common interaction models of constructivist learning, namely: 1. Move the object to appropriate location; 2. Place objects in appropriate order and location(s); 3. Click to identify; 4. Change the variable factors to observe the effects; and 5. System personification and…
76 FR 42723 - Land Acquisitions; Osage Nation of Oklahoma
Federal Register 2010, 2011, 2012, 2013, 2014
2011-07-19
... FURTHER INFORMATION CONTACT: Paula L. Hart, Director, Office of Indian Gaming, Bureau of Indian Affairs.... The parcel is currently used for gaming. The 7.5 acre parcel located in Osage County, Oklahoma is... feet; thence S89[deg]52'15'' E a distance of 738.93 feet; thence S0[deg]01'46'' E a distance of 442.25...
A Survey of Video Game Players in a Public, Urban Research University
ERIC Educational Resources Information Center
Thirunarayanan, M. O.; Vilchez, Manuel; Abreu, Liala; Ledesma, Cyntianna; Lopez, Sandra
2010-01-01
A survey was conducted in a public, research university located in a large and diverse metropolitan area in the southeastern part of the USA. The purpose of the survey was to determine both the positive and negative personal, educational, social, and work related consequences of playing video games. Nearly two-thirds of the 203 participants in…
Blue gum gaming machine: an evaluation of responsible gambling features.
Blaszczynski, Alexander; Gainsbury, Sally; Karlov, Lisa
2014-09-01
Structural characteristics of gaming machines contribute to persistence in play and excessive losses. The purpose of this study was to evaluate the effectiveness of five proposed responsible gaming features: responsible gaming messages; a bank meter quarantining winnings until termination of play; alarm clock facilitating setting time-reminders; demo mode allowing play without money; and a charity donation feature where residual amounts can be donated rather than played to zero credits. A series of ten modified gaming machines were located in five Australian gambling venues. The sample comprised 300 patrons attending the venue and who played the gaming machines. Participants completed a structured interview eliciting gambling and socio-demographic data and information on their perceptions and experience of play on the index machines. Results showed that one-quarter of participants considered that these features would contribute to preventing recreational gamblers from developing problems. Just under half of the participants rated these effects to be at least moderate or significant. The promising results suggest that further refinements to several of these features could represent a modest but effective approach to minimising excessive gambling on gaming machines.
7 CFR 1738.12 - Location of facilities.
Code of Federal Regulations, 2010 CFR
2010-01-01
... 7 Agriculture 11 2010-01-01 2010-01-01 false Location of facilities. 1738.12 Section 1738.12 Agriculture Regulations of the Department of Agriculture (Continued) RURAL UTILITIES SERVICE, DEPARTMENT OF... Location of facilities. RUS will make broadband loans for facilities which RUS determines are necessary to...
Burleson, Kathryn M; Olimpo, Jeffrey T
2016-06-01
The sheer amount of terminology and conceptual knowledge required for anatomy and physiology can be overwhelming for students. Educational games are one approach to reinforce such knowledge. In this activity, students worked collaboratively to review anatomy and physiology concepts by creating arrays of descriptive tiles to define a term. Once guessed, students located the structure or process within diagrams of the body. The game challenged students to think about course vocabulary in novel ways and to use their collective knowledge to get their classmates to guess the terms. Comparison of pretest/posttest/delayed posttest data revealed that students achieved statistically significant learning gains for each unit after playing the game, and a survey of student perceptions demonstrated that the game was helpful for learning vocabulary as well as fun to play. The game is easily adaptable for a variety of lower- and upper-division courses. Copyright © 2016 The American Physiological Society.
The Size and Scope of Collegiate Athletic Training Facilities and Staffing.
Gallucci, Andrew R; Petersen, Jeffrey C
2017-08-01
Athletic training facilities have been described in terms of general design concepts and from operational perspectives. However, the size and scope of athletic training facilities, along with staffing at different levels of intercollegiate competition, have not been quantified. To define the size and scope of athletic training facilities and staffing levels at various levels of intercollegiate competition. To determine if differences existed in facilities (eg, number of facilities, size of facilities) and staffing (eg, full time, part time) based on the level of intercollegiate competition. Cross-sectional study. Web-based survey. Athletic trainers (ATs) who were knowledgeable about the size and scope of athletic training programs. Athletic training facility size in square footage; the AT's overall facility satisfaction; athletic training facility component spaces, including satellite facilities, game-day facilities, offices, and storage areas; and staffing levels, including full-time ATs, part-time ATs, and undergraduate students. The survey was completed by 478 ATs (response rate = 38.7%) from all levels of competition. Sample means for facilities were 3124.7 ± 4425 ft 2 (290.3 ± 411 m 2 ) for the central athletic training facility, 1013 ± 1521 ft 2 (94 ± 141 m 2 ) for satellite athletic training facilities, 1272 ± 1334 ft 2 (118 ± 124 m 2 ) for game-day athletic training facilities, 388 ± 575 ft 2 (36 ± 53 m 2 ) for athletic training offices, and 424 ± 884 ft 2 (39 ± 82 m 2 ) for storage space. Sample staffing means were 3.8 ± 2.5 full-time ATs, 1.6 ± 2.5 part-time ATs, 25 ± 17.6 athletic training students, and 6.8 ± 7.2 work-study students. Division I schools had greater resources in multiple categories (P < .001). Differences among other levels of competition were not as well defined. Expansion or renovation of facilities in recent years was common, and almost half of ATs reported that upgrades have been approved for the near future. This study provides benchmark descriptive data on athletic training staffing and facilities. The results (1) suggest that the ATs were satisfied with their facilities and (2) highlight the differences in resources among competition levels.
A clinical survey about commercial games in lower limb prosthetic rehabilitation.
Imam, Bita; Miller, William C; Finlayson, Heather C; Eng, Janice J; Jarus, Tal
2018-06-01
Despite the popularity of commercial games in lower limb prosthetic rehabilitation, data about their prevalence of use as well as therapists' perspectives about these games are still lacking. To learn about the prevalence of use of commercial games in lower limb prosthetic rehabilitation and therapists' perspectives about these games. Cross-sectional. An online survey was sent to physical and occupational therapists across prosthetic rehabilitation facilities in Canada. The survey had questions about the use of commercial games and therapists' perspectives. Data were collected from 82 therapists. Overall, 46.3% (38/82) reported that they use commercial games; of those, 94.7% (36/38) used the Nintendo Wii Fit. The most reported perceived benefits were the Wii Fit helping to improve weight shifting ( n = 76/82, 92.7%) and balance ( n = 75/82, 91.5%), and being motivating and complementing traditional therapy ( n = 75/82, 91.5%). The most reported perceived barriers/challenges were lack of time and familiarity with the games ( n = 58/82, 70.7%). Commercial games, particularly the Wii Fit, are commonly used in lower prosthetic rehabilitation in Canada. Most of the queried therapists view the Wii Fit positively. Knowledge translation activities and developing standard treatment protocols would be helpful in minimizing the barriers identified in this study. Clinical relevance The Wii Fit is prevalent in lower limb prosthetic rehabilitation in Canada and it is viewed positively by therapists as having the potential to improve balance and weight bearing, making rehabilitation more motivating, and complementing traditional therapy. Future studies should investigate the efficacy of the Wii Fit in prosthetic rehabilitation.
Biomedical technology prosperity game{trademark}
DOE Office of Scientific and Technical Information (OSTI.GOV)
Berman, M.; Boyack, K.W.; Wesenberg, D.L.
1996-07-01
Prosperity Games{trademark} are an outgrowth and adaptation of move/countermove and seminar War Games. Prosperity Games{trademark} are simulations that explore complex issues in a variety of areas including economics, politics, sociology, environment, education and research. These issues can be examined from a variety of perspectives ranging from a global, macroeconomic and geopolitical viewpoint down to the details of customer/supplier/market interactions in specific industries. All Prosperity Games{trademark} are unique in that both the game format and the player contributions vary from game to game. This report documents the Biomedical Technology Prosperity Game{trademark} conducted under the sponsorship of Sandia National Laboratories, the Defensemore » Advanced Research Projects Agency, and the Koop Foundation, Inc. Players were drawn from all stakeholders involved in biomedical technologies including patients, hospitals, doctors, insurance companies, legislators, suppliers/manufacturers, regulators, funding organizations, universities/laboratories, and the legal profession. The primary objectives of this game were to: (1) Identify advanced/critical technology issues that affect the cost and quality of health care. (2) Explore the development, patenting, manufacturing and licensing of needed technologies that would decrease costs while maintaining or improving quality. (3) Identify policy and regulatory changes that would reduce costs and improve quality and timeliness of health care delivery. (4) Identify and apply existing resources and facilities to develop and implement improved technologies and policies. (5) Begin to develop Biomedical Technology Roadmaps for industry and government cooperation. The deliberations and recommendations of these players provided valuable insights as to the views of this diverse group of decision makers concerning biomedical issues. Significant progress was made in the roadmapping of key areas in the biomedical technology field.« less
Assessing Video Games to Improve Driving Skills: A Literature Review and Observational Study
Sue, Damian; Vichitvanichphong, Suchada
2014-01-01
Background For individuals, especially older adults, playing video games is a promising tool for improving their driving skills. The ease of use, wide availability, and interactivity of gaming consoles make them an attractive simulation tool. Objective The objective of this study was to look at the feasibility and effects of installing video game consoles in the homes of individuals looking to improve their driving skills. Methods A systematic literature review was conducted to assess the effect of playing video games on improving driving skills. An observatory study was performed to evaluate the feasibility of using an Xbox 360 Kinect console for improving driving skills. Results Twenty–nine articles, which discuss the implementation of video games in improving driving skills were found in literature. On our study, it was found the Xbox 360 with Kinect is capable of improving physical and mental activities. Xbox Video games were introduced to engage players in physical, visual and cognitive activities including endurance, postural sway, reaction time, eyesight, eye movement, attention and concentration, difficulties with orientation, and semantic fluency. However, manual dexterity, visuo-spatial perception and binocular vision could not be addressed by these games. It was observed that Xbox Kinect (by incorporating Kinect sensor facilities) combines physical, visual and cognitive engagement of players. These results were consistent with those from the literature review. Conclusions From the research that has been carried out, we can conclude that video game consoles are a viable solution for improving user’s physical and mental state. In future we propose to carry a thorough evaluation of the effects of video games on driving skills in elderly people. PMID:25654355
Seeing you through London 2012: eye care at the Paralympics.
Wilson, Clare M; Thomson, W David; D'Ath, Penny J
2013-09-01
The provision of eye care services for competitors and support teams is integral to the modern Olympic Games. The eye clinic for the London 2012 Paralympic Games employed a multidisciplinary team of eye care professionals using state-of-the-art instrumentation to provide the highest level of eye care. The detailed organisation of the eye care clinic at London 2012 is described in a companion paper which summarises the eye care clinic during the London 2012 Olympic Games. These two reports will aid in planning eye care clinics at future Games. This paper summarises the organisation of the eye clinic and provides outline audit data relating to eye conditions encountered during the Paralympic Games. A total of 870 patients representing 102 countries attended the eye clinic. 274 (31.5%) were competitors; the remainder were trainers and support staff. No serious ocular injuries resulted from competitor injury in the field of play during the Paralympic Games, although seven patients were referred urgently to hospital eye services for conditions including orbital cellulitis, retinal detachment, exudative macular degeneration, corneal ulcer, Stevens-Johnson syndrome and macular oedema. A total of 749 spectacles, 14 pairs of contact lenses and 7 low vision aids were dispensed. By combining excellent facilities and equipment with a multidisciplinary team of eye care professionals, we feel we provided the highest level of eye care, providing a legacy for future Games.
Factors influencing the flavour of game meat: A review.
Neethling, J; Hoffman, L C; Muller, M
2016-03-01
Flavour is a very important attribute contributing to the sensory quality of meat and meat products. Although the sensory quality of meat includes orthonasal and retronasal aroma, taste, as well as appearance, juiciness and other textural attributes, the focus of this review is primarily on flavour. The influence of species, age, gender, muscle anatomical location, diet, harvesting conditions, ageing of meat, packaging and storage, as well as cooking method on the flavour of game meat are discussed. Very little research is available on the factors influencing the flavour of the meat derived from wild and free-living game species. The aim of this literature review is thus to discuss the key ante- and post-mortem factors that influence the flavour of game meat, with specific focus on wild and free-living South African game species. Copyright © 2015 Elsevier Ltd. All rights reserved.
Game Imaging Meets Nuclear Reality
Michel, Kelly; Watkins, Adam
2018-01-16
At Los Alamos National Laboratory, a team of artists and animators, nuclear engineers and computer scientists is teaming to provide 3-D models of nuclear facilities to train IAEA safeguards inspectors and others who need fast familiarity with specific nuclear sites.
76 FR 60390 - Irradiation Treatment; Location of Facilities in the Southern United States
Federal Register 2010, 2011, 2012, 2013, 2014
2011-09-29
... [Docket No. APHIS-2009-0100] RIN 0579-AD35 Irradiation Treatment; Location of Facilities in the Southern... irradiation treatment facilities in the Southern States of the United States. This action would allow irradiation facilities to be located anywhere in these States, subject to approval, rather than only in the...
Code of Federal Regulations, 2011 CFR
2011-07-01
... MANAGEMENT, REGULATION, AND ENFORCEMENT, DEPARTMENT OF THE INTERIOR OFFSHORE OIL-SPILL RESPONSE REQUIREMENTS FOR FACILITIES LOCATED SEAWARD OF THE COAST LINE Oil-Spill Response Requirements for Facilities... 30 Mineral Resources 2 2011-07-01 2011-07-01 false Spill response plans for facilities located in...
A Systematic Review of Health Videogames on Childhood Obesity Prevention and Intervention.
Lu, Amy Shirong; Kharrazi, Hadi; Gharghabi, Fardad; Thompson, Debbe
2013-06-01
Childhood obesity is a global epidemic. Health videogames are an emerging intervention strategy to combat childhood obesity. This systematic review examined published research on the effect of health videogames on childhood obesity. Fourteen articles examining 28 health videogames published between 2005 and 2013 in English were selected from 2433 articles identified through five major search engines. Results indicated that academic interest in using health videogames for childhood obesity prevention has increased during this time. Most games were commercially available. Most studies were of short duration. Diverse player and game play patterns have been identified. Most studies involved players of both genders with slightly more boys. The majority of players were non-white. Most studies had the players play the games at home, whereas some extended the play setting to school and sports/recreational facilities. Most of the games were commercially available. Positive outcomes related to obesity were observed in about 40 percent of the studies, all of which targeted overweight or obese participants.
A Systematic Review of Health Videogames on Childhood Obesity Prevention and Intervention
Kharrazi, Hadi; Gharghabi, Fardad; Thompson, Debbe
2013-01-01
Abstract Childhood obesity is a global epidemic. Health videogames are an emerging intervention strategy to combat childhood obesity. This systematic review examined published research on the effect of health videogames on childhood obesity. Fourteen articles examining 28 health videogames published between 2005 and 2013 in English were selected from 2433 articles identified through five major search engines. Results indicated that academic interest in using health videogames for childhood obesity prevention has increased during this time. Most games were commercially available. Most studies were of short duration. Diverse player and game play patterns have been identified. Most studies involved players of both genders with slightly more boys. The majority of players were non-white. Most studies had the players play the games at home, whereas some extended the play setting to school and sports/recreational facilities. Most of the games were commercially available. Positive outcomes related to obesity were observed in about 40 percent of the studies, all of which targeted overweight or obese participants. PMID:24353906
Mohammadi, Mehrnoosh; RezaeiDehaghani, Abdollah; Mehrabi, Tayebeh; RezaeiDehaghani, Ali
2016-01-01
As adolescents spend much time on playing computer games, their mental and social effects should be considered. The present study aimed to investigate the association between playing computer games and the mental and social health among male adolescents in Iran in 2014. This is a cross-sectional study conducted on 210 adolescents selected by multi-stage random sampling. Data were collected by Goldberg and Hillier general health (28 items) and Kiez social health questionnaires. The association was tested by Pearson and Spearman correlation coefficients, one-way analysis of variance (ANOVA), and independent t-test. Computer games related factors such as the location, type, length, the adopted device, and mode of playing games were investigated. Results showed that 58.9% of the subjects played games on a computer alone for 1 h at home. Results also revealed that the subjects had appropriate mental health and 83.2% had moderate social health. Results showed a poor significant association between the length of games and social health (r = -0.15, P = 0.03), the type of games and mental health (r = -0.16, P = 0.01), and the device used in playing games and social health (F = 0.95, P = 0.03). The findings showed that adolescents' mental and social health is negatively associated with their playing computer games. Therefore, to promote their health, educating them about the correct way of playing computer games is essential and their parents and school authorities, including nurses working at schools, should determine its relevant factors such as the type, length, and device used in playing such games.
TRI Reporting for Facilities Located in Indian Country
A final rule requires facilities that meet TRI reporting requirements and that are located in Indian country to submit TRI forms to EPA and the appropriate tribe, rather than to the state in which the facility is geographically located.
Code of Federal Regulations, 2013 CFR
2013-04-01
... for hydroelectric small power production facilities located at a new dam or diversion. 292.208 Section... requirements for hydroelectric small power production facilities located at a new dam or diversion. (a) A hydroelectric small power production facility that impounds or diverts the water of a natural watercourse by...
Code of Federal Regulations, 2014 CFR
2014-04-01
... for hydroelectric small power production facilities located at a new dam or diversion. 292.208 Section... requirements for hydroelectric small power production facilities located at a new dam or diversion. (a) A hydroelectric small power production facility that impounds or diverts the water of a natural watercourse by...
Code of Federal Regulations, 2012 CFR
2012-04-01
... for hydroelectric small power production facilities located at a new dam or diversion. 292.208 Section... requirements for hydroelectric small power production facilities located at a new dam or diversion. (a) A hydroelectric small power production facility that impounds or diverts the water of a natural watercourse by...
Alternate Reality Teaching: OurSpace
2012-06-08
including Sony (Uncharted), THQ (WWE) and Game of Thrones. With Flint Dille, Michael reinvented EA’s first million-selling videogame franchise with...judges WGA videogame scripts, and holds two patents. 9. FACILITIES AND EQUIPMENT Intific, Inc. is headquartered in Hampton, VA, with design and
Federal Register 2010, 2011, 2012, 2013, 2014
2011-12-01
... of Reclamation, 2800 Cottage Way, Sacramento, CA 95825, or by email to [email protected] . FOR....gov ; or Mr. Gordon Leppig, California Department of Fish and Game, (707) 441-2062, [email protected]ca...
FEDERAL FACILITIES IN EPA REGION 6
Locations of federal facilities in EPA Region 6. Facilities from the Corps of Engineers, Veterans Administration, Army, Navy, Air National Guard, etc. are included. This is not a complete set of facilities. The facilities included are only those with value added locations used in...
Hlimi, Tina; Skinner, Kelly; Hanning, Rhona M; Martin, Ian D.; Tsuji, Leonard J.S.
2012-01-01
Objectives To investigate factors influencing consumption of traditional foods (e.g. wild game, fish) and concerns about environmental contaminants among schoolchildren of the Mushkegowuk Territory First Nations (Moose Factory, Fort Albany, Kashechewan, Attawapiskat, and Peawanuck). Study design Cross-sectional data collection from a Web-based Eating Behaviour Questionnaire (WEB-Q). Methods Schoolchildren in grades 6–12 (n =262) responded to 4 of the WEB-Q questions: (a) Do you eat game? (b) How often do you eat game? (c) How concerned are you about the environmental contaminants in the wild game and fish that you eat? (d) I would eat more game if… [6 response options]. Data were collected in 2004 (Fort Albany), 2005 (Peawanuck), 2006 (Attawapiskat), 2007 (Moose Factory) and 2009 (Kashechewan). Hierarchical log-linear modelling (LLM) was used for analyses of multi-way frequency data. Results Of the schoolchildren answering the specific questions: 174 consumed game; 95 reported concerns about contaminants in game; and 84 would increase their game consumption if it were more available in their homes. LLM revealed significant differences between communities; schoolchildren in Moose Factory consumed game “rarely or never” at greater than expected frequency, and fewer than expected consumed game “at least once a day”. Schoolchildren in Kashechewan had greater frequency of daily game consumption and few were concerned about contaminants in game. Using LLM, we found that sex was an insignificant variable and did not affect game consumption frequency or environmental contaminant concern. Conclusion The consumption of traditional foods differed between communities and appears to be related to contamination concerns. In addition, latitudinal variation appears to influence the frequency of traditional food consumption in children; children in the most southerly location consumed traditional food less frequently. PMID:22456047
NASA Astrophysics Data System (ADS)
Kumar, Rakesh; Chandrawat, Rajesh Kumar; Garg, B. P.; Joshi, Varun
2017-07-01
Opening the new firm or branch with desired execution is very relevant to facility location problem. Along the lines to locate the new ambulances and firehouses, the government desires to minimize average response time for emergencies from all residents of cities. So finding the best location is biggest challenge in day to day life. These type of problems were named as facility location problems. A lot of algorithms have been developed to handle these problems. In this paper, we review five algorithms that were applied to facility location problems. The significance of clustering in facility location problems is also presented. First we compare Fuzzy c-means clustering (FCM) algorithm with alternating heuristic (AH) algorithm, then with Particle Swarm Optimization (PSO) algorithms using different type of distance function. The data was clustered with the help of FCM and then we apply median model and min-max problem model on that data. After finding optimized locations using these algorithms we find the distance from optimized location point to the demanded point with different distance techniques and compare the results. At last, we design a general example to validate the feasibility of the five algorithms for facilities location optimization, and authenticate the advantages and drawbacks of them.
ERIC Educational Resources Information Center
Raffan, James
This dissertation explores how landscape acts as teacher in shaping perceptions of place. At the core of the study is the Thelon Game Sanctuary, located in the central Northwest Territories of Canada. This contentious piece of land has been used historically and is claimed currently by both Dene and Inuit groups. The land also has an intriguing…
Effect of National Football League games on small animal emergency room caseload.
Rozanski, Elizabeth A; Rondeau, Mark P; Shaw, Scott P; Rush, John E
2009-07-01
To evaluate whether games of popular professional football teams have an effect on small animal emergency room caseload and percentage of dogs and cats that subsequently are hospitalized, are euthanatized, or die following admission to veterinary emergency rooms located within a dedicated fan base. Prospective study. 818 dogs and cats admitted to the emergency room. During the 2007 New England Patriots (NEP) football season, small animal emergency room caseload was recorded for Sunday (4-hour blocks, 8:00 AM until 12:00 midnight) and Monday night (7:00 PM to 11:00 PM). Number of dogs and cats that subsequently were hospitalized, died, or were euthanatized was recorded. Mean game importance rating (GIR) was determined for NEP games (scale, 1 [mild] to 3 [great]). Percentage of dogs and cats admitted from 12:00 noon to 4:00 PM on Sundays during NEP games (mean GIR, 1.7) versus non-NEP games was not different. Mean +/- SD percentage of dogs and cats admitted from 4:00 PM to 8:00 PM on Sundays during NEP games (mean GIR, 2.4) versus non-NEP games was significantly different (18 +/- 5% and 25 +/- 7% of daily caseload, respectively). Percentage of dogs and cats admitted from 8:00 PM to 12:00 midnight on Sundays during NEP games (mean GIR, 2.1) versus non-NEP games was not different. Game type (NEP vs non-NEP) during emergency room admission did not influence whether dogs and cats subsequently were hospitalized, died, or were euthanatized. Professional sporting events may influence veterinary emergency room caseloads.
Code of Federal Regulations, 2010 CFR
2010-04-01
... requirements for hydroelectric small power production facilities located at a new dam or diversion. 292.209... Exceptions from requirements for hydroelectric small power production facilities located at a new dam or... license or exemption is filed for a project located at a Government dam, as defined in section 3(10) of...
Code of Federal Regulations, 2011 CFR
2011-04-01
... requirements for hydroelectric small power production facilities located at a new dam or diversion. 292.209... Exceptions from requirements for hydroelectric small power production facilities located at a new dam or... license or exemption is filed for a project located at a Government dam, as defined in section 3(10) of...
Mohammadi, Mehrnoosh; RezaeiDehaghani, Abdollah; Mehrabi, Tayebeh; RezaeiDehaghani, Ali
2016-01-01
Background: As adolescents spend much time on playing computer games, their mental and social effects should be considered. The present study aimed to investigate the association between playing computer games and the mental and social health among male adolescents in Iran in 2014. Materials and Methods: This is a cross-sectional study conducted on 210 adolescents selected by multi-stage random sampling. Data were collected by Goldberg and Hillier general health (28 items) and Kiez social health questionnaires. The association was tested by Pearson and Spearman correlation coefficients, one-way analysis of variance (ANOVA), and independent t-test. Computer games related factors such as the location, type, length, the adopted device, and mode of playing games were investigated. Results: Results showed that 58.9% of the subjects played games on a computer alone for 1 h at home. Results also revealed that the subjects had appropriate mental health and 83.2% had moderate social health. Results showed a poor significant association between the length of games and social health (r = −0.15, P = 0.03), the type of games and mental health (r = −0.16, P = 0.01), and the device used in playing games and social health (F = 0.95, P = 0.03). Conclusions: The findings showed that adolescents’ mental and social health is negatively associated with their playing computer games. Therefore, to promote their health, educating them about the correct way of playing computer games is essential and their parents and school authorities, including nurses working at schools, should determine its relevant factors such as the type, length, and device used in playing such games. PMID:27095988
ERIC Educational Resources Information Center
Jewett, Pamela
2011-01-01
Geocaching is a worldwide game of hiding and seeking, in which participants can place a cache anywhere in the world, pinpoint its location using global positioning system technology, and then share the geocache's existence and location online. This article describes the geocaching adventures the author took with three boys, ages 11, 8, and 6, and…
Heterogeneous Air Defense Battery Location: A Game Theoretic Approach
In the air defense context of a missile-and-interceptor engagement, a challenge for the defender is that surface to air interceptor missile batteries ...often must be located to protect high-value targets dispersed over a vast area, subject to an attacker observing the disposition of batteries prior
On Location Learning: Authentic Applied Science with Networked Augmented Realities
NASA Astrophysics Data System (ADS)
Rosenbaum, Eric; Klopfer, Eric; Perry, Judy
2007-02-01
The learning of science can be made more like the practice of science through authentic simulated experiences. We have created a networked handheld Augmented Reality environment that combines the authentic role-playing of Augmented Realities and the underlying models of Participatory Simulations. This game, known as Outbreak @ The Institute, is played across a university campus where players take on the roles of doctors, medical technicians, and public health experts to contain a disease outbreak. Players can interact with virtual characters and employ virtual diagnostic tests and medicines. They are challenged to identify the source and prevent the spread of an infectious disease that can spread among real and/or virtual characters according to an underlying model. In this paper, we report on data from three high school classes who played the game. We investigate students' perception of the authenticity of the game in terms of their personal embodiment in the game, their experience playing different roles, and their understanding of the dynamic model underlying the game.
Frontier Chemical Waste Process facility is located in a heavy industrial/commercial area. Several large industrial facilities surround the facility. The closest residential area is located about ½ mile west and the closest off-site building is located 300
14 CFR 145.105 - Change of location, housing, or facilities.
Code of Federal Regulations, 2010 CFR
2010-01-01
... 14 Aeronautics and Space 3 2010-01-01 2010-01-01 false Change of location, housing, or facilities. 145.105 Section 145.105 Aeronautics and Space FEDERAL AVIATION ADMINISTRATION, DEPARTMENT OF..., Materials, and Data § 145.105 Change of location, housing, or facilities. (a) A certificated repair station...
14 CFR 145.105 - Change of location, housing, or facilities.
Code of Federal Regulations, 2012 CFR
2012-01-01
... 14 Aeronautics and Space 3 2012-01-01 2012-01-01 false Change of location, housing, or facilities. 145.105 Section 145.105 Aeronautics and Space FEDERAL AVIATION ADMINISTRATION, DEPARTMENT OF..., Materials, and Data § 145.105 Change of location, housing, or facilities. (a) A certificated repair station...
14 CFR 145.105 - Change of location, housing, or facilities.
Code of Federal Regulations, 2013 CFR
2013-01-01
... 14 Aeronautics and Space 3 2013-01-01 2013-01-01 false Change of location, housing, or facilities. 145.105 Section 145.105 Aeronautics and Space FEDERAL AVIATION ADMINISTRATION, DEPARTMENT OF..., Materials, and Data § 145.105 Change of location, housing, or facilities. (a) A certificated repair station...
14 CFR 145.105 - Change of location, housing, or facilities.
Code of Federal Regulations, 2014 CFR
2014-01-01
... 14 Aeronautics and Space 3 2014-01-01 2014-01-01 false Change of location, housing, or facilities. 145.105 Section 145.105 Aeronautics and Space FEDERAL AVIATION ADMINISTRATION, DEPARTMENT OF..., Materials, and Data § 145.105 Change of location, housing, or facilities. (a) A certificated repair station...
14 CFR 145.105 - Change of location, housing, or facilities.
Code of Federal Regulations, 2011 CFR
2011-01-01
... 14 Aeronautics and Space 3 2011-01-01 2011-01-01 false Change of location, housing, or facilities. 145.105 Section 145.105 Aeronautics and Space FEDERAL AVIATION ADMINISTRATION, DEPARTMENT OF..., Materials, and Data § 145.105 Change of location, housing, or facilities. (a) A certificated repair station...
Federal Register 2010, 2011, 2012, 2013, 2014
2012-06-06
...-0010; OMB Control Number 1014-0007] Information Collection Activities: Oil-Spill Response Requirements... regulations under Part 254, ``Oil-Spill Response Requirements for Facilities Located Seaward of the Coast Line... 254, Oil-Spill Response Requirements for Facilities Located Seaward of the Coast Line. OMB Control...
NASA Astrophysics Data System (ADS)
Ortiz-Correa, Z. M.; Lautenbach, J.; Franco-Diaz, E.; Raizada, S.; Ghosh, T.; Rivera-Valentín, E.; Ortiz, A.
2017-12-01
This project was developed to encourage secondary students to pursue STEM related careers through exposure to the interdisciplinary nature of the Arecibo Observatory (AO) in Puerto Rico. The idea for this project was initiated due to the NSF-funded Research Experience for Teachers (RET) Summer Program. The AO RET summer program allows teaching faculty from public schools to collaborate with scientist on their ongoing research or instrument development projects at the AO for five weeks. Subsequently, the research is disseminated among secondary students through several workshops and hands-on activities. Through the workshops and hands-on activities underrepresented secondary students will learn about the research conducted at the AO to study Earth's upper atmosphere, asteroids and other Solar System bodies, as well as stars and galaxies beyond. Afterwards, students will develop virtual worlds simulating the different AO facilities (Lidar Laboratory, Radio Telescope, Planetary Radar System, HF Facility, Visitor Center, among others) and showing their functions using digital game-based learning.
2010-06-01
Sub-Floridan System S E CTION3 AFFECTED E N VIRONMENT Lithologic Descriptions unconsolidated body of fine to medium gamed , white to gray quartz...the Florida Game and Fresh Water Fish Commission, Florida Wildlife Service, Florida Wildlife Commission list of endangered, tlueatened, and rare...9836 www.dkcweightloss.oom New Salon in Niceville looking lor experienced stylist with clientele, booth ren tal or commission, busy location
Barriers and dispersal surfaces in minimum-time interception
NASA Technical Reports Server (NTRS)
Rajan, N.; Ardema, M. D.
1982-01-01
Minimum time interception of a target moving in a horizontal plane is analyzed as a one-player differential game. Dispersal points and points on the barrier are located for a class of pursuit evasion and interception problems. These points are determined by constructing cross sections of the isochrones and hence obtaining the barrier, dispersal, and control level surfaces. The game solution maps the controls as a function of the state within the capture region.
Development and Evaluation of a Cognitive Training Game for Older People: A Design-based Approach.
Lu, Ming-Hsin; Lin, Weijane; Yueh, Hsiu-Ping
2017-01-01
In the research field of cognitive aging, games have gained attention as training interventions to remediate age-related deficits. Cognitive training games on computer, video and mobile platforms have shown ample and positive support. However, the generalized effects are not agreed upon unanimously, and the game tasks are usually simple and decontextualized due to the limitations of measurements. This study adopted a qualitative approach of design-based research (DBR) to systematically review and pragmatically examine the regime, presentation and feedback design of a cognitive training game for older adults. An overview of the literature of cognitive aging and training games was conducted to form the theoretical conjectures of the design, and an iterative cycle and process were employed to develop a mobile game for older adults who are homebound or receiving care in a nursing home. Stakeholders, i.e., elderly users and institutional administrators, were invited to participate in the design process. Using two cycles of design and evaluation, a working prototype of an iPad-based app that accounted for the needs of elderly adults in terms of form, appearance and working function was developed and tested in the actual contexts of the participants' homes and an assisted living facility. The results showed that the cognitive training game developed in this study was accepted by the participants, and a high degree of satisfaction was noted. Moreover, the elements of the interface, including its size, layout and control flow, were tested and found to be suitable for use. This study contributes to the literature by providing design suggestions for such games, including the designs of the cognitive training structure, interface, interaction, instructions and feedback, based on empirical evidence collected in natural settings. This study further suggests that the effectiveness of cognitive training in mobile games be evaluated through field and physical testing on a larger scale in the future.
Development and Evaluation of a Cognitive Training Game for Older People: A Design-based Approach
Lu, Ming-Hsin; Lin, Weijane; Yueh, Hsiu-Ping
2017-01-01
In the research field of cognitive aging, games have gained attention as training interventions to remediate age-related deficits. Cognitive training games on computer, video and mobile platforms have shown ample and positive support. However, the generalized effects are not agreed upon unanimously, and the game tasks are usually simple and decontextualized due to the limitations of measurements. This study adopted a qualitative approach of design-based research (DBR) to systematically review and pragmatically examine the regime, presentation and feedback design of a cognitive training game for older adults. An overview of the literature of cognitive aging and training games was conducted to form the theoretical conjectures of the design, and an iterative cycle and process were employed to develop a mobile game for older adults who are homebound or receiving care in a nursing home. Stakeholders, i.e., elderly users and institutional administrators, were invited to participate in the design process. Using two cycles of design and evaluation, a working prototype of an iPad-based app that accounted for the needs of elderly adults in terms of form, appearance and working function was developed and tested in the actual contexts of the participants' homes and an assisted living facility. The results showed that the cognitive training game developed in this study was accepted by the participants, and a high degree of satisfaction was noted. Moreover, the elements of the interface, including its size, layout and control flow, were tested and found to be suitable for use. This study contributes to the literature by providing design suggestions for such games, including the designs of the cognitive training structure, interface, interaction, instructions and feedback, based on empirical evidence collected in natural settings. This study further suggests that the effectiveness of cognitive training in mobile games be evaluated through field and physical testing on a larger scale in the future. PMID:29089914
Yun, Lifen; Wang, Xifu; Fan, Hongqiang; Li, Xiaopeng
2017-01-01
This paper proposes a reliable facility location design model under imperfect information with site-dependent disruptions; i.e., each facility is subject to a unique disruption probability that varies across the space. In the imperfect information contexts, customers adopt a realistic “trial-and-error” strategy to visit facilities; i.e., they visit a number of pre-assigned facilities sequentially until they arrive at the first operational facility or give up looking for the service. This proposed model aims to balance initial facility investment and expected long-term operational cost by finding the optimal facility locations. A nonlinear integer programming model is proposed to describe this problem. We apply a linearization technique to reduce the difficulty of solving the proposed model. A number of problem instances are studied to illustrate the performance of the proposed model. The results indicate that our proposed model can reveal a number of interesting insights into the facility location design with site-dependent disruptions, including the benefit of backup facilities and system robustness against variation of the loss-of-service penalty. PMID:28486564
McKenzie, Sophie; Bangay, Shaun; Barnett, Lisa M; Ridgers, Nicola D; Salmon, Jo
2014-12-01
This article describes the design, development, and implementation feasibility of a purpose-built mobile active videogame (M-AVG) named "Pirate Adventure," which was designed for primary school-aged children to engage in physical activity (PA) and fundamental movement skills (FMS), such as hopping, sidestepping, jumping, or running, in an afterschool setting. The design of "Pirate Adventure" was the result of a collaboration between games designers and health researchers. "Pirate Adventure" was designed and developed using Android(®) (Google, Mountain View, CA) phone sensors to respond to player actions within a playground environment. Using an interactive game framework, players solve clues and complete PA and FMS challenges via sensing the physical world through marked-out key game locations. Fourteen primary school-aged children participated in the feasibility evaluation, which took place in four afternoon sessions. The game was evaluated using Android phone telemetry data and a post-gameplay survey for children on their opinions and enjoyment of the game. The "Pirate Adventure" game design facilitated an enjoyable treasure hunt game (average of 11 minutes of activity per game) with narrative elements supporting children's engagement with movement activities. The majority of children (n=9/13) reported that they would like to play the game again. Combining real world and virtual world content through "Pirate Adventure" was moderately successful, with multiple gameplay sessions occurring. Further implementation feasibility testing, under more controlled conditions, needs to be conducted to assert the benefits of using a M-AVG for children's PA and FMS.
Spatio-Temporal Pattern Mining on Trajectory Data Using Arm
NASA Astrophysics Data System (ADS)
Khoshahval, S.; Farnaghi, M.; Taleai, M.
2017-09-01
Preliminary mobile was considered to be a device to make human connections easier. But today the consumption of this device has been evolved to a platform for gaming, web surfing and GPS-enabled application capabilities. Embedding GPS in handheld devices, altered them to significant trajectory data gathering facilities. Raw GPS trajectory data is a series of points which contains hidden information. For revealing hidden information in traces, trajectory data analysis is needed. One of the most beneficial concealed information in trajectory data is user activity patterns. In each pattern, there are multiple stops and moves which identifies users visited places and tasks. This paper proposes an approach to discover user daily activity patterns from GPS trajectories using association rules. Finding user patterns needs extraction of user's visited places from stops and moves of GPS trajectories. In order to locate stops and moves, we have implemented a place recognition algorithm. After extraction of visited points an advanced association rule mining algorithm, called Apriori was used to extract user activity patterns. This study outlined that there are useful patterns in each trajectory that can be emerged from raw GPS data using association rule mining techniques in order to find out about multiple users' behaviour in a system and can be utilized in various location-based applications.
The Aging Game: improving medical students' attitudes toward caring for the elderly.
Varkey, Prathibha; Chutka, Darryl S; Lesnick, Timothy G
2006-05-01
The objective of this study was to evaluate the effectiveness of a modified aging game to enhance medical students' attitudes toward caring for elderly patients, enhance empathy for elderly patients, and improve general attitudes toward the elderly. Preintervention and postintervention study All 84 students from 2 first-year medical school classes The aging game takes place over a period of 3 hours with a group of 10 to 12 students and 5 to 6 facilitators, and includes experiential learning about polypharmacy, medication cost, loss of functional status, semi-independent living, and living in a long-term care facility. Scores obtained through a modified Maxwell and Sullivan questionnaire, and the Aging Semantic Differential (ASD). There was a statistically significant improvement in 6 of the 8 attitudes toward caring for elderly and a statistically significant increase in empathy towards elderly patients following the aging game. There was a statistically significant change on 23 out of 32 ASD questions. There was no evidence of differences in the scores from pre-course to post-course by gender age group, interest in Family/Internal Medicine, or prior geriatric experience. Following the game, 77 (93%) of the students said they would take the course if not mandatory (P = .0001). A majority stated the aging game added significantly (61.5%) or moderately (37.3%) to their knowledge and skills in patient care for the elderly. A simulation experience like the aging game is an effective method of increasing the empathy and attitudes toward caring for the elderly early in the medical school curriculum. Longitudinal assessment of the effect of the aging game in maintaining the positive effect on empathy and attitudes toward caring for the elderly and especially in clinical practice needs to be done.
Code of Federal Regulations, 2010 CFR
2010-07-01
... for underground sanitary facilities. 75.1712-8 Section 75.1712-8 Mineral Resources MINE SAFETY AND...-UNDERGROUND COAL MINES Miscellaneous § 75.1712-8 Application for waiver of location requirements for underground sanitary facilities. Applications for waivers of the location requirements of § 75.1712-6 shall be...
Code of Federal Regulations, 2014 CFR
2014-07-01
... for underground sanitary facilities. 75.1712-8 Section 75.1712-8 Mineral Resources MINE SAFETY AND...-UNDERGROUND COAL MINES Miscellaneous § 75.1712-8 Application for waiver of location requirements for underground sanitary facilities. Applications for waivers of the location requirements of § 75.1712-6 shall be...
Code of Federal Regulations, 2012 CFR
2012-07-01
... for underground sanitary facilities. 75.1712-8 Section 75.1712-8 Mineral Resources MINE SAFETY AND...-UNDERGROUND COAL MINES Miscellaneous § 75.1712-8 Application for waiver of location requirements for underground sanitary facilities. Applications for waivers of the location requirements of § 75.1712-6 shall be...
Code of Federal Regulations, 2013 CFR
2013-07-01
... for underground sanitary facilities. 75.1712-8 Section 75.1712-8 Mineral Resources MINE SAFETY AND...-UNDERGROUND COAL MINES Miscellaneous § 75.1712-8 Application for waiver of location requirements for underground sanitary facilities. Applications for waivers of the location requirements of § 75.1712-6 shall be...
Code of Federal Regulations, 2011 CFR
2011-07-01
... for underground sanitary facilities. 75.1712-8 Section 75.1712-8 Mineral Resources MINE SAFETY AND...-UNDERGROUND COAL MINES Miscellaneous § 75.1712-8 Application for waiver of location requirements for underground sanitary facilities. Applications for waivers of the location requirements of § 75.1712-6 shall be...
Code of Federal Regulations, 2012 CFR
2012-04-01
... requirements for hydroelectric small power production facilities located at a new dam or diversion. 292.209... Exceptions from requirements for hydroelectric small power production facilities located at a new dam or... the Federal Power Act, at which non-Federal hydroelectric development is permissible; or (2) An...
Code of Federal Regulations, 2013 CFR
2013-04-01
... requirements for hydroelectric small power production facilities located at a new dam or diversion. 292.209... Exceptions from requirements for hydroelectric small power production facilities located at a new dam or... the Federal Power Act, at which non-Federal hydroelectric development is permissible; or (2) An...
Code of Federal Regulations, 2014 CFR
2014-04-01
... requirements for hydroelectric small power production facilities located at a new dam or diversion. 292.209... Exceptions from requirements for hydroelectric small power production facilities located at a new dam or... the Federal Power Act, at which non-Federal hydroelectric development is permissible; or (2) An...
[Testing a Model to Predict Problem Gambling in Speculative Game Users].
Park, Hyangjin; Kim, Suk Sun
2018-04-01
The purpose of the study was to develop and test a model for predicting problem gambling in speculative game users based on Blaszczynski and Nower's pathways model of problem and pathological gambling. The participants were 262 speculative game users recruited from seven speculative gambling places located in Seoul, Gangwon, and Gyeonggi, Korea. They completed a structured self-report questionnaire comprising measures of problem gambling, negative emotions, attentional impulsivity, motor impulsivity, non-planning impulsivity, gambler's fallacy, and gambling self-efficacy. Structural Equation Modeling was used to test the hypothesized model and to examine the direct and indirect effects on problem gambling in speculative game users using SPSS 22.0 and AMOS 20.0 programs. The hypothetical research model provided a reasonable fit to the data. Negative emotions, motor impulsivity, gambler's fallacy, and gambling self-efficacy had direct effects on problem gambling in speculative game users, while indirect effects were reported for negative emotions, motor impulsivity, and gambler's fallacy. These predictors explained 75.2% problem gambling in speculative game users. The findings suggest that developing intervention programs to reduce negative emotions, motor impulsivity, and gambler's fallacy, and to increase gambling self-efficacy in speculative game users are needed to prevent their problem gambling. © 2018 Korean Society of Nursing Science.
A Game for All Seasons, 1971: Recreational Facilities, University of Oregon
ERIC Educational Resources Information Center
Progressive Architecture, 1973
1973-01-01
Handball and tennis courts are covered with a large slatted roof with slats open to the north to provide protection from the winter rain and summer sun as well as allow adequate ventilation and good illumination from the diffused north light. (Author/MF)
Variables influencing medical usage rates, injury patterns, and levels of care for mass gatherings.
Milsten, Andrew M; Seaman, Kevin G; Liu, Peter; Bissell, Rick A; Maguire, Brian J
2003-01-01
Mass gatherings create difficult environments for which to plan emergency medical responses. The purpose of this study was to identify those variables that are associated with increased medical usage rates (MURs) and certain injury patterns that can be used to facilitate the planning process. Patient information collected at three types of mass gatherings (professional American football and baseball games and rock concerts) over a three-year period was reviewed retrospectively. Specific variables were abstracted: (1) event type; (2) gender; (3) age; (4) weather; and (5) attendance. All 216 events (total attendance 9,708,567) studied were held in the same metropolitan region. All MURs are reported as patients per 10,000 (PPTT). The 5,899 patient encounters yielded a MUR of 6.1 PPTT. Patient encounters totaled 3,659 for baseball games (4.85 PPTT), 1,204 for football games (6.75 PPTT), and 1,036 for rock concerts (30 PPTT). The MUR for Location A concerts (no mosh pits) was 7.49 PPTT, whereas the MUR for the one Location B concert (with mosh pits) was 110 PPTT. The MUR for Location A concerts was higher than for baseball, but not football games (p = 0.005). Gender distribution was equal among patrons seeking medical care. The mean values for patient ages were 29 years at baseball games, 33 years at football games, and 20 years at concerts. The MUR at events held when the apparent temperature was 80 degrees F significantly lower statistically than that at events conducted at temperatures <80 degrees F were (18 degrees C) (4.90 vs. 8.10 PPTT (p = 0.005)). The occurrence of precipitation and increased attendance did not predict an increased MUR. Medical care was sought mostly for minor/basic-level care (84%) and less so for advanced-level care (16%). Medical cases occurred more often at sporting events (69%), and were more common than were cases with traumatic injuries (31%). Concerts with precipitation and rock concerts had a positive association with the incidence of trauma and the incidence of injuries; whereas age and gender were not associated with medical or traumatic diagnoses. Event type and apparent temperature were the variables that best predicted MUR as well as specific injury patterns and levels of care.
Home advantage in retractable-roof baseball stadia.
Romanowich, Paul
2012-10-01
This study examined whether the home advantage varies for open-air, domed, or retractable-roof baseball stadia, and whether having the roof open or closed affects the home advantage in retractable-roof baseball stadia. Data from Major League Baseball (MLB) games played between 2001 and 2009 were analyzed for whether or not the presence of a home-advantage was dependent on the type of home stadium used. Home advantage was robust for all three types of stadia. A significant effect of stadium type on home advantage was found, with a greater home advantage for teams playing home games in domed stadia relative to open-air stadia, replicating a previous study. There was a greater home advantage for teams playing home games in domed stadia relative to retractable-roof stadia. No other differences in the home advantage were found; results are discussed in terms of familiarity with the facility.
Burke, Louise M; Meyer, Nanna L; Pearce, Jeni
2013-01-01
Preparing a national team for success at major sporting competitions such as the Olympic Games has become a systematic and multi-faceted activity. Sports nutrition contributes to this success via strategic nutritional interventions that optimize the outcomes from both the training process and the competitive event. This review summarizes the National Nutrition Programs involved with the 2012 London Olympic Games preparation of the Australian, British and American sports systems from the viewpoints of three key agencies: the Australian Institute of Sport, the English Institute of Sport and the United States Olympic Committee. Aspects include development of a nutrition network involving appropriately qualified sports dietitians/nutritionists within a multi-disciplinary team, recognition of continual updates in sports nutrition knowledge, and a systematic approach to service delivery, education and research within the athlete's daily training environment. Issues of clinical nutrition support must often be integrated into the performance nutrition matrix. Food service plays an important role in the achievement of nutrition goals during the Olympic Games, both through the efforts of the Athlete Dining Hall and catering activities of the host Olympic Games Organizing Committees as well as adjunct facilities often provided by National Olympic Committees for their own athletes. Copyright © 2013 Nestec Ltd., Vevey/S. Karger AG, Basel.
Myrseth, Helga; Brunborg, Geir Scott; Eidem, Magnus
2010-12-01
Cognitive distortions have been thought to play an important role in the development and maintenance of pathological gambling. The present study investigated whether severity of gambling problems and gamblers' preference for chance or skill games were related to two sub-factors of cognitive distortions as measured by the Gamblers Belief Questionnaire: Luck/Perseverance, which reflects an individual's perception that chance is favorable to him/her, and Illusion of Control, which reflects an individual's perception that his/her behavior influences chance occurrences. Participants (N = 166) were recruited from a race track (n = 79), off-course betting facilities (n = 50) and from an online treatment program for problem gamblers (n = 49). Gambling severity was measured by the South Oaks Gambling Screen, and 73 were classified as pathological gamblers whereas 93 were classified as non-pathological gamblers. The present study supports previous proposals that cognitive distortions are core processes related to gambling behavior as pathological gamblers reported more cognitive distortions than did non-pathological gamblers. A preference for skill games was also associated with greater Illusion of Control compared to a preference for chance games. For gamblers preferring skill games there were no differences in Luck/Perseverance or Illusion of Control between pathological and non-pathological gamblers.
Ant colony optimization for solving university facility layout problem
NASA Astrophysics Data System (ADS)
Mohd Jani, Nurul Hafiza; Mohd Radzi, Nor Haizan; Ngadiman, Mohd Salihin
2013-04-01
Quadratic Assignment Problems (QAP) is classified as the NP hard problem. It has been used to model a lot of problem in several areas such as operational research, combinatorial data analysis and also parallel and distributed computing, optimization problem such as graph portioning and Travel Salesman Problem (TSP). In the literature, researcher use exact algorithm, heuristics algorithm and metaheuristic approaches to solve QAP problem. QAP is largely applied in facility layout problem (FLP). In this paper we used QAP to model university facility layout problem. There are 8 facilities that need to be assigned to 8 locations. Hence we have modeled a QAP problem with n ≤ 10 and developed an Ant Colony Optimization (ACO) algorithm to solve the university facility layout problem. The objective is to assign n facilities to n locations such that the minimum product of flows and distances is obtained. Flow is the movement from one to another facility, whereas distance is the distance between one locations of a facility to other facilities locations. The objective of the QAP is to obtain minimum total walking (flow) of lecturers from one destination to another (distance).
47 CFR 95.1107 - Authorized locations.
Code of Federal Regulations, 2011 CFR
2011-10-01
... Telecommunication FEDERAL COMMUNICATIONS COMMISSION (CONTINUED) SAFETY AND SPECIAL RADIO SERVICES PERSONAL RADIO... care facility provided the facility is located anywhere a CB station operation is permitted under § 95... associated with a health care facility. ...
Minimizing Security Forces Response Times Through the Use of Facility Location Methodologies
2005-03-01
etc. In his book Network and Discrete Location: Models, Algorithms, and Applications author Mark S. Daskin provides a comprehensive introduction to...the art and science of locating facilities. ( Daskin , 1995) The book espouses to be a hands-on guide to using and developing facility location models...method used in this research is from Daskin (1995). The formulation presented by Daskin includes a multiplicative weighting factor for the amount
Elliott, M R; Wang, Y; Lowe, R A; Kleindorfer, P R
2004-01-01
The Clean Air Act Amendments of 1990 requires that chemical facilities in the US with specified quantities of certain toxic or flammable chemicals file a five year history of accidents. This study considers the relation between the reported accidents and surrounding community characteristics. This study is a retrospective analysis of the association between the demographics of counties in which facilities are located and the risk of accidental chemical release and resulting injuries at those facilities. The "location risk" (the risk that a facility having large volumes of hazardous chemicals is located in a community) and "operations risk" (the risk of an accident itself) are investigated. 1994-2000 accident history data from 15 083 US industrial facilities using one or more of 140 flammable or toxic substances above a threshold level. Demographic makeup of 2333 counties surrounding these facilities was determined from the 1990 US census. Larger and more chemical intensive facilities tend to be located in counties with larger African-American populations and in counties with both higher median incomes and high levels of income inequality. Even after adjusting for location risk there is greater risk of accidents for facilities in heavily African-American counties (OR of accident = 1.9, 95% CI = 1.5 to 2.4). Further research and policy interventions are required to reduce the probability of locating facilities in an inequitable fashion, as well as health surveillance, and regulatory monitoring and enforcement activities to ensure that hazardous facilities in minority communities prepare and prevent accidental chemical releases to the same standards as elsewhere.
30 CFR 254.54 - Spill prevention for facilities located in State waters seaward of the coast line.
Code of Federal Regulations, 2013 CFR
2013-07-01
... ENVIRONMENTAL ENFORCEMENT, DEPARTMENT OF THE INTERIOR OFFSHORE OIL-SPILL RESPONSE REQUIREMENTS FOR FACILITIES LOCATED SEAWARD OF THE COAST LINE Oil-Spill Response Requirements for Facilities Located in State Waters... of the steps you are taking to prevent spills of oil or mitigate a substantial threat of such a...
30 CFR 254.54 - Spill prevention for facilities located in State waters seaward of the coast line.
Code of Federal Regulations, 2010 CFR
2010-07-01
... SERVICE, DEPARTMENT OF THE INTERIOR OFFSHORE OIL-SPILL RESPONSE REQUIREMENTS FOR FACILITIES LOCATED SEAWARD OF THE COAST LINE Oil-Spill Response Requirements for Facilities Located in State Waters Seaward... of the steps you are taking to prevent spills of oil or mitigate a substantial threat of such a...
30 CFR 254.54 - Spill prevention for facilities located in State waters seaward of the coast line.
Code of Federal Regulations, 2014 CFR
2014-07-01
... ENVIRONMENTAL ENFORCEMENT, DEPARTMENT OF THE INTERIOR OFFSHORE OIL-SPILL RESPONSE REQUIREMENTS FOR FACILITIES LOCATED SEAWARD OF THE COAST LINE Oil-Spill Response Requirements for Facilities Located in State Waters... of the steps you are taking to prevent spills of oil or mitigate a substantial threat of such a...
30 CFR 254.54 - Spill prevention for facilities located in State waters seaward of the coast line.
Code of Federal Regulations, 2012 CFR
2012-07-01
... ENVIRONMENTAL ENFORCEMENT, DEPARTMENT OF THE INTERIOR OFFSHORE OIL-SPILL RESPONSE REQUIREMENTS FOR FACILITIES LOCATED SEAWARD OF THE COAST LINE Oil-Spill Response Requirements for Facilities Located in State Waters... of the steps you are taking to prevent spills of oil or mitigate a substantial threat of such a...
Region 9 NPDES Facilities - Waste Water Treatment Plants
Point geospatial dataset representing locations of NPDES Waste Water Treatment Plant Facilities. NPDES (National Pollution Discharge Elimination System) is an EPA permit program that regulates direct discharges from facilities that discharge treated waste water into waters of the US. Facilities are issued NPDES permits regulating their discharge as required by the Clean Water Act. A facility may have one or more outfalls (dischargers). The location represents the facility or operating plant.
77 FR 42621 - Irradiation Treatment; Location of Facilities in the Southern United States
Federal Register 2010, 2011, 2012, 2013, 2014
2012-07-20
.... APHIS-2009-0100] RIN 0579-AD35 Irradiation Treatment; Location of Facilities in the Southern United... amending the phytosanitary treatment regulations to provide generic criteria for new irradiation treatment facilities in the Southern States of the United States. This action will allow irradiation facilities to be...
This page contains the LMOP Locator, a tool that allows a user to geographically search for facilities that can potentially utilize LFG, or for landfills located near a facility that is interested in utilizing LFG.
NASA Astrophysics Data System (ADS)
Javadi, Maryam; Shahrabi, Jamal
2014-03-01
The problems of facility location and the allocation of demand points to facilities are crucial research issues in spatial data analysis and urban planning. It is very important for an organization or governments to best locate its resources and facilities and efficiently manage resources to ensure that all demand points are covered and all the needs are met. Most of the recent studies, which focused on solving facility location problems by performing spatial clustering, have used the Euclidean distance between two points as the dissimilarity function. Natural obstacles, such as mountains and rivers, can have drastic impacts on the distance that needs to be traveled between two geographical locations. While calculating the distance between various supply chain entities (including facilities and demand points), it is necessary to take such obstacles into account to obtain better and more realistic results regarding location-allocation. In this article, new models were presented for location of urban facilities while considering geographical obstacles at the same time. In these models, three new distance functions were proposed. The first function was based on the analysis of shortest path in linear network, which was called SPD function. The other two functions, namely PD and P2D, were based on the algorithms that deal with robot geometry and route-based robot navigation in the presence of obstacles. The models were implemented in ArcGIS Desktop 9.2 software using the visual basic programming language. These models were evaluated using synthetic and real data sets. The overall performance was evaluated based on the sum of distance from demand points to their corresponding facilities. Because of the distance between the demand points and facilities becoming more realistic in the proposed functions, results indicated desired quality of the proposed models in terms of quality of allocating points to centers and logistic cost. Obtained results show promising improvements of the allocation, the logistics costs and the response time. It can also be inferred from this study that the P2D-based model and the SPD-based model yield similar results in terms of the facility location and the demand allocation. It is noted that the P2D-based model showed better execution time than the SPD-based model. Considering logistic costs, facility location and response time, the P2D-based model was appropriate choice for urban facility location problem considering the geographical obstacles.
Federal Register 2010, 2011, 2012, 2013, 2014
2010-08-06
... (consisting of a buffet, gourmet restaurant, and bar), meeting space, guest support services, offices, and a... resources, water resources, air quality, biological resources, cultural and paleontological resources..., Cultural Resources Management and Safety, at the BIA address above or at the telephone number provided in...
Mainstreaming Handicapped Individuals: Parks and Recreation Design Standards Manual.
ERIC Educational Resources Information Center
Illinois State Dept. of Conservation, Springfield.
Intended as a guide for designing and constructing accessible buildings and park facilities for handicapped persons, the manual details design considerations for the following areas: parks and recreation areas, identification signs, parking, trails, picnic areas, furnishings, camp sites, boating, fishing, play and game areas, swimming areas,…
Low Energy Building for High Energy People.
ERIC Educational Resources Information Center
American School and University, 1982
1982-01-01
The Huston Huffman Center at the University of Oklahoma's Norman campus has a jogging track as well as facilities for exercise and court games that are fully accessible to the handicapped. The building is set eight feet in the ground both to reduce its bulk and to conserve energy. (Author/MLF)
War Coverage: The Case of the Falklands.
ERIC Educational Resources Information Center
Bellando, Edourado
The Falkland-Malvinas conflict is a classic example of how a government can manage news in wartime. The rules of the game as evinced by the British government and Ministry of Defense were simple and effective. They controlled access to the fighting, controlled all communications facilities, excluded all neutral correspondents and carefully…
Power game needs risk-free approach.
Baillie, Jonathan
2011-05-01
A detailed look at the latest regulations, legislation, and guidance governing electrical services and installations in healthcare was given by Richard Knight, director of professional estates and facilities business consultancy, CPA Solutions, at a recent IHEEM seminar, "Electrical installation guidance for healthcare premises", in London. HEJ editor Jonathan Baillie reports.
Developing Games and Simulations for Today and Tomorrow's Tech Savvy Youth
ERIC Educational Resources Information Center
Klopfer, Eric; Yoon, Susan
2005-01-01
Constructively promoting the educational development of today's young tech savvy students and fostering the productive technological facility of tomorrow's youth requires harnessing new technological tools creatively. The MIT Teacher Education Program (TEP) focuses on the research and development of educational computer-based simulations and games…
Interactive Television: The Influence of User Control and Interactive Structure.
ERIC Educational Resources Information Center
Gagnon, Diana; And Others
A series of studies underway at the Audience Research Facility at MIT (the Massachusetts Institute of Technology) are examining the influence of interactive video on learning and entertainment television viewing. The first study compared the learning of spatial content from interactive (user controlled video games) versus observational…
Bethapudi, Sarath; Campbell, Robert S D; Budgett, Richard; Willick, Stuart E; Van de Vliet, Peter
2015-01-01
Very little data have been published on medical imaging services at disability games. 7.9 million euros (£6.6 million, US$11 million) were invested in setting up radiology facilities within purpose built polyclinics at the London 2012 Olympic and Paralympic games. This paper details imaging services at the 2012 Paralympic Games. Data analysis on imaging at 2012 Olympics has been published in a separate paper. To analyse the workload on the polyclinics' radiology services, provided for the Paralympic athletes during the London 2012 Paralympic Games. Data were prospectively collected during the period of the Paralympic games from the Picture Archive Communications System (PACS) and the Radiological Information System (RIS). Data were correlated with the medical encounter database (ATOS). 655 imaging episodes were recorded, which comprised 38.8% (n=254) MRI, 33% (n=216) plain radiographs, 24% (n=157) ultrasound scans and 4.2% (n=28) CT scans. Investigations on the Paralympic athletes accounted for 65.2% of workload, with the remainder divided between Paralympic family and workforce. MRI was the most used imaging resource and CT was the least used imaging modality at the Paralympic village polyclinic. Analysis of demographic data provides a useful index for planning radiology infrastructure and manpower at future international competitions for athletes with a disability. Published by the BMJ Publishing Group Limited. For permission to use (where not already granted under a licence) please go to http://group.bmj.com/group/rights-licensing/permissions.
Region 9 NPDES Facilities 2012- Waste Water Treatment Plants
Point geospatial dataset representing locations of NPDES Waste Water Treatment Plant Facilities. NPDES (National Pollution Discharge Elimination System) is an EPA permit program that regulates direct discharges from facilities that discharge treated waste water into waters of the US. Facilities are issued NPDES permits regulating their discharge as required by the Clean Water Act. A facility may have one or more outfalls (dischargers). The location represents the facility or operating plant.
Competitive Facility Location with Random Demands
NASA Astrophysics Data System (ADS)
Uno, Takeshi; Katagiri, Hideki; Kato, Kosuke
2009-10-01
This paper proposes a new location problem of competitive facilities, e.g. shops and stores, with uncertain demands in the plane. By representing the demands for facilities as random variables, the location problem is formulated to a stochastic programming problem, and for finding its solution, three deterministic programming problems: expectation maximizing problem, probability maximizing problem, and satisfying level maximizing problem are considered. After showing that one of their optimal solutions can be found by solving 0-1 programming problems, their solution method is proposed by improving the tabu search algorithm with strategic vibration. Efficiency of the solution method is shown by applying to numerical examples of the facility location problems.
Elliott, M; Wang, Y; Lowe, R; Kleindorfer, P
2004-01-01
Study objectives: The Clean Air Act Amendments of 1990 requires that chemical facilities in the US with specified quantities of certain toxic or flammable chemicals file a five year history of accidents. This study considers the relation between the reported accidents and surrounding community characteristics. Design: This study is a retrospective analysis of the association between the demographics of counties in which facilities are located and the risk of accidental chemical release and resulting injuries at those facilities. The "location risk" (the risk that a facility having large volumes of hazardous chemicals is located in a community) and "operations risk" (the risk of an accident itself) are investigated. Setting:1994–2000 accident history data from 15 083 US industrial facilities using one or more of 140 flammable or toxic substances above a threshold level. Demographic makeup of 2333 counties surrounding these facilities was determined from the 1990 US census. Main results: Larger and more chemical intensive facilities tend to be located in counties with larger African-American populations and in counties with both higher median incomes and high levels of income inequality. Even after adjusting for location risk there is greater risk of accidents for facilities in heavily African-American counties (OR of accident = 1.9, 95% CI = 1.5 to 2.4). Conclusions: Further research and policy interventions are required to reduce the probability of locating facilities in an inequitable fashion, as well as health surveillance, and regulatory monitoring and enforcement activities to ensure that hazardous facilities in minority communities prepare and prevent accidental chemical releases to the same standards as elsewhere. PMID:14684723
STS-121 Crew attends the "X Games" in Los Angeles
2006-08-03
JSC2006-E-32814 (3 August 2006) --- The crew of STS-121 attended opening day of the 12th "X Games" in Los Angeles Aug. 3, discussing their recent mission to the International Space Station with students and athletes. Astronaut Mark E. Kelly, pilot, stands at the edge of the signature 80 foot high "Big Air Jump" skateboarding ramp - location for one of the event highlights. The crew's visit also included presentations at the Jet Propulsion Laboratory and the California Science Center.
ERIC Educational Resources Information Center
Kyriakides, Andreas O.; Meletiou-Mavrotheris, Maria; Prodromou, Theodosia
2016-01-01
This article reports on the main experiences gained from a 2-year study which incorporated A.L.E.X., an educational puzzle game available on iPad or Android tablet devices, within the primary school mathematics curriculum. The study took place in a public primary school, located in a rural area of Cyprus. The majority of its students come from low…
Intrigue at the Museum: Facilitating Engagement and Learning through a Location-Based Mobile Game
ERIC Educational Resources Information Center
Xhembulla, Jetmir; Rubino, Irene; Barberis, Claudia; Malnati, Giovanni
2014-01-01
The use of portable devices to explore informal learning environments has recently exposed museums to a mobile learning (m-learning) scenario. In particular, location-based mobile applications that take into account not only a specific physical venue, but also the personal and social context can be valuable resources to enhance the visitor…
NASA Astrophysics Data System (ADS)
Bagherinejad, Jafar; Niknam, Azar
2018-03-01
In this paper, a leader-follower competitive facility location problem considering the reactions of the competitors is studied. A model for locating new facilities and determining levels of quality for the facilities of the leader firm is proposed. Moreover, changes in the location and quality of existing facilities in a competitive market where a competitor offers the same goods or services are taken into account. The competitor could react by opening new facilities, closing existing ones, and adjusting the quality levels of its existing facilities. The market share, captured by each facility, depends on its distance to customer and its quality that is calculated based on the probabilistic Huff's model. Each firm aims to maximize its profit subject to constraints on quality levels and budget of setting up new facilities. This problem is formulated as a bi-level mixed integer non-linear model. The model is solved using a combination of Tabu Search with an exact method. The performance of the proposed algorithm is compared with an upper bound that is achieved by applying Karush-Kuhn-Tucker conditions. Computational results show that our algorithm finds near the upper bound solutions in a reasonable time.
Burger, J
1999-02-26
Several federal agencies are reclaiming land through remediation and restoration, and are considering potential future land uses that are compatible with current land uses and local needs. Understanding potential recreational and wild game consumption patterns and risk perceptions are critical for determining cleanup levels and assessing potential risk associated with certain uses. In this article, recreational rates of people attending the Lewiston "Roundup" rodeo in northwestern Idaho were examined, as well as their perceptions of the safety of consuming fish and game from two Department of Energy (DOE) facilities: the Hanford Site and the Idaho National Engineering and Environmental Laboratory (INEEL). These are two of DOE's largest sites. Lewiston is closer to Hanford, but is in the same state as INEEL. Men engaged in significantly higher hunting and fishing rates than women, but there were no gender differences in camping and hiking rates. Rates of hunting and camping decreased significantly with age, while rates of hiking were lowest for 31- to 45-yr-olds. Level of education generally was not related to rates of recreation. Over 70% of the subjects ate deer, elk, and self-caught fish; 30-50% ate grouse, moose, and waterfowl; and fewer people ate other game species. Overall, subjects were less concerned about eating the fish and game from INEEL than from Hanford, and more people thought Hanford should be cleaned up completely compared to INEEL. Mean rates of fishing, hiking, and camping all exceeded the DOE's maximum recreational exposure assumption of 14 d/yr used in their future use documents. Although at present people are generally not allowed access to DOE lands for recreation, recreation is one future land use being considered for these federal facilities. Given that some people would engage in multiple activities, the potential exists for people living in the general region of Hanford and INEEL to exceed the 14-d exposure assumption. The relative gender differences in recreational rates mean that men are potentially more at risk, particularly since hunting (on both sites) and fishing (on Hanford) are attractive.
The one-dimensional minesweeper game: What are your chances of winning?
NASA Astrophysics Data System (ADS)
Rodríguez-Achach, M.; Coronel-Brizio, H. F.; Hernández-Montoya, A. R.; Huerta-Quintanilla, R.; Canto-Lugo, E.
2016-04-01
Minesweeper is a famous computer game consisting usually in a two-dimensional lattice, where cells can be empty or mined and gamers are required to locate the mines without dying. Even if minesweeper seems to be a very simple system, it has some complex and interesting properties as NP-completeness. In this paper and for the one-dimensional case, given a lattice of n cells and m mines, we calculate the winning probability. By numerical simulations this probability is also estimated. We also find out by mean of these simulations that there exists a critical density of mines that minimize the probability of winning the game. Analytical results and simulations are compared showing a very good agreement.
EPA Facility Registry System (FRS): NCES
This web feature service contains location and facility identification information from EPA's Facility Registry System (FRS) for the subset of facilities that link to the National Center for Education Statistics (NCES). The primary federal database for collecting and analyzing data related to education in the United States and other Nations, NCES is located in the U.S. Department of Education, within the Institute of Education Sciences. FRS identifies and geospatially locates facilities, sites or places subject to environmental regulations or of environmental interest. Using vigorous verification and data management procedures, FRS integrates facility data from EPA00e2??s national program systems, other federal agencies, and State and tribal master facility records and provides EPA with a centrally managed, single source of comprehensive and authoritative information on facilities. This data set contains the subset of FRS integrated facilities that link to NCES school facilities once the NCES data has been integrated into the FRS database. Additional information on FRS is available at the EPA website http://www.epa.gov/enviro/html/fii/index.html.
Widman, Lana M; McDonald, Craig M; Abresch, R Ted
2006-01-01
To determine whether a new upper extremity exercise device integrated with a video game (GameCycle) requires sufficient metabolic demand and effort to induce an aerobic training effect and to explore the feasibility of using this system as an exercise modality in an exercise intervention. Pre-post intervention. University-based research facility. SUBJECT POPULATION: A referred sample of 8 adolescent subjects with spina bifida (4 girls, 15.5 +/- 0.6 years; 4 boys, 17.5 +/- 0.9 years) was recruited to participate in the project. All subjects had some level of mobility impairment that did not allow them to participate in mainstream sports available to their nondisabled peers. Five subjects used a wheelchair full time, one used a wheelchair occasionally, but walked with forearm crutches, and 2 were fully ambulatory, but had impaired gait. Peak oxygen uptake, maximum work output, aerobic endurance, peak heart rate, rating of perceived exertion, and user satisfaction. Six of the 8 subjects were able to reach a Vo2 of at least 50% of their Vo2 reserve while using the GameCycle. Seven of the 8 subjects reached a heart rate of at least 50% of their heart rate reserve. One subject did not reach either 50% of Vo2 reserve or 50% of heart rate reserve. Seven of the 8 subjects increased their maximum work capability after training with the GameCycle at least 3 times per week for 16 weeks. The data suggest that the GameCycle seems to be adequate as an exercise device to improve oxygen uptake and maximum work capability in adolescents with lower extremity disability caused by spinal cord dysfunction. The subjects in this study reported that the video game component was enjoyable and provided a motivation to exercise.
A Hybrid Tabu Search Heuristic for a Bilevel Competitive Facility Location Model
NASA Astrophysics Data System (ADS)
Küçükaydın, Hande; Aras, Necati; Altınel, I. Kuban
We consider a problem in which a firm or franchise enters a market by locating new facilities where there are existing facilities belonging to a competitor. The firm aims at finding the location and attractiveness of each facility to be opened so as to maximize its profit. The competitor, on the other hand, can react by adjusting the attractiveness of its existing facilities, opening new facilities and/or closing existing ones with the objective of maximizing its own profit. The demand is assumed to be aggregated at certain points in the plane and the facilities of the firm can be located at prespecified candidate sites. We employ Huff's gravity-based rule in modeling the behavior of the customers where the fraction of customers at a demand point that visit a certain facility is proportional to the facility attractiveness and inversely proportional to the distance between the facility site and demand point. We formulate a bilevel mixed-integer nonlinear programming model where the firm entering the market is the leader and the competitor is the follower. In order to find a feasible solution of this model, we develop a hybrid tabu search heuristic which makes use of two exact methods as subroutines: a gradient ascent method and a branch-and-bound algorithm with nonlinear programming relaxation.
Code of Federal Regulations, 2010 CFR
2010-07-01
... only on the Naknek River during times and dates established by the Alaska Department of Fish and Game, and only from markers located just above Trefon's cabin downstream to the park boundary. (b...
Will-A-Way: Georgia's Unique Facility for the Handicapped.
ERIC Educational Resources Information Center
Fitzgerald, Sharon E.
1983-01-01
Designed for the handicapped, Will-A-Way Recreation Area in Fort Yargo State Park at Winder (Georgia) contains a day use area, cottages, and a group camp. Accessibility features were incorporated in 17 design aspects, including flooring, windows, toilets, showers, walks, lighting, games, equipment, and the beach area and fishing bridge. (RW)
Small Colleges Sweat over Sports Facilities
ERIC Educational Resources Information Center
Kelderman, Eric
2008-01-01
Welcome to the Centennial Conference: 11 small, private liberal-arts colleges in the mid-Atlantic region that belong to the National Collegiate Athletic Association's Division III, where there are no sports scholarships to lure top-notch players. Instead, the contest to recruit the best athletes--a high-stakes game that has long defined only the…
1986-09-02
volleyball, handball, pingpong, boxing, wrestling, jujitsu, badminton, heavy gymnastics , and artistic gymnastics , can be played. And, all the facilities...various games, including various swimming races, basketball, volleyball, hard gymnastics , artistic gymnastics , pingpong, boxing, jujitsu, and wrestling...pingpong, boxing, 33 artistic gymnastics , jujitsu, wrestling, swimming, ice hockey, figure skating are actively being held year after year amid the great
Learn Street Skateboarding through 3D Simulations of Angle Rotations
ERIC Educational Resources Information Center
Adi, Erwin; Aditya, I Gde Made Krisna; Citrawati, Meriyana
2010-01-01
Learning physical activities such as sports and games is expensive and time-consuming. A common advice is "repetition makes perfection," which implies that wrong actions must soon be noticed and avoided. A knowledgeable tutor is often required to provide good feedback for that purpose. However, this facility is available only for those…
Competitive Facility Location with Fuzzy Random Demands
NASA Astrophysics Data System (ADS)
Uno, Takeshi; Katagiri, Hideki; Kato, Kosuke
2010-10-01
This paper proposes a new location problem of competitive facilities, e.g. shops, with uncertainty and vagueness including demands for the facilities in a plane. By representing the demands for facilities as fuzzy random variables, the location problem can be formulated as a fuzzy random programming problem. For solving the fuzzy random programming problem, first the α-level sets for fuzzy numbers are used for transforming it to a stochastic programming problem, and secondly, by using their expectations and variances, it can be reformulated to a deterministic programming problem. After showing that one of their optimal solutions can be found by solving 0-1 programming problems, their solution method is proposed by improving the tabu search algorithm with strategic oscillation. The efficiency of the proposed method is shown by applying it to numerical examples of the facility location problems.
Pilot study to test effectiveness of video game on reaching performance in stroke.
Acosta, Ana Maria; Dewald, Hendrik A; Dewald, Jules P A
2011-01-01
Robotic systems currently used in upper-limb rehabilitation following stroke rely on some form of visual feedback as part of the intervention program. We evaluated the effect of a video game environment (air hockey) on reaching in stroke with various levels of arm support. We used the Arm Coordination Training 3D system to provide variable arm support and to control the hockey stick. We instructed seven subjects to reach to one of three targets covering the workspace of the impaired arm during the reaching task and to reach as far as possible while playing the video game. The results from this study showed that across subjects, support levels, and targets, the reaching distances achieved with the reaching task were greater than those covered with the video game. This held even after further restricting the mapped workspace of the arm to the area most affected by the flexion synergy (effectively forcing subjects to fight the synergy to reach the hockey puck). The results from this study highlight the importance of designing video games that include specific reaching targets in the workspace compromised by the expression of the flexion synergy. Such video games would also adapt the target location online as a subject's success rate increases.
Pilot study to test effectiveness of video game on reaching performance in stroke
Acosta, Ana Maria; Dewald, Hendrik A.; Dewald, Jules P. A.
2012-01-01
Robotic systems currently used in upper-limb rehabilitation following stroke rely on some form of visual feedback as part of the intervention program. We evaluated the effect of a video game environment (air hockey) on reaching in stroke with various levels of arm support. We used the Arm Coordination Training 3D system to provide variable arm support and to control the hockey stick. We instructed seven subjects to reach to one of three targets covering the workspace of the impaired arm during the reaching task and to reach as far as possible while playing the video game. The results from this study showed that across subjects, support levels, and targets, the reaching distances achieved with the reaching task were greater than those covered with the video game. This held even after further restricting the mapped workspace of the arm to the area most affected by the flexion synergy (effectively forcing subjects to fight the synergy to reach the hockey puck). The results from this study highlight the importance of designing video games that include specific reaching targets in the workspace compromised by the expression of the flexion synergy. Such video games would also adapt the target location online as a subject’s success rate increases. PMID:21674392
EPA Facility Registry System (FRS): NEPT
This web feature service contains location and facility identification information from EPA's Facility Registry System (FRS) for the subset of facilities that link to the National Environmental Performance Track (NEPT) Program dataset. FRS identifies and geospatially locates facilities, sites or places subject to environmental regulations or of environmental interest. Using vigorous verification and data management procedures, FRS integrates facility data from EPA's national program systems, other federal agencies, and State and tribal master facility records and provides EPA with a centrally managed, single source of comprehensive and authoritative information on facilities. Additional information on FRS is available at the EPA website https://www.epa.gov/enviro/facility-registry-service-frs
EPA Facility Registry Service (FRS): NEI
This web feature service contains location and facility identification information from EPA's Facility Registry Service (FRS) for the subset of facilities that link to the National Emissions Inventory (NEI) Program dataset. FRS identifies and geospatially locates facilities, sites or places subject to environmental regulations or of environmental interest. Using vigorous verification and data management procedures, FRS integrates facility data from EPA's national program systems, other federal agencies, and State and tribal master facility records and provides EPA with a centrally managed, single source of comprehensive and authoritative information on facilities. Additional information on FRS is available at the EPA website https://www.epa.gov/enviro/facility-registry-service-frs
Scaling and entropy in p-median facility location along a line
NASA Astrophysics Data System (ADS)
Gastner, Michael T.
2011-09-01
The p-median problem is a common model for optimal facility location. The task is to place p facilities (e.g., warehouses or schools) in a heterogeneously populated space such that the average distance from a person's home to the nearest facility is minimized. Here we study the special case where the population lives along a line (e.g., a road or a river). If facilities are optimally placed, the length of the line segment served by a facility is inversely proportional to the square root of the population density. This scaling law is derived analytically and confirmed for concrete numerical examples of three US interstate highways and the Mississippi River. If facility locations are permitted to deviate from the optimum, the number of possible solutions increases dramatically. Using Monte Carlo simulations, we compute how scaling is affected by an increase in the average distance to the nearest facility. We find that the scaling exponents change and are most sensitive near the optimum facility distribution.
We implanted radio tags in adult bullfrogs from three ponds located in a Willamette Valley game reserve to determine their behavior and habitat use as the ponds dried during late summer. We used radio telemetry and a Global Position System (GPS) to locate and record the position ...
14 CFR 21.165 - Responsibility of holder.
Code of Federal Regulations, 2010 CFR
2010-01-01
... supplier and subsequently found not to conform to the applicable design data. (d) Manufacturing process... facilities. (a) An applicant may obtain a production certificate for manufacturing facilities located outside... before making any changes to the location of any of its manufacturing facilities. (c) The production...
Code of Federal Regulations, 2010 CFR
2010-07-01
... rights-of-way, or other vantage point (e.g., aerial photography), including a visual inspection of areas... the facility is located from the nearest accessible vantage point, such as the property line or public...
Video Analysis Verification of Head Impact Events Measured by Wearable Sensors.
Cortes, Nelson; Lincoln, Andrew E; Myer, Gregory D; Hepburn, Lisa; Higgins, Michael; Putukian, Margot; Caswell, Shane V
2017-08-01
Wearable sensors are increasingly used to quantify the frequency and magnitude of head impact events in multiple sports. There is a paucity of evidence that verifies head impact events recorded by wearable sensors. To utilize video analysis to verify head impact events recorded by wearable sensors and describe the respective frequency and magnitude. Cohort study (diagnosis); Level of evidence, 2. Thirty male (mean age, 16.6 ± 1.2 years; mean height, 1.77 ± 0.06 m; mean weight, 73.4 ± 12.2 kg) and 35 female (mean age, 16.2 ± 1.3 years; mean height, 1.66 ± 0.05 m; mean weight, 61.2 ± 6.4 kg) players volunteered to participate in this study during the 2014 and 2015 lacrosse seasons. Participants were instrumented with GForceTracker (GFT; boys) and X-Patch sensors (girls). Simultaneous game video was recorded by a trained videographer using a single camera located at the highest midfield location. One-third of the field was framed and panned to follow the ball during games. Videographic and accelerometer data were time synchronized. Head impact counts were compared with video recordings and were deemed valid if (1) the linear acceleration was ≥20 g, (2) the player was identified on the field, (3) the player was in camera view, and (4) the head impact mechanism could be clearly identified. Descriptive statistics of peak linear acceleration (PLA) and peak rotational velocity (PRV) for all verified head impacts ≥20 g were calculated. For the boys, a total recorded 1063 impacts (2014: n = 545; 2015: n = 518) were logged by the GFT between game start and end times (mean PLA, 46 ± 31 g; mean PRV, 1093 ± 661 deg/s) during 368 player-games. Of these impacts, 690 were verified via video analysis (65%; mean PLA, 48 ± 34 g; mean PRV, 1242 ± 617 deg/s). The X-Patch sensors, worn by the girls, recorded a total 180 impacts during the course of the games, and 58 (2014: n = 33; 2015: n = 25) were verified via video analysis (32%; mean PLA, 39 ± 21 g; mean PRV, 1664 ± 619 rad/s). The current data indicate that existing wearable sensor technologies may substantially overestimate head impact events. Further, while the wearable sensors always estimated a head impact location, only 48% of the impacts were a result of direct contact to the head as characterized on video. Using wearable sensors and video to verify head impacts may decrease the inclusion of false-positive impacts during game activity in the analysis.
Kamenopoulou, Vassiliki; Dimitriou, Panayiotis; Hourdakis, Constantine J; Maltezos, Antonios; Matikas, Theodore; Potiriadis, Constantinos; Camarinopoulos, Leonidas
2006-10-01
In light of the exceptional circumstances that arose from hosting the Olympic Games in Athens in 2004 and from recent terrorist events internationally, Greece attributes the highest priority to security issues. According to its statutory role, the Greek Atomic Energy Commission is responsible for emergency preparedness and response in case of nuclear and radiological events, and advises the Government on the measures and interventions necessary to protect the public. In this context, the Commission participated in the Nuclear, Radiological, Biological, and Chemical Threat National Emergency Plan, specially developed for the Olympic Games, and coordinated by the Olympic Games Security Division. The objective of this paper is to share the experience gained during the organization of the Olympic Games and to present the nuclear security program implemented prior to, during, and beyond the Games, in order to prevent, detect, assess, and respond to the threat of nuclear terrorism. This program adopted a multi-area coverage of nuclear security, including physical protection of nuclear and radiological facilities, prevention of smuggling of radioactive materials through borders, prevention of dispersion of these materials into the Olympic venues, enhancement of emergency preparedness and response to radiological events, upgrading of the technical infrastructure, establishment of new procedures for assessing the threat and responding to radiological incidents, and training personnel belonging to several organizations involved in the National Emergency Response Plan. Finally, the close cooperation of Greek Authorities with the International Atomic Energy Agency and the U.S. Department of Energy, under the coordination of the Greek Atomic Energy Commission, is also discussed.
The World (of Warcraft) through the eyes of an expert.
Marzouki, Yousri; Dusaucy, Valériane; Chanceaux, Myriam; Mathôt, Sebastiaan
2017-01-01
Negative correlations between pupil size and the tendency to look at salient locations were found in recent studies (e.g., Mathôt et al., 2015). It is hypothesized that this negative correlation might be explained by the mental effort put by participants in the task that leads in return to pupil dilation. Here we present an exploratory study on the effect of expertise on eye-movement behavior. Because there is no available standard tool to evaluate WoW players' expertise, we built an off-game questionnaire testing players' knowledge about WoW and acquired skills through completed raids, highest rated battlegrounds, Skill Points, etc. Experts ( N = 4) and novices ( N = 4) in the massively multiplayer online role-playing game World of Warcraft (WoW) viewed 24 designed video segments from the game that differ in regards with their content (i.e, informative locations) and visual complexity (i.e, salient locations). Consistent with previous studies, we found a negative correlation between pupil size and the tendency to look at salient locations (experts, r = - .17, p < .0001, and novices, r = - .09, p < .0001). This correlation has been interpreted in terms of mental effort: People are inherently biased to look at salient locations (sharp corners, bright lights, etc.), but are able (i.e., experts) to overcome this bias if they invest sufficient mental effort. Crucially, we observed that this correlation was stronger for expert WoW players than novice players ( Z = - 3.3, p = .0011). This suggests that experts learned to improve control over eye-movement behavior by guiding their eyes towards informative, but potentially low-salient areas of the screen. These findings may contribute to our understanding of what makes an expert an expert.
The World (of Warcraft) through the eyes of an expert
Dusaucy, Valériane; Chanceaux, Myriam; Mathôt, Sebastiaan
2017-01-01
Negative correlations between pupil size and the tendency to look at salient locations were found in recent studies (e.g., Mathôt et al., 2015). It is hypothesized that this negative correlation might be explained by the mental effort put by participants in the task that leads in return to pupil dilation. Here we present an exploratory study on the effect of expertise on eye-movement behavior. Because there is no available standard tool to evaluate WoW players’ expertise, we built an off-game questionnaire testing players’ knowledge about WoW and acquired skills through completed raids, highest rated battlegrounds, Skill Points, etc. Experts (N = 4) and novices (N = 4) in the massively multiplayer online role-playing game World of Warcraft (WoW) viewed 24 designed video segments from the game that differ in regards with their content (i.e, informative locations) and visual complexity (i.e, salient locations). Consistent with previous studies, we found a negative correlation between pupil size and the tendency to look at salient locations (experts, r = − .17, p < .0001, and novices, r = − .09, p < .0001). This correlation has been interpreted in terms of mental effort: People are inherently biased to look at salient locations (sharp corners, bright lights, etc.), but are able (i.e., experts) to overcome this bias if they invest sufficient mental effort. Crucially, we observed that this correlation was stronger for expert WoW players than novice players (Z = − 3.3, p = .0011). This suggests that experts learned to improve control over eye-movement behavior by guiding their eyes towards informative, but potentially low-salient areas of the screen. These findings may contribute to our understanding of what makes an expert an expert. PMID:28975051
Cuckoo search via Levy flights applied to uncapacitated facility location problem
NASA Astrophysics Data System (ADS)
Mesa, Armacheska; Castromayor, Kris; Garillos-Manliguez, Cinmayii; Calag, Vicente
2017-11-01
Facility location problem (FLP) is a mathematical way to optimally locate facilities within a set of candidates to satisfy the requirements of a given set of clients. This study addressed the uncapacitated FLP as it assures that the capacity of every selected facility is finite. Thus, even if the demand is not known, which often is the case, in reality, organizations may still be able to take strategic decisions such as locating the facilities. There are different approaches relevant to the uncapacitated FLP. Here, the cuckoo search via Lévy flight (CS-LF) was used to solve the problem. Though hybrid methods produce better results, this study employed CS-LF to determine first its potential in finding solutions for the problem, particularly when applied to a real-world problem. The method was applied to the data set obtained from a department store in Davao City, Philippines. Results showed that applying CS-LF yielded better facility locations compared to particle swarm optimization and other existing algorithms. Although these results showed that CS-LF is a promising method to solve this particular problem, further studies on other FLP are recommended to establish a strong foundation of the capability of CS-LF in solving FLP.
[Functional magnetic resonance imaging of brain of college students with internet addiction].
DU, Wanping; Liu, Jun; Gao, Xunping; Li, Lingjiang; Li, Weihui; Li, Xin; Zhang, Yan; Zhou, Shunke
2011-08-01
To explore the functional locations of brain regions related to internet addiction (IA)with task-functional magnetic resonance imaging (fMRI). Nineteen college students who had internet game addition and 19 controls accepted the stimuli of videos via computer. The 3.0 Tesla MRI was used to record the Results of echo plannar imaging. The block design method was used. Intragroup and intergroup analysis Results in the 2 groups were obtained. The differences between the 2 groups were analyzed. The internet game videos markedly activated the brain regions of the college students who had or had no internet game addiction. Compared with the control group, the IA group showed increased activation in the right superior parietal lobule, right insular lobe, right precuneus, right cingulated gyrus, and right superior temporal gyrus. Internet game tasks can activate the vision, space, attention and execution center which are composed of temporal occipital gyrus and frontal parietal gyrus. Abnormal brain function and lateral activation of the right brain may exist in IA.
Cournot games with network effects for electric power markets
NASA Astrophysics Data System (ADS)
Spezia, Carl John
The electric utility industry is moving from regulated monopolies with protected service areas to an open market with many wholesale suppliers competing for consumer load. This market is typically modeled by a Cournot game oligopoly where suppliers compete by selecting profit maximizing quantities. The classical Cournot model can produce multiple solutions when the problem includes typical power system constraints. This work presents a mathematical programming formulation of oligopoly that produces unique solutions when constraints limit the supplier outputs. The formulation casts the game as a supply maximization problem with power system physical limits and supplier incremental profit functions as constraints. The formulation gives Cournot solutions identical to other commonly used algorithms when suppliers operate within the constraints. Numerical examples demonstrate the feasibility of the theory. The results show that the maximization formulation will give system operators more transmission capacity when compared to the actions of suppliers in a classical constrained Cournot game. The results also show that the profitability of suppliers in constrained networks depends on their location relative to the consumers' load concentration.
NASA Astrophysics Data System (ADS)
Arena, Dylan A.; Schwartz, Daniel L.
2014-08-01
Well-designed digital games can deliver powerful experiences that are difficult to provide through traditional instruction, while traditional instruction can deliver formal explanations that are not a natural fit for gameplay. Combined, they can accomplish more than either can alone. An experiment tested this claim using the topic of statistics, where people's everyday experiences often conflict with normative statistical theories and a videogame might provide an alternate set of experiences for students to draw upon. The research used a game called Stats Invaders!, a variant of the classic videogame Space Invaders. In Stats Invaders!, the locations of descending alien invaders follow probability distributions, and players need to infer the shape of the distributions to play well. The experiment tested whether the game developed participants' intuitions about the structure of random events and thereby prepared them for future learning from a subsequent written passage on probability distributions. Community-college students who played the game and then read the passage learned more than participants who only read the passage.
Planning of public healthcare facility using a location allocation modelling: A case study
NASA Astrophysics Data System (ADS)
Shariff, S. Sarifah Radiah; Moin, Noor Hasnah; Omar, Mohd
2014-09-01
Finding the correct location of any facility and determining the demands which are to be assigned to it is very crucial in public health service. This is to ensure that the public gain maximum benefits. This article analyzes the previous location decisions of public primary healthcare (PHC) facilities in the district of Kuala Langat, Malaysia. With total population of 220214 (in 2010), the PHC in the district is currently served by 28 facilities. The percentages of total population covered (in 2007) within the maximum allowable distance of 3km and 5km are 69.7 percent and 77.8 percent respectively. This is very low compared to the Malaysian National Health Policy of Health for All or 100 percent coverage. The determination of health facility location should be planned carefully to further increase effective primary health service to the nation that is required for economic sustainability.
NASA Astrophysics Data System (ADS)
Sutanto, G. R.; Kim, S.; Kim, D.; Sutanto, H.
2018-03-01
One of the problems in dealing with capacitated facility location problem (CFLP) is occurred because of the difference between the capacity numbers of facilities and the number of customers that needs to be served. A facility with small capacity may result in uncovered customers. These customers need to be re-allocated to another facility that still has available capacity. Therefore, an approach is proposed to handle CFLP by using k-means clustering algorithm to handle customers’ allocation. And then, if customers’ re-allocation is needed, is decided by the overall average distance between customers and the facilities. This new approach is benchmarked to the existing approach by Liao and Guo which also use k-means clustering algorithm as a base idea to decide the facilities location and customers’ allocation. Both of these approaches are benchmarked by using three clustering evaluation methods with connectedness, compactness, and separations factors.
14 CFR 21.137 - Location of manufacturing facilities.
Code of Federal Regulations, 2010 CFR
2010-01-01
... 14 Aeronautics and Space 1 2010-01-01 2010-01-01 false Location of manufacturing facilities. 21.137 Section 21.137 Aeronautics and Space FEDERAL AVIATION ADMINISTRATION, DEPARTMENT OF TRANSPORTATION AIRCRAFT CERTIFICATION PROCEDURES FOR PRODUCTS AND PARTS Production Certificates § 21.137 Location of...
40 CFR 265.18 - Location standards.
Code of Federal Regulations, 2010 CFR
2010-07-01
... 40 Protection of Environment 25 2010-07-01 2010-07-01 false Location standards. 265.18 Section 265.18 Protection of Environment ENVIRONMENTAL PROTECTION AGENCY (CONTINUED) SOLID WASTES (CONTINUED... FACILITIES General Facility Standards § 265.18 Location standards. The placement of any hazardous waste in a...
14 CFR 21.43 - Location of manufacturing facilities.
Code of Federal Regulations, 2012 CFR
2012-01-01
... 14 Aeronautics and Space 1 2012-01-01 2012-01-01 false Location of manufacturing facilities. 21.43 Section 21.43 Aeronautics and Space FEDERAL AVIATION ADMINISTRATION, DEPARTMENT OF TRANSPORTATION AIRCRAFT.... Except as provided in § 21.29, the FAA does not issue a type certificate if the manufacturing facilities...
14 CFR 21.43 - Location of manufacturing facilities.
Code of Federal Regulations, 2014 CFR
2014-01-01
... 14 Aeronautics and Space 1 2014-01-01 2014-01-01 false Location of manufacturing facilities. 21.43 Section 21.43 Aeronautics and Space FEDERAL AVIATION ADMINISTRATION, DEPARTMENT OF TRANSPORTATION AIRCRAFT.... Except as provided in § 21.29, the FAA does not issue a type certificate if the manufacturing facilities...
14 CFR 21.43 - Location of manufacturing facilities.
Code of Federal Regulations, 2013 CFR
2013-01-01
... 14 Aeronautics and Space 1 2013-01-01 2013-01-01 false Location of manufacturing facilities. 21.43 Section 21.43 Aeronautics and Space FEDERAL AVIATION ADMINISTRATION, DEPARTMENT OF TRANSPORTATION AIRCRAFT.... Except as provided in § 21.29, the FAA does not issue a type certificate if the manufacturing facilities...
Federal Register 2010, 2011, 2012, 2013, 2014
2011-01-03
... Knight Facilities Management, Warren, MI; Amended Certification Regarding Eligibility To Apply for Worker... Knight Facilities Management were employed on-site at the Warren, Michigan location of the subject firm... Knight Facilities Management working on-site at the Warren, Michigan location of GMPT Warren Transmission...
46 CFR 108.233 - Location and size.
Code of Federal Regulations, 2012 CFR
2012-10-01
... EQUIPMENT Construction and Arrangement Helicopter Facilities § 108.233 Location and size. (a) Each helicopter deck must be— (1) At least the size of the rotor diameter of the largest single main rotor helicopter that will be used on the facility; or (2) If tandem main rotor helicopters use the facility, at...
46 CFR 108.233 - Location and size.
Code of Federal Regulations, 2011 CFR
2011-10-01
... EQUIPMENT Construction and Arrangement Helicopter Facilities § 108.233 Location and size. (a) Each helicopter deck must be— (1) At least the size of the rotor diameter of the largest single main rotor helicopter that will be used on the facility; or (2) If tandem main rotor helicopters use the facility, at...
46 CFR 108.233 - Location and size.
Code of Federal Regulations, 2014 CFR
2014-10-01
... EQUIPMENT Construction and Arrangement Helicopter Facilities § 108.233 Location and size. (a) Each helicopter deck must be— (1) At least the size of the rotor diameter of the largest single main rotor helicopter that will be used on the facility; or (2) If tandem main rotor helicopters use the facility, at...
46 CFR 108.233 - Location and size.
Code of Federal Regulations, 2010 CFR
2010-10-01
... EQUIPMENT Construction and Arrangement Helicopter Facilities § 108.233 Location and size. (a) Each helicopter deck must be— (1) At least the size of the rotor diameter of the largest single main rotor helicopter that will be used on the facility; or (2) If tandem main rotor helicopters use the facility, at...
46 CFR 108.233 - Location and size.
Code of Federal Regulations, 2013 CFR
2013-10-01
... EQUIPMENT Construction and Arrangement Helicopter Facilities § 108.233 Location and size. (a) Each helicopter deck must be— (1) At least the size of the rotor diameter of the largest single main rotor helicopter that will be used on the facility; or (2) If tandem main rotor helicopters use the facility, at...
1996 Olympic and Paralympic Games : event study
DOT National Transportation Integrated Search
1997-05-02
The Atlanta metropolitan region is the location of one of the most ambitious intelligent transportation system (ITS) deployments in the United States. The system links eight regional agencies and includes a transportation management center (TMC), six...
Casino taxation in macao: an economic perspective.
Gu, Xinhua; Tam, Pui Sun
2011-12-01
Macao's gaming industry has experienced dramatic growth for 8 years, yet with certain social costs due to compulsive gambling. The government has come under pressure for tax cuts even though its gaming receipts are falling relatively to the casino retained revenue. The request for tax relief is triggered by a recent decline in net profit despite fast growing gross gaming revenue under favorable market conditions. This is very likely caused by a substantial hike in casino operating costs due to increased competition and might also signal the presence of the principal-agent problem. Given the regressivity of gaming tax with respect to net profit, it is no surprise that casinos with lower profitability are more prone to seek tax cuts. The source of Macao gaming profit hinges on three distinct factors: rising demand from China, monopoly location for casinos, and market structure of oligopoly. These factors provide economic justifications for the current tax regime of Macao with a strong ability to pass tax burdens on to massive visitors. The government relies on casino tax revenue to deal with gambling related problems and promote local diversified development. Pushing for tax variability may create policy instability, business uncertainty, and unpredictable prosperity in the long term.
Number Sense Routines: Building Numerical Literacy Every Day in Grades K-3
ERIC Educational Resources Information Center
Shumway, Jessica
2011-01-01
Just as athletes stretch their muscles before every game and musicians play scales to keep their technique in tune, mathematical thinkers and problem solvers can benefit from daily warm-up exercises. Jessica Shumway has developed a series of routines designed to help young students internalize and deepen their facility with numbers. The daily use…
Geo-Caching: Place-Based Discovery of Virginia State Parks and Museums
ERIC Educational Resources Information Center
Gray, Howard Richard
2007-01-01
The use of Global Positioning Systems (GPS) units has exploded in recent years along with the computer technology to access this data-based information. Geo-caching is an exciting game using GPS that provides place-based information regarding the public lands, facilities and cultural heritage programs within the Virginia Parks and Museum system.…
Undergraduate Student Task Group Approach to Complex Problem Solving Employing Computer Programming.
ERIC Educational Resources Information Center
Brooks, LeRoy D.
A project formulated a computer simulation game for use as an instructional device to improve financial decision making. The author constructed a hypothetical firm, specifying its environment, variables, and a maximization problem. Students, assisted by a professor and computer consultants and having access to B5500 and B6700 facilities, held 16…
Federal Register 2010, 2011, 2012, 2013, 2014
2010-08-06
... include a main gaming hall, food and beverage services, retail space, banquet/meeting space, and administration space. Food and beverage facilities would include three full service restaurants, a five-tenant food court, a buffet, four bars and a lounge. The hotel would include 200 rooms, a resort style pool...
Locations and attributes of wind turbines in Colorado, 2009
Carr, Natasha B.; Diffendorfer, Jay E.; Fancher, Tammy S.; Latysh, Natalie E.; Leib, Kenneth J.; Matherne, Anne-Marie; Turner, Christine
2011-01-01
The Colorado wind-turbine data series provides geospatial data for all wind turbines established within the State as of August 2009. Attributes specific to each turbine include: turbine location, manufacturer and model, rotor diameter, hub height, rotor height, potential megawatt output, land ownership, and county. Wind energy facility data for each turbine include: facility name, facility power capacity, number of turbines associated with each facility to date, facility developer, facility ownership, year the facility went online, and development status of wind facility. Turbine locations were derived from August 2009 1-meter true-color aerial photographs produced by the National Agriculture Imagery Program; the photographs have a positional accuracy of about + or - 5 meters. The location of turbines under construction during August 2009 likely will be less accurate than the location of existing turbines. This data series contributes to an Online Interactive Energy Atlas currently (2011) in development by the U.S. Geological Survey. The Energy Atlas will synthesize data on existing and potential energy development in Colorado and New Mexico and will include additional natural resource data layers. This information may be used by decisionmakers to evaluate and compare the potential benefits and tradeoffs associated with different energy development strategies or scenarios. Interactive maps, downloadable data layers, comprehensive metadata, and decision-support tools will be included in the Energy Atlas. The format of the Energy Atlas will facilitate the integration of information about energy with key terrestrial and aquatic resources for evaluating resource values and minimizing risks from energy development.
Locations and attributes of wind turbines in New Mexico, 2009
Carr, Natasha B.; Diffendorfer, Jay E.; Fancher, Tammy S.; Latysh, Natalie E.; Leib, Kenneth J.; Matherne, Anne-Marie; Turner, Christine
2011-01-01
The New Mexico wind-turbine data series provides geospatial data for all wind turbines established within the State as of August 2009. Attributes specific to each turbine include: turbine location, manufacturer and model, rotor diameter, hub height, rotor height, potential megawatt output, land ownership, and county. Wind energy facility data for each turbine include: facility name, facility power capacity, number of turbines associated with each facility to date, facility developer, facility ownership, year the facility went online, and development status of wind facility. Turbine locations were derived from 1-meter August 2009 true-color aerial photographs produced by the National Agriculture Imagery Program; the photographs have a positional accuracy of about + or - 5 meters. The location of turbines under construction during August 2009 likely will be less accurate than the location of existing turbines. This data series contributes to an Online Interactive Energy Atlas currently (2011) in development by the U.S. Geological Survey. The Energy Atlas will synthesize data on existing and potential energy development in Colorado and New Mexico and will include additional natural resource data layers. This information may be used by decisionmakers to evaluate and compare the potential benefits and tradeoffs associated with different energy development strategies or scenarios. Interactive maps, downloadable data layers, comprehensive metadata, and decision-support tools will be included in the Energy Atlas. The format of the Energy Atlas will facilitate the integration of information about energy with key terrestrial and aquatic resources for evaluating resource values and minimizing risks from energy development.
NASA Astrophysics Data System (ADS)
Bursztyn, N.; Pederson, J. L.; Shelton, B.
2012-12-01
There is a well-documented and nationally reported trend of declining interest, poor preparedness, and lack of diversity within U.S. students pursuing geoscience and other STEM disciplines. We suggest that a primary contributing factor to this problem is that introductory geoscience courses simply fail to inspire (i.e. they are boring). Our experience leads us to believe that the hands-on, contextualized learning of field excursions are often the most impactful component of lower division geoscience classes. However, field trips are becoming increasingly more difficult to run due to logistics and liability, high-enrollments, decreasing financial and administrative support, and exclusivity of the physically disabled. Recent research suggests that virtual field trips can be used to simulate this contextualized physical learning through the use of mobile devices - technology that exists in most students' hands already. Our overarching goal is to enhance interest in introductory geoscience courses by providing the kinetic and physical learning experience of field trips through geo-referenced educational mobile games and test the hypothesis that these experiences can be effectively simulated through virtual field trips. We are doing this by developing "serious" games for mobile devices that deliver introductory geology material in a fun and interactive manner. Our new teaching strategy will enhance undergraduate student learning in the geosciences, be accessible to students of diverse backgrounds and physical abilities, and be easily incorporated into higher education programs and curricula at institutions globally. Our prototype involves students virtually navigating downstream along a scaled down Colorado River through Grand Canyon - physically moving around their campus quad, football field or other real location, using their smart phone or a tablet. As students reach the next designated location, a photo or video in Grand Canyon appears along with a geological question. The students must answer each question correctly in order to proceed to the next location and accrue points in the game and multiple attempts reduce the number of points earned when the correct answer is found. The questions are either multiple choice or involve touch-screen interaction to identify a specific geologic feature. Initial testing of the prototype game in Historical and Physical geology courses at Utah State University indicate that students enjoy the mobile "exploration" nature of the game as well as experiencing photographs of geologic features rather than traditional cartoons. Qualitative evaluation using anonymous surveys was conducted to help determine the usability of the game and the potential effectiveness of this technology-based approach. Students were asked about the degree of fun and difficulty of the game, content learned, and their overall response to features they liked/disliked about it. The results of these early assessments are positive, both in regard to the improvement of students' understanding of key geology concepts and their enjoyment of learning with the technology in a mobile orienteering manner. This is a positive first step in an innovative teaching tool with the power to overcome the pervasive problem of the boring first year STEM course and make world-class field trips accessible to all.
Rundek, Tatjana; Brown, Scott C; Wang, Kefeng; Dong, Chuanhui; Farrell, Mary Beth; Heller, Gary V; Gornik, Heather L; Hutchisson, Marge; Needleman, Laurence; Benenati, James F; Jaff, Michael R; Meier, George H; Perese, Susana; Bendick, Phillip; Hamburg, Naomi M; Lohr, Joann M; LaPerna, Lucy; Leers, Steven A; Lilly, Michael P; Tegeler, Charles; Alexandrov, Andrei V; Katanick, Sandra L
2014-10-01
There is limited information on the accreditation status and geographic distribution of vascular testing facilities in the US. The Centers for Medicare & Medicaid Services (CMS) provide reimbursement to facilities regardless of accreditation status. The aims were to: (1) identify the proportion of Intersocietal Accreditation Commission (IAC) accredited vascular testing facilities in a 5% random national sample of Medicare beneficiaries receiving outpatient vascular testing services; (2) describe the geographic distribution of these facilities. The VALUE (Vascular Accreditation, Location & Utilization Evaluation) Study examines the proportion of IAC accredited facilities providing vascular testing procedures nationally, and the geographic distribution and utilization of these facilities. The data set containing all facilities that billed Medicare for outpatient vascular testing services in 2011 (5% CMS Outpatient Limited Data Set (LDS) file) was examined, and locations of outpatient vascular testing facilities were obtained from the 2011 CMS/Medicare Provider of Services (POS) file. Of 13,462 total vascular testing facilities billing Medicare for vascular testing procedures in a 5% random Outpatient LDS for the US in 2011, 13% (n=1730) of facilities were IAC accredited. The percentage of IAC accredited vascular testing facilities in the LDS file varied significantly by US region, p<0.0001: 26%, 12%, 11%, and 7% for the Northeast, South, Midwest, and Western regions, respectively. Findings suggest that the proportion of outpatient vascular testing facilities that are IAC accredited is low and varies by region. Increasing the number of accredited vascular testing facilities to improve test quality is a hypothesis that should be tested in future research. © The Author(s) 2014.
NASA Astrophysics Data System (ADS)
Kilb, D. L.; Yang, A.; Rohrlick, D.; Cochran, E. S.; Lawrence, J.; Chung, A. I.; Neighbors, C.; Choo, Y.
2011-12-01
The Kinect technology allows for hands-free game play, greatly increasing the accessibility of gaming for those uncomfortable using controllers. How it works is the Kinect camera transmits invisible near-infrared light and measures its "time of flight" to reflect off an object, allowing it to distinguish objects within 1 centimeter in depth and 3 mm in height and width. The middleware can also respond to body gestures and voice commands. Here, we use the Kinect Windows SDK software to create a game that mimics how scientists deploy seismic instruments following a large earthquake. The educational goal of the game is to allow the players to explore 3D space as they learn about the Quake Catcher Network's (QCN) Rapid Aftershock Mobilization Program (RAMP). Many of the scenarios within the game are taken from factual RAMP experiences. To date, only the PC platform (or a Mac running PC emulator software) is available for use, but we hope to move to other platforms (e.g., Xbox 360, iPad, iPhone) as they become available. The game is written in programming language C# using Microsoft XNA and Visual Studio 2010, graphic shading is added using High Level Shader Language (HLSL), and rendering is produced using XNA's graphics libraries. Key elements of the game include selecting sensor locations, adequately installing the sensor, and monitoring the incoming data. During game play aftershocks can occur unexpectedly, as can other problems that require attention (e.g., power outages, equipment failure, and theft). The player accrues points for quickly deploying the first sensor (recording as many initial aftershocks as possible), correctly installing the sensors (orientation with respect to north, properly securing, and testing), distributing the sensors adequately in the region, and troubleshooting problems. One can also net points for efficient use of game play time. Setting up for game play in your local environment requires: (1) the Kinect hardware ( $145); (2) a computer with a Windows operating system (Mac users can use a Windows emulator); and (3) our free QCN game software (available from http://quakeinfo.ucsd.edu/ dkilb/WEB/QCN/Downloads.html).
Wood, V R; Robertson, K R
1992-01-01
Numerous health care facilities, located in downtown metropolitan areas, now find themselves surrounded by a decaying inner-city environment. Consumers may perceive these facilities as "old," and catering to an "urban poor" consumer. These same consumers may, therefore, prefer to patronize more modern facilities located in suburban areas. This paper presents a case study of such a health care facility and how strategic planning and marketing research were conducted in order to identify market opportunities and new strategic directions.
78 FR 37760 - Electrical Equipment in Hazardous Locations
Federal Register 2010, 2011, 2012, 2013, 2014
2013-06-24
... floating facilities engaged in OCS activities, however, equipment could be installed in hazardous locations... composition and the extent of equipment replacement. The myriad types of MODUs and facilities operating on the.... USCG-2012-0850] RIN 1625-AC00 Electrical Equipment in Hazardous Locations AGENCY: Coast Guard, DHS...
Cournoyer, Janie; Post, Andrew; Rousseau, Philippe; Hoshizaki, Blaine
2016-03-01
Football players can receive up to 1400 head impacts per season, averaging 6.3 impacts per practice and 14.3 impacts per game. A decrease in the capacity of a helmet to manage linear acceleration with multiple impacts could increase the risk of traumatic brain injury. To investigate the ability of football helmets to manage linear acceleration with multiple high-energy impacts. Descriptive laboratory study. Laboratory. We collected linear-acceleration data for 100 impacts at 6 locations on 4 helmets of different models currently used in football. Impacts 11 to 20 were compared with impacts 91 to 100 for each of the 6 locations. Linear acceleration was greater after multiple impacts (91-100) than after the first few impacts (11-20) for the front, front-boss, rear, and top locations. However, these differences are not clinically relevant as they do not affect the risk for head injury. American football helmet performance deteriorated with multiple impacts, but this is unlikely to be a factor in head-injury causation during a game or over a season.
Daily, William D.; Laine, Daren L.; Laine, Edwin F.
2001-01-01
Methods are provided for detecting and locating leaks in liners used as barriers in the construction of landfills, surface impoundments, water reservoirs, tanks, and the like. Electrodes are placed in the ground around the periphery of the facility, in the leak detection zone located between two liners if present, and/or within the containment facility. Electrical resistivity data is collected using these electrodes. This data is used to map the electrical resistivity distribution beneath the containment liner or between two liners in a double-lined facility. In an alternative embodiment, an electrode placed within the lined facility is driven to an electrical potential with respect to another electrode placed at a distance from the lined facility (mise-a-la-masse). Voltage differences are then measured between various combinations of additional electrodes placed in the soil on the periphery of the facility, the leak detection zone, or within the facility. A leak of liquid through the liner material will result in an electrical potential distribution that can be measured at the electrodes. The leak position is located by determining the coordinates of an electrical current source pole that best fits the measured potentials with the constraints of the known or assumed resistivity distribution.
Daily, William D.; Laine, Daren L.; Laine, Edwin F.
1997-01-01
Methods are provided for detecting and locating leaks in liners used as barriers in the construction of landfills, surface impoundments, water reservoirs, tanks, and the like. Electrodes are placed in the ground around the periphery of the facility, in the leak detection zone located between two liners if present, and/or within the containment facility. Electrical resistivity data is collected using these electrodes. This data is used to map the electrical resistivity distribution beneath the containment liner between two liners in a double-lined facility. In an alternative embodiment, an electrode placed within the lined facility is driven to an electrical potential with respect to another electrode placed at a distance from the lined facility (mise-a-la-masse). Voltage differences are then measured between various combinations of additional electrodes placed in the soil on the periphery of the facility, the leak detection zone, or within the facility. A leak of liquid though the liner material will result in an electrical potential distribution that can be measured at the electrodes. The leak position is located by determining the coordinates of an electrical current source pole that best fits the measured potentials with the constraints of the known or assumed resistivity distribution.
Daily, W.D.; Laine, D.L.; Laine, E.F.
1997-08-26
Methods are provided for detecting and locating leaks in liners used as barriers in the construction of landfills, surface impoundments, water reservoirs, tanks, and the like. Electrodes are placed in the ground around the periphery of the facility, in the leak detection zone located between two liners if present, and/or within the containment facility. Electrical resistivity data is collected using these electrodes. This data is used to map the electrical resistivity distribution beneath the containment liner between two liners in a double-lined facility. In an alternative embodiment, an electrode placed within the lined facility is driven to an electrical potential with respect to another electrode placed at a distance from the lined facility (mise-a-la-masse). Voltage differences are then measured between various combinations of additional electrodes placed in the soil on the periphery of the facility, the leak detection zone, or within the facility. A leak of liquid though the liner material will result in an electrical potential distribution that can be measured at the electrodes. The leak position is located by determining the coordinates of an electrical current source pole that best fits the measured potentials with the constraints of the known or assumed resistivity distribution. 6 figs.
MIP models for connected facility location: A theoretical and computational study☆
Gollowitzer, Stefan; Ljubić, Ivana
2011-01-01
This article comprises the first theoretical and computational study on mixed integer programming (MIP) models for the connected facility location problem (ConFL). ConFL combines facility location and Steiner trees: given a set of customers, a set of potential facility locations and some inter-connection nodes, ConFL searches for the minimum-cost way of assigning each customer to exactly one open facility, and connecting the open facilities via a Steiner tree. The costs needed for building the Steiner tree, facility opening costs and the assignment costs need to be minimized. We model ConFL using seven compact and three mixed integer programming formulations of exponential size. We also show how to transform ConFL into the Steiner arborescence problem. A full hierarchy between the models is provided. For two exponential size models we develop a branch-and-cut algorithm. An extensive computational study is based on two benchmark sets of randomly generated instances with up to 1300 nodes and 115,000 edges. We empirically compare the presented models with respect to the quality of obtained bounds and the corresponding running time. We report optimal values for all but 16 instances for which the obtained gaps are below 0.6%. PMID:25009366
28. MAP SHOWING LOCATION OF ARVFS FACILITY AS BUILT. SHOWS ...
28. MAP SHOWING LOCATION OF ARVFS FACILITY AS BUILT. SHOWS LINCOLN BOULEVARD, BIG LOST RIVER, AND NAVAL REACTORS FACILITY. F.C. TORKELSON DRAWING NUMBER 842-ARVFS-101-2. DATED OCTOBER 12, 1965. INEL INDEX CODE NUMBER: 075 0101 851 151969. - Idaho National Engineering Laboratory, Advanced Reentry Vehicle Fusing System, Scoville, Butte County, ID
Library Facility Siting and Location Handbook. The Greenwood Library Management Collection.
ERIC Educational Resources Information Center
Koontz, Christine M.
This handbook is a guide to the complex process of library facility siting and location. It includes relevant research and professionals' siting experiences, as well as actual case studies of closures, openings, mergers, and relocations of library facilities. While the bulk of the volume provides practical information, the work also presents an…
Federal Register 2010, 2011, 2012, 2013, 2014
2010-03-12
... Chrysler manufacturing facilities, a substantial portion of which are shipped to an affiliated plant where... Caravan Knight Facilities Management LLC were employed on-site at the Detroit, Michigan location of... Knight Facilities Management, LLC, working on-site at the Detroit, Michigan location of Chrysler...
30 CFR 254.54 - Spill prevention for facilities located in State waters seaward of the coast line.
Code of Federal Regulations, 2011 CFR
2011-07-01
... MANAGEMENT, REGULATION, AND ENFORCEMENT, DEPARTMENT OF THE INTERIOR OFFSHORE OIL-SPILL RESPONSE REQUIREMENTS FOR FACILITIES LOCATED SEAWARD OF THE COAST LINE Oil-Spill Response Requirements for Facilities... Regional Supervisor a description of the steps you are taking to prevent spills of oil or mitigate a...
19 CFR 19.2 - Applications to bond.
Code of Federal Regulations, 2012 CFR
2012-04-01
... officials of the warehouse and all persons who have a direct or indirect financial interest in the operation... facility will be determined by street address, location, or both. For example, if a proprietor has two... two located at one address would be considered as one warehouse facility and the three located at...
19 CFR 19.2 - Applications to bond.
Code of Federal Regulations, 2013 CFR
2013-04-01
... officials of the warehouse and all persons who have a direct or indirect financial interest in the operation... facility will be determined by street address, location, or both. For example, if a proprietor has two... two located at one address would be considered as one warehouse facility and the three located at...
19 CFR 19.2 - Applications to bond.
Code of Federal Regulations, 2014 CFR
2014-04-01
... officials of the warehouse and all persons who have a direct or indirect financial interest in the operation... facility will be determined by street address, location, or both. For example, if a proprietor has two... two located at one address would be considered as one warehouse facility and the three located at...
Coastal Energy Corporation, Willow Springs, MO
notice of a proposed Administrative Penalty Assessment against Coastal Energy Corporation, located at 232 Burnham Road, Willow Springs, Missouri, for alleged violations at the facility located at or near that facility.
Emergency medical care for spectators attending National Football League games.
Roberts, D M; Blackwell, T H; Marx, J A
1997-01-01
To analyze medical care facilities and resources available for spectators attending football games in the current National Football League (NFL) stadiums. A prospective, structured questionnaire regarding facilities, transportation, medications and equipment, personnel configuration, compensation, and communications was mailed to all 28 NFL organizations. Those falling to respond were interviewed by telephone using the identical questionnaire. Data were compiled using Lotus 1-2-3. Data were collected from all 28 NFL organizations. Because two teams use the same stadium, results were calculated for 27 facilities (n = 27). The number of stadium first aid rooms ranges from 1 to 7, with an average of 2.4 +/- 1.3 rooms per stadium (+/- 1 SD) and these vary in size from 120 to 2,000 square feet, with a mean of 434 +/- 377 square feet. Each room is equipped with an average of 3.3 +/- 2.9 stretchers (or tables), with telephones being present in 91% and sinks in 88% of all rooms. To provide contractual EMS coverage, stadiums use standard EMS system designs, including private (n = 19), fire department-based (n = 7), municipal (city/county) (n = 5), volunteer (n = 4), and hospital (n = 3). Nine stadiums employ more than one type of provider. All stadiums have a minimum of one ambulance dedicated on-site for spectators, with a range of 1 to 7, and a mean of 2.9 +/- 1.4. Golf carts are used for intrafacility patient transportation in 17 stadiums, with a range of 1 to 6, and a mean of 2.5 +/- 1.3. Advanced Cardiac Life Support (ACLS) medications and equipment are present in all NFL stadiums and are provided by the private EMS company (n = 16), stadium (n = 10), fire EMS (n = 7), hospitals (n = 4), municipal EMS (n = 2), and the local NFL organization (n = 1). Several facilities have more than one provider of ACLS medications and equipment. The majority of stadiums dispense acetaminophen (n = 25) and aspirin (n = 24). Some dispense antacids (n = 7) and antihistamines (n = 6). The average stadium staffs 8 EMT-Bs, 7 EMT-Ps, 3 registered nurses, and 2 physicians. Nine stadiums pay a predesignated fee per game to an agency to provide emergency care to spectators. Medical personnel are compensated by an hourly rate (n = 15), a fixed rate per event (n = 9), overtime wages (n = 3), or volunteerism (n = 4). Four NFL organizations pay their medical personnel by more than one type of compensation. Courtesy seats are provided to physicians and nurses in 1 stadium and to just physicians in 8 stadiums, with a range of 2 to 6 and a mean of 3.3 +/- 1.3. All stadiums use two-way radios for the communication and coordination of medical care in the stadium. Additionally, 20 use fixed telephones in the first aid rooms, 3 use cellular telephones, and 2 incorporate a pager system to dispatch personnel within the stadium. A wide variety of system designs, facilities, and personnel configurations are used to provide emergency medical care for spectators attending NFL games. This information may be useful for assisting those individuals responsible for organizing stadium medical coverage.
1996 Olympic and Paralympic Games event study : executive summary
DOT National Transportation Integrated Search
1997-05-01
The Atlanta metropolitan region is the location of one of the most ambitious intelligent transportation system (ITS) deployments in the United States. The system links eight regional agencies and includes a transportation management center (TMC), six...
ERIC Educational Resources Information Center
Thorp, Carmany
1995-01-01
Describes student use of Hyperstudio computer software to create history adventure games. History came alive while students learned efficient writing skills; learned to understand and manipulate cause, effect choice and consequence; and learned to incorporate succinct locational, climatic, and historical detail. (ET)
Onshore industrial wind turbine locations for the United States
Diffendorfer, Jay E.; Compton, Roger; Kramer, Louisa; Ancona, Zach; Norton, Donna
2017-01-01
This dataset provides industrial-scale onshore wind turbine locations in the United States, corresponding facility information, and turbine technical specifications. The database has wind turbine records that have been collected, digitized, locationally verified, and internally quality controlled. Turbines from the Federal Aviation Administration Digital Obstacles File, through product release date July 22, 2013, were used as the primary source of turbine data points. The dataset was subsequently revised and reposted as described in the revision histories for the report. Verification of the turbine positions was done by visual interpretation using high-resolution aerial imagery in Environmental Systems Research Institute (Esri) ArcGIS Desktop. Turbines without Federal Aviation Administration Obstacles Repository System numbers were visually identified and point locations were added to the collection. We estimated a locational error of plus or minus 10 meters for turbine locations. Wind farm facility names were identified from publicly available facility datasets. Facility names were then used in a Web search of additional industry publications and press releases to attribute additional turbine information (such as manufacturer, model, and technical specifications of wind turbines). Wind farm facility location data from various wind and energy industry sources were used to search for and digitize turbines not in existing databases. Technical specifications for turbines were assigned based on the wind turbine make and model as described in literature, specifications listed in the Federal Aviation Administration Digital Obstacles File, and information on the turbine manufacturer’s Web site. Some facility and turbine information on make and model did not exist or was difficult to obtain. Thus, uncertainty may exist for certain turbine specifications. That uncertainty was rated and a confidence was recorded for both location and attribution data quality.
Intentional forgetting: note-taking as a naturalistic example.
Eskritt, Michelle; Ma, Sierra
2014-02-01
In the present study, we examined whether note-taking as a memory aid may provide a naturalistic example of intentional forgetting. In the first experiment, participants played Concentration, a memory card game in which the identity and location of pairs of cards need to be remembered. Before the game started, half of the participants were allowed to study the cards, and the other half made notes that were then unexpectedly taken away. No significant differences emerged between the two groups for remembering identity information, but the study group remembered significantly more location information than did the note-taking group. In a second experiment, we examined whether note-takers would show signs of proactive interference while playing Concentration repeatedly. The results indicated that they did not. The findings suggest that participants adopted an intentional-forgetting strategy when using notes to store certain types of information.
Zika virus infection during the Olympic Games in Rio: A fear or an actual risk?
Díaz-Menéndez, M; Trigo, E; de la Calle-Prieto, F; Arsuaga, M
2017-04-01
The recent outbreak of Zika virus infection in Brazil has aroused considerable media interest due to its association with neurological malformations in children born from mothers infected by the virus and to its association with Guillain-Barre syndrome in adults. This relationship has led to the World Health Organisation declaring the current epidemic as a "Public Health Emergency of International Concern". Controversy also emerged on the advisability of delaying or changing the location of the Olympic and Paralympic Games, which were held in August at various locations in Brazil. In this article, we review the available evidence on the risk of Zika and dengue virus infection in individuals who travel to endemic countries, especially for multitudinous events. Copyright © 2016 Elsevier España, S.L.U. and Sociedad Española de Medicina Interna (SEMI). All rights reserved.
Locations and attributes of wind turbines in Colorado, 2011
Carr, Natasha B.; Diffendorfer, James E.; Fancher, Tammy; Hawkins, Sarah J.; Latysh, Natalie; Leib, Kenneth J.; Matherne, Anne Marie
2013-01-01
This dataset represents an update to U.S. Geological Survey Data Series 597. Locations and attributes of wind turbines in Colorado, 2009 (available at http://pubs.usgs.gov/ds/597/). This updated Colorado wind turbine Data Series provides geospatial data for all 1,204 wind turbines established within the State of Colorado as of September 2011, an increase of 297 wind turbines from 2009. Attributes specific to each turbine include: turbine location, manufacturer and model, rotor diameter, hub height, rotor height, potential megawatt output, land ownership, county, and development status of the wind turbine. Wind energy facility data for each turbine include: facility name, facility power capacity, number of turbines associated with each facility to date, facility developer, facility ownership, and year the facility went online. The locations of turbines are derived from 1-meter true-color aerial photographs produced by the National Agriculture Imagery Program (NAIP); the photographs have a positional accuracy of about ±5 meters. Locations of turbines constructed during or prior to August 2009 are based on August 2009 NAIP imagery and turbine locations constructed after August 2009 were based on September 2011 NAIP imagery. The location of turbines under construction during September 2011 likely will be less accurate than the location of existing turbines. This data series contributes to an Online Interactive Energy Atlas developed by the U.S. Geological Survey (http://my.usgs.gov/eerma/). The Energy Atlas synthesizes data on existing and potential energy development in Colorado and New Mexico and includes additional natural resource data layers. This information may be used by decisionmakers to evaluate and compare the potential benefits and tradeoffs associated with different energy development strategies or scenarios. Interactive maps, downloadable data layers, comprehensive metadata, and decision-support tools also are included in the Energy Atlas. The format of the Energy Atlas is designed to facilitate the integration of information about energy with key terrestrial and aquatic resources for evaluating resource values and minimizing risks from energy development.
Locations and attributes of wind turbines in New Mexico, 2011
Carr, Natasha B.; Diffendorfer, James B.; Fancher, Tammy; Hawkins, Sarah J.; Latysh, Natalie; Leib, Kenneth J.; Matherne, Anne Marie
2013-01-01
This dataset represents an update to U.S. Geological Survey Data Series 596. Locations and attributes of wind turbines in New Mexico, 2009 (available at http://pubs.usgs.gov/ds/596/).This updated New Mexico wind turbine Data Series provides geospatial data for all 562 wind turbines established within the State of New Mexico as of June 2011, an increase of 155 wind turbines from 2009. Attributes specific to each turbine include: turbine location, manufacturer and model, rotor diameter, hub height, rotor height, potential megawatt output, land ownership, county, and development status of wind turbine. Wind energy facility data for each turbine include: facility name, facility power capacity, number of turbines associated with each facility to date, facility developer, facility ownership, and year the facility went online. The locations of turbines are derived from 1-meter true-color aerial photographs produced by the National Agriculture Imagery Program (NAIP); the photographs have a positional accuracy of about ±5 meters. The locations of turbines constructed during or prior to August 2009 are based on August 2009 NAIP imagery and turbine locations constructed after August 2009 were based June 2011 NAIP imagery. The location of turbines under construction during June 2011 likely will be less accurate than the location of existing turbines. This data series contributes to an Online Interactive Energy Atlas developed by the U.S. Geological Survey (http://my.usgs.gov/eerma/). The Energy Atlas synthesizes data on existing and potential energy development in Colorado and New Mexico and includes additional natural resource data layers. This information may be used by decisionmakers to evaluate and compare the potential benefits and tradeoffs associated with different energy development strategies or scenarios. Interactive maps, downloadable data layers, comprehensive metadata, and decision-support tools also are included in the Energy Atlas. The format of the Energy Atlas is designed to facilitate the integration of information about energy with key terrestrial and aquatic resources for evaluating resource values and minimizing risks from energy development.
Deelen, Ineke; Jansen, Marijke; Dogterom, Nico J; Kamphuis, Carlijn B M; Ettema, Dick
2017-12-11
The number of sports facilities, sports clubs, or city parks in a residential neighbourhood may affect the likelihood that people participate in sports and their preferences for a certain sports location. This study aimed to assess whether objective physical and socio-spatial neighbourhood characteristics relate to sports participation and preferences for sports locations. Data from Dutch adults (N = 1201) on sports participation, their most-used sports location, and socio-demographic characteristics were collected using an online survey. Objective land-use data and the number of sports facilities were gathered for each participant using a 2000-m buffer around their home locations, whereas socio-spatial neighbourhood characteristics (i.e., density, socio-economic status, and safety) were determined at the neighbourhood level. A discrete choice-modelling framework (multinomial probit model) was used to model the associations between neighbourhood characteristics and sports participation and location. Higher proportions of green space, blue space, and the number of sports facilities were positively associated with sports participation in public space, at sports clubs, and at other sports facilities. Higher degrees of urbanization were negatively associated with sports participation at public spaces, sports clubs, and other sports facilities. Those with more green space, blue space or sports facilities in their residential neighbourhood were more likely to participate in sports, but these factors did not affect their preference for a certain sports location. Longitudinal study designs are necessary to assess causality: do active people choose to live in sports-facilitating neighbourhoods, or do neighbourhood characteristics affect sports participation?
Energy Efficiency Through Lighting Upgrades
DOE Office of Scientific and Technical Information (OSTI.GOV)
Berst, Kara; Howeth, Maria
2013-02-26
Lighting upgrades including neon to LED, incandescent to CFL's and T-12 to T-8 and T-5's were completed through this grant. A total of 16 Chickasaw nation facilities decreased their carbon footprint because of these grant funds. Calculations used were based on comparing the energy usage from the previous year's average and the current energy usage. For facilities without a full year's set of energy bills, the month after installation was compared to the same month from the previous year. Overall, the effect the lighting change-outs had for the gaming centers and casinos far exceeded expectations. For the Madill Gaming Center;more » both an interior and exterior upgrade was performed which resulted in a 31% decrease in energy consumption. This same reduction was seen in every facility that participated in the grant. Just by simply changing out light bulbs to newer energy efficient equivalents, a decrease in energy usage can be achieved and this was validated by the return on investment seen at Chickasaw Nation facilities. Along with the technical project tasks were awareness sessions presented at Chickasaw Head Starts. The positive message of environmental stewardship was passed down to head start students and passed along to Chickasaw employees. Excitement was created in those that learned what they could do to help reduce their energy bills and many followed through and took the idea home. For a fairy low cost, the general public can also use this technique to lower their energy consumption both at home and at work. Although the idea behind the project was somewhat simple, true benefits have been gained through environmental awareness and reductions of energy costs.« less
Wilkins, Chris
2018-03-01
A dozen or more regulatory frameworks have been proposed for legal cannabis but many of the "not-for-profit" options have yet to be developed in any detail, reducing the likelihood they will be seriously considered by policy makers. New Zealand's innovative "not-for-profit" regulatory regime for gaming machine gambling (i.e. "slot machines") has reversed the previous increase in gambling expenditure, empowered local councils to cap the number of gambling venues, and is unique in requiring the societies operating gaming machines to distribution 40% of the gross expenditure from machines (i.e. $NZ 262 million in 2015) to community purposes (e.g. sports). However, the regime has been criticised for not addressing the concentration of gaming outlets in poorer communities, and not requiring grants to be allocated in the disadvantaged communities where outlets are located. There have also been cases of gaming societies providing community grants in exchange for direct or indirect benefits. In this paper we adapt this regulatory approach to a legal cannabis market. Under the proposed regime, licensed "not-for-profit" cannabis societies will be required to distribute 20% of cannabis sales to drug treatment and 20% to community purposes, including drug prevention. Grants must be allocated in the regions where cannabis sales are made and grant committees must be independent from cannabis societies. A 20% levy will be used to cover the wider health costs of cannabis use. A further 10% levy will be used to fund the regulator and evaluate the new regime. Local councils will have the power to decide how many, and where, cannabis retail outlets are located. Other important elements include a minimum price for cannabis, effective taxation of cannabis products, regulating CBD in cannabis products, higher taxation of traditional smoking products, advertising restricted to place-of-sale, no internet sales, and restrictions on industry involvement in regulation making and research. Copyright © 2017. Published by Elsevier B.V.
Prey should hide more randomly when a predator attacks more persistently.
Gal, Shmuel; Alpern, Steve; Casas, Jérôme
2015-12-06
When being searched for and then (if found) pursued by a predator, a prey animal has a choice between choosing very randomly among hiding locations so as to be hard to find or alternatively choosing a location from which it is more likely to successfully flee if found. That is, the prey can choose to be hard to find or hard to catch, if found. In our model, capture of prey requires both finding it and successfully pursuing it. We model this dilemma as a zero-sum repeated game between predator and prey, with the eventual capture probability as the pay-off to the predator. We find that the more random hiding strategy is better when the chances of repeated pursuit, which are known to be related to area topography, are high. Our results extend earlier results of Gal and Casas, where there was at most only a single pursuit. In that model, hiding randomly was preferred by the prey when the predator has only a few looks. Thus, our new multistage model shows that the effect of more potential looks is opposite. Our results can be viewed as a generalization of search games to the repeated game context and are in accordance with observed escape behaviour of different animals. © 2015 The Author(s).
Prey should hide more randomly when a predator attacks more persistently
Gal, Shmuel; Alpern, Steve; Casas, Jérôme
2015-01-01
When being searched for and then (if found) pursued by a predator, a prey animal has a choice between choosing very randomly among hiding locations so as to be hard to find or alternatively choosing a location from which it is more likely to successfully flee if found. That is, the prey can choose to be hard to find or hard to catch, if found. In our model, capture of prey requires both finding it and successfully pursuing it. We model this dilemma as a zero-sum repeated game between predator and prey, with the eventual capture probability as the pay-off to the predator. We find that the more random hiding strategy is better when the chances of repeated pursuit, which are known to be related to area topography, are high. Our results extend earlier results of Gal and Casas, where there was at most only a single pursuit. In that model, hiding randomly was preferred by the prey when the predator has only a few looks. Thus, our new multistage model shows that the effect of more potential looks is opposite. Our results can be viewed as a generalization of search games to the repeated game context and are in accordance with observed escape behaviour of different animals. PMID:26631332
NASA Technical Reports Server (NTRS)
Sellman, A. N.; Sattinger, I. J.; Istvan, L. B.; Enslin, W. R.; Myers, W. L.; Sullivan, M. C.
1974-01-01
For many years the Pointe Mouillee State Game Area, located on the Lake Erie shoreline just south of Detroit, has been a prime waterfowl habitat. The usefulness of the site for this purpose has been impaired because of the gradual deterioration of the marshland and severe flooding and storms during the spring of 1973. Also, it has been proposed that a dredge spoils area be located in or near the marsh. To aid the future management of a diked refuge area of 148 hectares within the State Game Area, a detailed vegetation inventory was prepared by photointerpretation and a generalized vegetation inventory was obtained by processing multispectral scanner imagery. Also, an analysis was conducted to determine the magnitude of past losses of marshland and the possibilities of replacing this lost habitat. The analysis indicated that large additions to waterfowl habitat could be provided by changes in management of vegetation in existing sections of the State Game Area, through acquisition and conversion of adjacent land by the Michigan Department of Natural Resources, and by the proposed construction of a barrier dike offshore of Pointe Mouillee. Altogether, the various measures considered in this report could affect a total area of nearly 13 sq. km.
Coastal Energy Corporation, Willow Springs, MO - Public Notice Document
Notice of a proposed Administrative Penalty Assessment against Coastal Energy Corporation, located at 232 Burnham Road, Willow Springs, Missouri, for alleged violations at the facility located at or near that facility
30 CFR 254.51 - Modifying an existing OCS response plan.
Code of Federal Regulations, 2011 CFR
2011-07-01
..., DEPARTMENT OF THE INTERIOR OFFSHORE OIL-SPILL RESPONSE REQUIREMENTS FOR FACILITIES LOCATED SEAWARD OF THE COAST LINE Oil-Spill Response Requirements for Facilities Located in State Waters Seaward of the Coast...
EPA Facility Registry Service (FRS): OIL
This dataset contains location and facility identification information from EPA's Facility Registry Service (FRS) for the subset of facilities that link to the Oil database. The Oil database contains information on Spill Prevention, Control, and Countermeasure (SPCC) and Facility Response Plan (FRP) subject facilities to prevent and respond to oil spills. FRP facilities are referred to as substantial harm facilities due to the quantities of oil stored and facility characteristics. FRS identifies and geospatially locates facilities, sites or places subject to environmental regulations or of environmental interest. Using vigorous verification and data management procedures, FRS integrates facility data from EPA's national program systems, other federal agencies, and State and tribal master facility records and provides EPA with a centrally managed, single source of comprehensive and authoritative information on facilities. This data set contains the subset of FRS integrated facilities that link to Oil facilities once the Oil data has been integrated into the FRS database. Additional information on FRS is available at the EPA website https://www.epa.gov/enviro/facility-registry-service-frs.
Code of Federal Regulations, 2010 CFR
2010-04-01
... for hydroelectric small power production facilities located at a new dam or diversion. 292.208 Section... 201 AND 210 OF THE PUBLIC UTILITY REGULATORY POLICIES ACT OF 1978 WITH REGARD TO SMALL POWER PRODUCTION AND COGENERATION Qualifying Cogeneration and Small Power Production Facilities § 292.208 Special...
Code of Federal Regulations, 2011 CFR
2011-04-01
... for hydroelectric small power production facilities located at a new dam or diversion. 292.208 Section... 201 AND 210 OF THE PUBLIC UTILITY REGULATORY POLICIES ACT OF 1978 WITH REGARD TO SMALL POWER PRODUCTION AND COGENERATION Qualifying Cogeneration and Small Power Production Facilities § 292.208 Special...
Code of Federal Regulations, 2010 CFR
2010-07-01
... blind vendors on Federal property. 395.30 Section 395.30 Education Regulations of the Offices of the... EDUCATION VENDING FACILITY PROGRAM FOR THE BLIND ON FEDERAL AND OTHER PROPERTY Federal Property Management § 395.30 The location and operation of vending facilities for blind vendors on Federal property. (a...
Code of Federal Regulations, 2011 CFR
2011-07-01
... EDUCATION VENDING FACILITY PROGRAM FOR THE BLIND ON FEDERAL AND OTHER PROPERTY Federal Property Management... 34 Education 2 2011-07-01 2010-07-01 true The location and operation of vending facilities for blind vendors on Federal property. 395.30 Section 395.30 Education Regulations of the Offices of the...
Code of Federal Regulations, 2013 CFR
2013-07-01
... blind vendors on Federal property. 395.30 Section 395.30 Education Regulations of the Offices of the... EDUCATION VENDING FACILITY PROGRAM FOR THE BLIND ON FEDERAL AND OTHER PROPERTY Federal Property Management § 395.30 The location and operation of vending facilities for blind vendors on Federal property. (a...
Code of Federal Regulations, 2012 CFR
2012-07-01
... blind vendors on Federal property. 395.30 Section 395.30 Education Regulations of the Offices of the... EDUCATION VENDING FACILITY PROGRAM FOR THE BLIND ON FEDERAL AND OTHER PROPERTY Federal Property Management § 395.30 The location and operation of vending facilities for blind vendors on Federal property. (a...
Code of Federal Regulations, 2014 CFR
2014-07-01
... blind vendors on Federal property. 395.30 Section 395.30 Education Regulations of the Offices of the... EDUCATION VENDING FACILITY PROGRAM FOR THE BLIND ON FEDERAL AND OTHER PROPERTY Federal Property Management § 395.30 The location and operation of vending facilities for blind vendors on Federal property. (a...
Access for all: the rise of the Paralympic Games.
Gold, John R; Gold, Margaret M
2007-05-01
The Paralympic, or Parallel, Games for athletes with disabilities have played a major role over the past half century in changing attitudes towards disability and accelerating the agenda for inclusion. This article charts their development from small beginnings as a competition for disabled ex-servicemen and women in England founded shortly after the Second World War to the present day ambulatory international festival of Summer and Winter Games organized in conjunction with the Olympic Games. The Paralympic Games trace their origins to the work of Dr (later Sir) Ludwig Guttmann at the National Spinal Injuries Unit at Stoke Mandeville Hospital in Buckinghamshire who used sport as an integral part of the treatment of paraplegic patients. A sports competition was held at the hospital to coincide with the Opening Ceremony of the London Games in July 1948. This became an annual event attracting the first international participation in 1952, after which it became the International Stoke Mandeville Games. From 1960 onwards attempts were made to hold every fourth Games in the Olympic host city. Despite initial success in staging the 1960 Games in Rome and the 1964 Games in Tokyo, subsequent host cities refused to host the competitions and alternative locations were found where a package of official support, finance and suitable venues could be assembled. In 1976, the scope of the Games was widened to accept other disabilities. From 1988 onwards, a process of convergence took place that saw the Paralympics brought into the central arena of the Olympics, both literally and figuratively. In the process they have embraced new sports, have encompassed a wider range of disabilities, and helped give credence to the belief that access to sport is available to all. The Paralympics also underline the change from sport as therapeutic competition to that of elite events that carry intrinsic prestige, with growing rivalry over medal tables. For the future, however, questions remain as to whether the current arrangements of separate but supposedly equal festivals assist the continuing development of the Paralympics or perpetuate difference.
Urbanization and Spatial Organization: Hospital and Orphanage Location in Chicago, 1848-1916
ERIC Educational Resources Information Center
Britton, Marcus; Ocasio, William
2007-01-01
What factors affect where organizations locate facilities in local communities? This paper examines how urban development influenced the neighborhood location of two very different types of facilities, general hospitals and orphanages, over the 70-year period during which Chicago emerged as an urban metropolis. Our results suggest that the human…
42 CFR 37.4 - Plans for chest roentgenographic examinations.
Code of Federal Regulations, 2013 CFR
2013-10-01
... covered by the plan; (4) The name and location of the approved X-ray facility or facilities, and the... approval as the originally approved plan. (e) The operator must promptly display in a visible location on... NIOSH. The proposed plan or change in plan must remain posted in a visible location on the bulletin...
Code of Federal Regulations, 2012 CFR
2012-01-01
... location of a uranium or thorium mine or concentration plant (e.g., in-situ leach mines and activities... holders: (1) A facility, as defined in § 75.4, and the site of the facility; (2) A location performing nuclear fuel cycle-related research and development, as defined in § 75.4; (3) A location manufacturing...
Code of Federal Regulations, 2011 CFR
2011-01-01
... location of a uranium or thorium mine or concentration plant (e.g., in-situ leach mines and activities... holders: (1) A facility, as defined in § 75.4, and the site of the facility; (2) A location performing nuclear fuel cycle-related research and development, as defined in § 75.4; (3) A location manufacturing...
Code of Federal Regulations, 2010 CFR
2010-01-01
... location of a uranium or thorium mine or concentration plant (e.g., in-situ leach mines and activities... holders: (1) A facility, as defined in § 75.4, and the site of the facility; (2) A location performing nuclear fuel cycle-related research and development, as defined in § 75.4; (3) A location manufacturing...
Code of Federal Regulations, 2013 CFR
2013-01-01
... location of a uranium or thorium mine or concentration plant (e.g., in-situ leach mines and activities... holders: (1) A facility, as defined in § 75.4, and the site of the facility; (2) A location performing nuclear fuel cycle-related research and development, as defined in § 75.4; (3) A location manufacturing...
Code of Federal Regulations, 2014 CFR
2014-01-01
... location of a uranium or thorium mine or concentration plant (e.g., in-situ leach mines and activities... holders: (1) A facility, as defined in § 75.4, and the site of the facility; (2) A location performing nuclear fuel cycle-related research and development, as defined in § 75.4; (3) A location manufacturing...
78 FR 6730 - Safety Zone; Woldenburg Park, Mississippi River, New Orleans, LA
Federal Register 2010, 2011, 2012, 2013, 2014
2013-01-31
... events in this area have completed. B. Basis and Purpose The 2013 National Football League Super Bowl in... locations before, during, and after the football game. Due to the unusually large crowds expected along the...
2012-03-01
Officer SWOI Surface Warfare Officer Introduction SWOS Surface Warfare Officers School xvii TFT Thin Film Transistor ULTRA Unit Level Training...designed the experiment , including participants, procedures, facilities selection, and materials. Chapter IV: Results and Discussion. This chapter...contains the results of experimentation and an interpretation of those results . Chapter V: Conclusions. This chapter provides an overall assessment
Detection of Ludic Patterns in Two Triadic Motor Games and Differences in Decision Complexity
Aguilar, Miguel Pic; Navarro-Adelantado, Vicente; Jonsson, Gudberg K.
2018-01-01
The triad is a particular structure in which an ambivalent social relationship takes place. This work is focused on the search of behavioral regularities in the practice of motor games in triad, which is a little known field. For the detection of behavioral patterns not visible to the naked eye, we use Theme. A chasing games model was followed, with rules, and in two different structures (A↔B↔C↔A and A → B → C → A) on four class groups (two for each structure), for a total of 84, 12, and 13 year old secondary school students, 37 girls (44%) and 47 boys (56%). The aim was to examine if the players' behavior, in relation to the triad structure, matches with any ludic behavior patterns. An observational methodology was applied, with a nomothetic, punctual and multidimensional design. The intra and inter-evaluative correlation coefficients and the generalizability theory ensured the quality of the data. A mixed behavioral role system was used (four criteria and 15 categories), and the pattern detection software Theme was applied to detect temporal regularities in the order of event occurrences. The results show that time location of motor responses in triad games was not random. In the “maze” game we detected more complex ludic patterns than the “three fields” game, which might be explained by means of structural determinants such as circulation. This research points out the decisional complexity in motor games, and it confirms the differences among triads from the point of view of motor communication. PMID:29354084
Reliable Facility Location Problem with Facility Protection
Tang, Luohao; Zhu, Cheng; Lin, Zaili; Shi, Jianmai; Zhang, Weiming
2016-01-01
This paper studies a reliable facility location problem with facility protection that aims to hedge against random facility disruptions by both strategically protecting some facilities and using backup facilities for the demands. An Integer Programming model is proposed for this problem, in which the failure probabilities of facilities are site-specific. A solution approach combining Lagrangian Relaxation and local search is proposed and is demonstrated to be both effective and efficient based on computational experiments on random numerical examples with 49, 88, 150 and 263 nodes in the network. A real case study for a 100-city network in Hunan province, China, is presented, based on which the properties of the model are discussed and some managerial insights are analyzed. PMID:27583542
Widman, Lana M; McDonald, Craig M; Abresch, R. Ted
2006-01-01
Background/Objective: To determine whether a new upper extremity exercise device integrated with a video game (GameCycle) requires sufficient metabolic demand and effort to induce an aerobic training effect and to explore the feasibility of using this system as an exercise modality in an exercise intervention. Design: Pre-post intervention. Setting: University-based research facility. Subject Population: A referred sample of 8 adolescent subjects with spina bifida (4 girls, 15.5 ± 0.6 years; 4 boys, 17.5 ± 0.9 years) was recruited to participate in the project. All subjects had some level of mobility impairment that did not allow them to participate in mainstream sports available to their nondisabled peers. Five subjects used a wheelchair full time, one used a wheelchair occasionally, but walked with forearm crutches, and 2 were fully ambulatory, but had impaired gait. Main Outcome Measures: Peak oxygen uptake, maximum work output, aerobic endurance, peak heart rate, rating of perceived exertion, and user satisfaction. Results: Six of the 8 subjects were able to reach a Vo2 of at least 50% of their Vo2 reserve while using the GameCycle. Seven of the 8 subjects reached a heart rate of at least 50% of their heart rate reserve. One subject did not reach either 50% of Vo2 reserve or 50% of heart rate reserve. Seven of the 8 subjects increased their maximum work capability after training with the GameCycle at least 3 times per week for 16 weeks. Conclusions: The data suggest that the GameCycle seems to be adequate as an exercise device to improve oxygen uptake and maximum work capability in adolescents with lower extremity disability caused by spinal cord dysfunction. The subjects in this study reported that the video game component was enjoyable and provided a motivation to exercise. PMID:17044386
Physician alignment strategies and real estate.
Czerniak, Thomas A
2012-06-01
When addressing locations of facilities after acquiring physician practices, hospitals should: Acknowledge the hospital's ambulatory plan is the driver rather than real estate assumed with the physician practices, Review the hospital ambulatory service plan for each submarket, Review the location of facilities within the service area and their proximity to one another, Sublease or sell existing facilities that are not appropriate, Ensure that the size and characteristics of each facility in the market are appropriate and consistent with the hospital's image.
Design and Development of E3 Antenna Container,
1985-09-03
reinforced with square tubing. The walls and ceiling shall be insulated with expanded polystyrene . TEST LOCATION - This test will be performed at the...ceiling shall be insulated with expanded polystyrene . TEST LOCATION - This test will be performed at the Edgewater Machine & Fabricator’s facility...insulated with expanded polystyrene . TEST LOCATION - This test will be performed at the Edgewater Machine & Fabricator’s facility located at 200 N
Bubbles in a minority game setting with real financial data
NASA Astrophysics Data System (ADS)
Bonnet, Frédéric D. R.; Allison, Andrew; Abbott, Derek
2005-12-01
It is a well observed fact that markets follow both positive and/or negative trends, crashes and bubble effects. In general a strong positive trend is followed by a crash--a famous example of these effects was seen in the recent crash on the NASDAQ (April 2000) and prior to the crash in the Hong Kong market, which was associated with the Asian crisis in the early 1994. In this paper we use real market data coupled into a minority game with different payoff functions to study the dynamics and the location of financial bubbles.
A Maze Game on Android Using Growing Tree Method
NASA Astrophysics Data System (ADS)
Hendrawan, Y. F.
2018-01-01
A maze is a type of puzzle games where a player moves in complex and branched passages to find a particular target or location. One method to create a maze is the Growing Tree method. The method creates a tree that has branches which are the paths of a maze. This research explored three types of Growing Tree method implementations for maze generation on Android mobile devices. The layouts produced could be played in first and third-person perspectives. The experiment results showed that it took 17.3 seconds on average to generate 20 cells x 20 cells dynamic maze layouts.
Federal Register 2010, 2011, 2012, 2013, 2014
2011-11-03
... for integrating sustainable facility location decision-making principles into agency policies and..., Energy, and Economic Performance,'' signed by President Obama on October 5, 2009. 74 FR 52117, Oct. 8...
75 FR 77954 - Transfer of Federally Assisted Facility
Federal Register 2010, 2011, 2012, 2013, 2014
2010-12-14
... of Charlottesville (City) intends to transfer a facility and land located at 315 4th Street, NW... parcel, and is located at 315 4th Street, NW., in Charlottesville, Virginia. The building is within an...
30 CFR 254.51 - Modifying an existing OCS response plan.
Code of Federal Regulations, 2012 CFR
2012-07-01
... INTERIOR OFFSHORE OIL-SPILL RESPONSE REQUIREMENTS FOR FACILITIES LOCATED SEAWARD OF THE COAST LINE Oil-Spill Response Requirements for Facilities Located in State Waters Seaward of the Coast Line § 254.51...
30 CFR 254.52 - Following the format for an OCS response plan.
Code of Federal Regulations, 2011 CFR
2011-07-01
..., DEPARTMENT OF THE INTERIOR OFFSHORE OIL-SPILL RESPONSE REQUIREMENTS FOR FACILITIES LOCATED SEAWARD OF THE COAST LINE Oil-Spill Response Requirements for Facilities Located in State Waters Seaward of the Coast...
30 CFR 254.51 - Modifying an existing OCS response plan.
Code of Federal Regulations, 2013 CFR
2013-07-01
... INTERIOR OFFSHORE OIL-SPILL RESPONSE REQUIREMENTS FOR FACILITIES LOCATED SEAWARD OF THE COAST LINE Oil-Spill Response Requirements for Facilities Located in State Waters Seaward of the Coast Line § 254.51...
30 CFR 254.51 - Modifying an existing OCS response plan.
Code of Federal Regulations, 2014 CFR
2014-07-01
... INTERIOR OFFSHORE OIL-SPILL RESPONSE REQUIREMENTS FOR FACILITIES LOCATED SEAWARD OF THE COAST LINE Oil-Spill Response Requirements for Facilities Located in State Waters Seaward of the Coast Line § 254.51...
Yu, Zhonggen; Yu, Wei Hua; Fan, Xiaohui; Wang, Xiao
2014-01-01
So far, many studies on educational games have been carried out in America and Europe. Very few related empirical studies, however, have been conducted in China. This study, combining both quantitative with qualitative research methods, possibly compensated for this regret. The study compared data collected from two randomly selected classes (out of 13 classes) under computer game-based instruction (CGBI) and non-computer game-based instruction (NCGBI), respectively, in a senior high school located in Nanjing, Capital of Jiangsu Province, in China. The participants were 103 students, composed of 52 boys and 51 girls (aged 17-18 years old). The following conclusion was reached: (1) participants under CGBI obtained significantly greater learning achievement than those under NCGBI; (2) participants were significantly more motivated by CGBI compared with NCGBI; (3) there were no significant differences in learning achievement between boys and girls; although (4) boys were significantly more motivated by CGBI than girls. Both disadvantages and advantages were discussed, together with directions for future research. PMID:24816635
Yu, Zhonggen; Yu, Wei Hua; Fan, Xiaohui; Wang, Xiao
2014-01-01
So far, many studies on educational games have been carried out in America and Europe. Very few related empirical studies, however, have been conducted in China. This study, combining both quantitative with qualitative research methods, possibly compensated for this regret. The study compared data collected from two randomly selected classes (out of 13 classes) under computer game-based instruction (CGBI) and non-computer game-based instruction (NCGBI), respectively, in a senior high school located in Nanjing, Capital of Jiangsu Province, in China. The participants were 103 students, composed of 52 boys and 51 girls (aged 17-18 years old). The following conclusion was reached: (1) participants under CGBI obtained significantly greater learning achievement than those under NCGBI; (2) participants were significantly more motivated by CGBI compared with NCGBI; (3) there were no significant differences in learning achievement between boys and girls; although (4) boys were significantly more motivated by CGBI than girls. Both disadvantages and advantages were discussed, together with directions for future research.
DOE Office of Scientific and Technical Information (OSTI.GOV)
Melius, C
2007-12-05
The epidemiological and economic modeling of poultry diseases requires knowing the size, location, and operational type of each poultry type operation within the US. At the present time, the only national database of poultry operations that is available to the general public is the USDA's 2002 Agricultural Census data, published by the National Agricultural Statistics Service, herein referred to as the 'NASS data'. The NASS data provides census data at the county level on poultry operations for various operation types (i.e., layers, broilers, turkeys, ducks, geese). However, the number of farms and sizes of farms for the various types aremore » not independent since some facilities have more than one type of operation. Furthermore, some data on the number of birds represents the number sold, which does not represent the number of birds present at any given time. In addition, any data tabulated by NASS that could identify numbers of birds or other data reported by an individual respondent is suppressed by NASS and coded with a 'D'. To be useful for epidemiological and economic modeling, the NASS data must be converted into a unique set of facility types (farms having similar operational characteristics). The unique set must not double count facilities or birds. At the same time, it must account for all the birds, including those for which the data has been suppressed. Therefore, several data processing steps are required to work back from the published NASS data to obtain a consistent database for individual poultry operations. This technical report documents data processing steps that were used to convert the NASS data into a national poultry facility database with twenty-six facility types (7 egg-laying, 6 broiler, 1 backyard, 3 turkey, and 9 others, representing ducks, geese, ostriches, emus, pigeons, pheasants, quail, game fowl breeders and 'other'). The process involves two major steps. The first step defines the rules used to estimate the data that is suppressed within the NASS database. The first step is similar to the first step used to estimate suppressed data for livestock [Melius et al (2006)]. The second step converts the NASS poultry types into the operational facility types used by the epidemiological and economic model. We also define two additional facility types for high and low risk poultry backyards, and an additional two facility types for live bird markets and swap meets. The distribution of these additional facility types among counties is based on US population census data. The algorithm defining the number of premises and the corresponding distribution among counties and the resulting premises density plots for the continental US are provided.« less
Peer bystanders to bullying: who wants to play with the victim?
Howard, Anne M; Landau, Steven; Pryor, John B
2014-02-01
Given widespread concern associated with school-based bullying, researchers have looked beyond a dyadic perspective (i.e., bullies and victims only), and now consider the broader social ecology of the peer group. In this research, we examined how the behaviors of peer bystanders influence subsequent reactions to bullies and their victims. Two hundred and six 10- to 15-year-old boys (Mage = 12.46) were invited to play a computer game with three other boys allegedly located at another school. Before the start of the game, participants "met the other players" apparently sitting in a waiting room. These child actors depicted an escalating bullying episode in which the behavior of the bystander was manipulated: aide to the bully, defender of the victim, or passive outsider. Immediately after exposure to the bullying, each participant played a ball toss game (Cyberball) with the three other boys in the video. Individual differences among participants were examined as moderators of the effect of bystander behavior on participants' willingness to include the "victim" in the game. Results indicated that, when exposed to a passive bystander, boys' normative beliefs about aggression, as well as their tendency to morally disengage from observed egregious acts, decreased their willingness to include the victim in the game.
Predicting protein structures with a multiplayer online game.
Cooper, Seth; Khatib, Firas; Treuille, Adrien; Barbero, Janos; Lee, Jeehyung; Beenen, Michael; Leaver-Fay, Andrew; Baker, David; Popović, Zoran; Players, Foldit
2010-08-05
People exert large amounts of problem-solving effort playing computer games. Simple image- and text-recognition tasks have been successfully 'crowd-sourced' through games, but it is not clear if more complex scientific problems can be solved with human-directed computing. Protein structure prediction is one such problem: locating the biologically relevant native conformation of a protein is a formidable computational challenge given the very large size of the search space. Here we describe Foldit, a multiplayer online game that engages non-scientists in solving hard prediction problems. Foldit players interact with protein structures using direct manipulation tools and user-friendly versions of algorithms from the Rosetta structure prediction methodology, while they compete and collaborate to optimize the computed energy. We show that top-ranked Foldit players excel at solving challenging structure refinement problems in which substantial backbone rearrangements are necessary to achieve the burial of hydrophobic residues. Players working collaboratively develop a rich assortment of new strategies and algorithms; unlike computational approaches, they explore not only the conformational space but also the space of possible search strategies. The integration of human visual problem-solving and strategy development capabilities with traditional computational algorithms through interactive multiplayer games is a powerful new approach to solving computationally-limited scientific problems.
System dynamics of behaviour-evolutionary mix-game models
NASA Astrophysics Data System (ADS)
Gou, Cheng-Ling; Gao, Jie-Ping; Chen, Fang
2010-11-01
In real financial markets there are two kinds of traders: one is fundamentalist, and the other is a trend-follower. The mix-game model is proposed to mimic such phenomena. In a mix-game model there are two groups of agents: Group 1 plays the majority game and Group 2 plays the minority game. In this paper, we investigate such a case that some traders in real financial markets could change their investment behaviours by assigning the evolutionary abilities to agents: if the winning rates of agents are smaller than a threshold, they will join the other group; and agents will repeat such an evolution at certain time intervals. Through the simulations, we obtain the following findings: (i) the volatilities of systems increase with the increase of the number of agents in Group 1 and the times of behavioural changes of all agents; (ii) the performances of agents in both groups and the stabilities of systems become better if all agents take more time to observe their new investment behaviours; (iii) there are two-phase zones of market and non-market and two-phase zones of evolution and non-evolution; (iv) parameter configurations located within the cross areas between the zones of markets and the zones of evolution are suited for simulating the financial markets.
DOE Office of Scientific and Technical Information (OSTI.GOV)
Hermeston, Mark W.
2002-07-19
Proposed Action: Vegetation Management for facilities located in the Snohomish District. BPA proposes total vegetation management (bareground) in the electrical substations, and, noxious weed management and maintenance of landscaping within the property boundaries of the listed facilities. These facilities are all located within the Snohomish District of the Snohomish Region.
Logistic regression models of factors influencing the location of bioenergy and biofuels plants
T.M. Young; R.L. Zaretzki; J.H. Perdue; F.M. Guess; X. Liu
2011-01-01
Logistic regression models were developed to identify significant factors that influence the location of existing wood-using bioenergy/biofuels plants and traditional wood-using facilities. Logistic models provided quantitative insight for variables influencing the location of woody biomass-using facilities. Availability of "thinnings to a basal area of 31.7m2/ha...
42 CFR 37.4 - Plans for chest roentgenographic examinations.
Code of Federal Regulations, 2011 CFR
2011-10-01
... name and location of the approved X-ray facility or facilities, and the approximate date(s) and time(s... shall promptly display in a visible location on the bulletin board at the mine its proposed plan or... posted in a visible location on the bulletin board until ALOSH either grants or denies approval of it at...
42 CFR 37.4 - Plans for chest roentgenographic examinations.
Code of Federal Regulations, 2012 CFR
2012-10-01
... name and location of the approved X-ray facility or facilities, and the approximate date(s) and time(s... shall promptly display in a visible location on the bulletin board at the mine its proposed plan or... posted in a visible location on the bulletin board until ALOSH either grants or denies approval of it at...
42 CFR 37.4 - Plans for chest roentgenographic examinations.
Code of Federal Regulations, 2010 CFR
2010-10-01
... name and location of the approved X-ray facility or facilities, and the approximate date(s) and time(s... shall promptly display in a visible location on the bulletin board at the mine its proposed plan or... posted in a visible location on the bulletin board until ALOSH either grants or denies approval of it at...
Code of Federal Regulations, 2013 CFR
2013-07-01
... dispersant-application platform identified. Location data must identify the distance between the platform's... product resource provider, location, and volume. Location data must include the stockpile's distance to... requirements of § 154.1045(j). (viii) For mobile facilities that operate in more than one COTP zone, the plan...
Code of Federal Regulations, 2014 CFR
2014-07-01
... dispersant-application platform identified. Location data must identify the distance between the platform's... product resource provider, location, and volume. Location data must include the stockpile's distance to... requirements of § 154.1045(j). (viii) For mobile facilities that operate in more than one COTP zone, the plan...
Code of Federal Regulations, 2012 CFR
2012-07-01
... dispersant-application platform identified. Location data must identify the distance between the platform's... product resource provider, location, and volume. Location data must include the stockpile's distance to... requirements of § 154.1045(j). (viii) For mobile facilities that operate in more than one COTP zone, the plan...
Sports injuries and ill-health episodes in the Cali 2013 World Games.
Llinás, Paulo José; Serrano, Rafael Fernando; Quintero Barrera, Laureano; Quiceno Noguera, Juan Carlos; Martinez Cano, Juan Pablo
2016-01-01
The World Games is a multisport event, second in importance only to the Olympic Games. Systematic surveillance of injuries and ill-health episodes is an essential part of modern integral healthcare given to athletes. To describe and analyse injuries and ill-health episodes affecting competitors during the Cali World Games 2013. This is a cross-sectional study of injuries and ill-health episodes suffered by competing athletes. Entries to the registry were systematically recorded by official doctors and medical staff at the Games, and included attention to emergencies at the sport venues and data of reports received from health facilities around the city. In all, 2824 athletes, 1216 women and 1608 men, participated in the 2013 Cali World Games. There were 88 injuries and 29 ill-health episodes, for an overall incidence of 31.2 injuries and 10.3 ill-health episodes per 1000 athletes, over an 11 day period. The highest incidence of sport associated injuries affected jiu-jitsu athletes. Hands were the most common site of injury. Injury rates for men and women were 35.5 and 25.5/1000 athletes, respectively, (RR=1.41, 95% CI 0.90 to 2.19, p=0.066). National delegations with less than 25 athletes suffered more injuries compared to larger delegations, with 40.9 vs 29.2 injuries per 1000 athletes (RR 1.4, 95% CI 0.85 to 2.30, p=0.12). The gastrointestinal system was the most affected by illness. The sport where most competitors suffered ill-health episodes was softball. The rate of ill-health episodes in women was 15/1000, and for men 6.8/1000 athletes (RR=2.16, 95% CI 1.03 to 4.56, p=0.038). 3.1% of the athletes had sport-related injuries, and 1% had at least one episode of ill health. These are low numbers compared to other multisport events such as the Olympic Games. Men had a higher incidence of injuries, and women a higher incidence of episodes of ill health. Future World Games should improve data-collection strategies and develop preventive measures accordingly.
Sports injuries and ill-health episodes in the Cali 2013 World Games
Llinás, Paulo José; Serrano, Rafael Fernando; Quintero Barrera, Laureano; Quiceno Noguera, Juan Carlos; Martinez Cano, Juan Pablo
2016-01-01
Background The World Games is a multisport event, second in importance only to the Olympic Games. Systematic surveillance of injuries and ill-health episodes is an essential part of modern integral healthcare given to athletes. Aim To describe and analyse injuries and ill-health episodes affecting competitors during the Cali World Games 2013. Methods This is a cross-sectional study of injuries and ill-health episodes suffered by competing athletes. Entries to the registry were systematically recorded by official doctors and medical staff at the Games, and included attention to emergencies at the sport venues and data of reports received from health facilities around the city. Results In all, 2824 athletes, 1216 women and 1608 men, participated in the 2013 Cali World Games. There were 88 injuries and 29 ill-health episodes, for an overall incidence of 31.2 injuries and 10.3 ill-health episodes per 1000 athletes, over an 11 day period. The highest incidence of sport associated injuries affected jiu-jitsu athletes. Hands were the most common site of injury. Injury rates for men and women were 35.5 and 25.5/1000 athletes, respectively, (RR=1.41, 95% CI 0.90 to 2.19, p=0.066). National delegations with less than 25 athletes suffered more injuries compared to larger delegations, with 40.9 vs 29.2 injuries per 1000 athletes (RR 1.4, 95% CI 0.85 to 2.30, p=0.12). The gastrointestinal system was the most affected by illness. The sport where most competitors suffered ill-health episodes was softball. The rate of ill-health episodes in women was 15/1000, and for men 6.8/1000 athletes (RR=2.16, 95% CI 1.03 to 4.56, p=0.038). Conclusions 3.1% of the athletes had sport-related injuries, and 1% had at least one episode of ill health. These are low numbers compared to other multisport events such as the Olympic Games. Men had a higher incidence of injuries, and women a higher incidence of episodes of ill health. Future World Games should improve data-collection strategies and develop preventive measures accordingly. PMID:27900156
TRI Analysis of Community-Scale Pollution Prevention Activities: North Birmingham, Alabama (PDF)
This analysis compared TRI data about pollution prevention and waste management activities from facilities located in North Birmingham with facilities in the same industry sectors that are located elsewhere in the country.
30 CFR 254.52 - Following the format for an OCS response plan.
Code of Federal Regulations, 2014 CFR
2014-07-01
... THE INTERIOR OFFSHORE OIL-SPILL RESPONSE REQUIREMENTS FOR FACILITIES LOCATED SEAWARD OF THE COAST LINE Oil-Spill Response Requirements for Facilities Located in State Waters Seaward of the Coast Line § 254...
30 CFR 254.52 - Following the format for an OCS response plan.
Code of Federal Regulations, 2012 CFR
2012-07-01
... THE INTERIOR OFFSHORE OIL-SPILL RESPONSE REQUIREMENTS FOR FACILITIES LOCATED SEAWARD OF THE COAST LINE Oil-Spill Response Requirements for Facilities Located in State Waters Seaward of the Coast Line § 254...
30 CFR 254.52 - Following the format for an OCS response plan.
Code of Federal Regulations, 2013 CFR
2013-07-01
... THE INTERIOR OFFSHORE OIL-SPILL RESPONSE REQUIREMENTS FOR FACILITIES LOCATED SEAWARD OF THE COAST LINE Oil-Spill Response Requirements for Facilities Located in State Waters Seaward of the Coast Line § 254...
Cogeneration systems and processes for treating hydrocarbon containing formations
Vinegar, Harold J [Bellaire, TX; Fowler, Thomas David [Houston, TX; Karanikas, John Michael [Houston, TX
2009-12-29
A system for treating a hydrocarbon containing formation includes a steam and electricity cogeneration facility. At least one injection well is located in a first portion of the formation. The injection well provides steam from the steam and electricity cogeneration facility to the first portion of the formation. At least one production well is located in the first portion of the formation. The production well in the first portion produces first hydrocarbons. At least one electrical heater is located in a second portion of the formation. At least one of the electrical heaters is powered by electricity from the steam and electricity cogeneration facility. At least one production well is located in the second portion of the formation. The production well in the second portion produces second hydrocarbons. The steam and electricity cogeneration facility uses the first hydrocarbons and/or the second hydrocarbons to generate electricity.
Landspotting: Social gaming to collect vast amounts of data for satellite validation
NASA Astrophysics Data System (ADS)
Fritz, S.; Purgathofer, P.; Kayali, F.; Fellner, M.; Wimmer, M.; Sturn, T.; Triebnig, G.; Krause, S.; Schindler, F.; Kollegger, M.; Perger, C.; Dürauer, M.; Haberl, W.; See, L.; McCallum, I.
2012-04-01
At present there is no single satellite-derived global land cover product that is accurate enough to provide reliable estimates of forest or cropland area to determine, e.g., how much additional land is available to grow biofuels or to tackle problems of food security. The Landspotting Project aims to improve the quality of this land cover information by vastly increasing the amount of in-situ validation data available for calibration and validation of satellite-derived land cover. The Geo-Wiki (Geo-Wiki.org) system currently allows users to compare three satellite derived land cover products and validate them using Google Earth. However, there is presently no incentive for anyone to provide this data so the amount of validation through Geo-Wiki has been limited. However, recent competitions have proven that incentive driven campaigns can rapidly create large amounts of input. The LandSpotting Project is taking a truly innovative approach through the development of the Landspotting game. The game engages users whilst simultaneously collecting a large amount of in-situ land cover information. The development of the game is informed by the current raft of successful social gaming that is available on the internet and as mobile applications, many of which are geo-spatial in nature. Games that are integrated within a social networking site such as Facebook illustrate the power to reach and continually engage a large number of individuals. The number of active Facebook users is estimated to be greater than 400 million, where 100 million are accessing Facebook from mobile devices. The Landspotting Game has similar game mechanics as the famous strategy game "Civilization" (i.e. build, harvest, research, war, diplomacy, etc.). When a player wishes to make a settlement, they must first classify the land cover over the area they wish to settle. As the game is played on the earth surface with Google Maps, we are able to record and store this land cover/land use classification geographically. Every player can play the game for free (i.e. a massive multiplayer online game). Furthermore, it is a social game on Facebook (e.g. invite friends, send friends messages, purchase gifts, help friends, post messages onto the wall, etc). The game is played in a web browser, therefore it runs everywhere (where Flash is supported) without requiring the user to install anything additional. At the same time, the Geo-Wiki system will be modified to use the acquired in-situ validation information to create new outputs: a hybrid land cover map, which takes the best information from each individual product to create a single integrated version; a database of validation points that will be freely available to the land cover user community; and a facility that allows users to create a specific targeted validation area, which will then be provided to the crowdsourcing community for validation. These outputs will turn Geo-Wiki into a valuable system for earth system scientists.
Frequency and location of head impact exposures in individual collegiate football players.
Crisco, Joseph J; Fiore, Russell; Beckwith, Jonathan G; Chu, Jeffrey J; Brolinson, Per Gunnar; Duma, Stefan; McAllister, Thomas W; Duhaime, Ann-Christine; Greenwald, Richard M
2010-01-01
Measuring head impact exposure is a critical step toward understanding the mechanism and prevention of sport-related mild traumatic brain (concussion) injury, as well as the possible effects of repeated subconcussive impacts. To quantify the frequency and location of head impacts that individual players received in 1 season among 3 collegiate teams, between practice and game sessions, and among player positions. Cohort study. Collegiate football field. One hundred eighty-eight players from 3 National Collegiate Athletic Association football teams. Participants wore football helmets instrumented with an accelerometer-based system during the 2007 fall season. The number of head impacts greater than 10 g and location of the impacts on the player's helmet were recorded and analyzed for trends and interactions among teams (A, B, or C), session types, and player positions using Kaplan-Meier survival curves. The total number of impacts players received was nonnormally distributed and varied by team, session type, and player position. The maximum number of head impacts for a single player on each team was 1022 (team A), 1412 (team B), and 1444 (team C). The median number of head impacts on each team was 4.8 (team A), 7.5 (team B), and 6.6 (team C) impacts per practice and 12.1 (team A), 14.6 (team B), and 16.3 (team C) impacts per game. Linemen and linebackers had the largest number of impacts per practice and per game. Offensive linemen had a higher percentage of impacts to the front than to the back of the helmet, whereas quarterbacks had a higher percentage to the back than to the front of the helmet. The frequency of head impacts and the location on the helmet where the impacts occur are functions of player position and session type. These data provide a basis for quantifying specific head impact exposure for studies related to understanding the biomechanics and clinical aspects of concussion injury, as well as the possible effects of repeated subconcussive impacts in football.
Action video game players and deaf observers have larger Goldmann visual fields.
Buckley, David; Codina, Charlotte; Bhardwaj, Palvi; Pascalis, Olivier
2010-03-05
We used Goldmann kinetic perimetry to compare how training and congenital auditory deprivation may affect the size of the visual field. We measured the ability of action video game players and deaf observers to detect small moving lights at various locations in the central (around 30 degrees from fixation) and peripheral (around 60 degrees ) visual fields. Experiment 1 found that 10 habitual video game players showed significantly larger central and peripheral field areas than 10 controls. In Experiment 2 we found that 13 congenitally deaf observers had significantly larger visual fields than 13 hearing controls for both the peripheral and central fields. Here the greatest differences were found in the lower parts of the fields. Comparison of the two groups showed that whereas VGP players have a more uniform increase in field size in both central and peripheral fields deaf observers show non-uniform increases with greatest increases in lower parts of the visual field.
Hazardous Waste Cleanup: American Standard Incorporated in Hamilton Township, New Jersey
American Standard Incorporated is located at 240 Princeton Avenue in Trenton, New Jersey. American Standard's Trenton Pottery Facility has operated at its present location since 1923. The facility manufactures ceramic plumbing fixtures using clay, plaster
ERIC Educational Resources Information Center
Moore, Andrea Lisa
2013-01-01
Toxic Release Inventory facilities are among the many environmental hazards shown to create environmental inequities in the United States. This project examined four factors associated with Toxic Release Inventory, specifically, manufacturing facility location at multiple spatial scales using spatial analysis techniques (i.e., O-ring statistic and…
Accommodations for earth-viewing payloads on the international space station
NASA Astrophysics Data System (ADS)
Park, B.; Eppler, D. B.
The design of the International Space Station (ISS) includes payload locations that are external to the pressurized environment. These external or attached payload accommodation locations will allow direct access to the space environment at the ISS orbit and direct viewing of the earth and space. NASA sponsored payloads will have access to several different types of standard external locations; the S3 Truss Sites, the Columbus External Payload Facility (EPF), and the Japanese Experiment Module Exposed Facility (JEM-EF). As the ISS Program develops, it may also be possible to locate external payloads at the P3 Truss Sites or at non-standard locations similar to the handrail-attached payloads that were flown during the MIR Program. Earth-viewing payloads may also be located within the pressurized volume of the US Lab in the Window Observational Research Facility (WORF). Payload accommodations at each of the locations will be described, as well as transport to and retrieval from the site.
From Campus Tug-of-War to Pulling Together: Using the Lean Approach
ERIC Educational Resources Information Center
MacIntyre, Stephen; Meade, Kelly; McEwen, Melissa
2009-01-01
Some days seem like bouts in an endless game of tug-of-war. At one end of the rope, facilities professionals must do more--tackle deferred maintenance, develop a climate strategy, and meet the energy and operational needs for a complex mix of building types and stakeholders. Tugging on the other end are the obstacles of less money, staff, and…
75 FR 79388 - Service Regulations Committee Meeting
Federal Register 2010, 2011, 2012, 2013, 2014
2010-12-20
...] Service Regulations Committee Meeting AGENCY: Fish and Wildlife Service, Interior. ACTION: Notice of... regulations. DATES: The meeting will be held February 2, 2011. ADDRESSES: The Service Regulations Committee... migratory game bird hunting regulations, located at 50 CFR part 20, annually. Through these regulations, we...
NASA Astrophysics Data System (ADS)
Wayan Suletra, I.; Priyandari, Yusuf; Jauhari, Wakhid A.
2018-03-01
We propose a new model of facility location to solve a kind of problem that belong to a class of set-covering problem using an integer programming formulation. Our model contains a single objective function, but it represents two goals. The first is to minimize the number of facilities, and the other is to minimize the total distance of customers to facilities. The first goal is a mandatory goal, and the second is an improvement goal that is very useful when alternate optimum solutions for the first goal exist. We use a big number as a weight on the first goal to force the solution algorithm to give first priority to the first goal. Besides considering capacity constraints, our model accommodates a kind of either-or constraints representing facilities dependency. The either-or constraints will prevent the solution algorithm to select two or more facilities from the same set of facility with mutually exclusive properties. A real location selection problem to locate a set of wastewater treatment facility (IPAL) in Surakarta city, Indonesia, will describe the implementation of our model. A numerical example is given using the data of that real problem.
The Expanding Universe of Astronomy on Tap
NASA Astrophysics Data System (ADS)
Livermore, Rachael C.; Morris, Brett; Narayan, Gautham; Morrison, Sarah J.; Schneider, Evan; Bozek, Brandon; Rice, Emily L.; Hummels, Cameron B.; Garofali, Kristen; Martinez, Raquel; Li, Yuan; Green, Joel D.; LaMassa, Stephanie M.; Silvia, Devin W.; Schwamb, Megan E.; Arcavi, Iair; Silverman, Jeffrey M.
2017-01-01
Astronomy on Tap (AoT) is a constellation of free public outreach presentations held in bars. AoT events aim to engage audiences who might not choose to attend public lectures in a university setting by creating an informal atmosphere and combining scientific talks with music, games, and prizes. The events have a flexible format, typically consisting of between one and three astronomy-related presentations, sometimes with additional games and trivia, and some locations also produce merchandise. The flexible structure means that the format can be adapted to the resources available in the location and the time commitment the local organizers are willing to make. Some events are broadcast online through live streaming, with some others being posted to YouTube. In conjunction with an active social media presence, this ensures engagement beyond those able to attend events in person. Astronomy on Tap events have now been held in 20 cities around the world and are typically organised by postdocs and graduate students, with some involvement from faculty and outreach or education staff. Holding these events under the global AoT constellation facilitates knowledge transfer, sharing of resources, and networking opportunities for scientists interested in outreach/communication. The events have been highly successful, with some locations regularly attracting more than 200 people per month. In this poster we describe the goals and characteristics of AoT events, the different adaptations by various locations, the resources we have developed, and provide information for those interested in starting a new event in their location.
Edouard, Pascal; Steffen, Kathrin; Junge, Astrid; Leglise, Michel; Soligard, Torbjørn; Engebretsen, Lars
2018-04-01
To determine the incidence and characteristics of injuries in female and male gymnastics disciplines (artistic, rhythmic and trampoline) during three Olympic Games with a view to ultimately improving injury prevention. The National Olympic Committee's head physicians and the medical teams of the Local Organising Committee of the Olympic Games reported daily the occurrence (or non-occurrence) of newly sustained injuries in artistic, rhythmic and trampoline gymnastics on a standardised report form during the 2008, 2012 and 2016 Summer Olympic Games. During the three Olympic Games, 81 injuries were reported in a total of 963 registered gymnasts, corresponding to an incidence of 84 injuries (95% CI 67 to 102) per 1000 registered gymnasts, with no difference in injury incidence between female and male gymnasts. Thirty-eight per cent of injuries led to time-loss from sport. The most frequent injury location and injury type were the ankle (22%) and sprain (35%), respectively. The most common diagnosis was ankle sprain (14% of all injuries and 23% of time-loss injuries). The injury incidence was highest in female (107±35) and male artistic gymnastics (83±32), followed by female rhythmic gymnastics (73±30), and lower in male (63±69) and female (43±43) trampoline gymnastics. Research should focus on preventing injuries in artistic gymnastics and of the condition of ankle sprain. Injury surveillance studies should be continued during major championships and throughout the entire competitive season as the Olympic Games provides only a snapshot (although an important one). © Article author(s) (or their employer(s) unless otherwise stated in the text of the article) 2018. All rights reserved. No commercial use is permitted unless otherwise expressly granted.
How Gamification will change Business Intelligence
DOE Office of Scientific and Technical Information (OSTI.GOV)
Hiltbrand, Troy; Burke, Marsha
In 1958, William Higginbotham was part of the Brookhaven National Laboratory (BNL) Instrumentation Division. In those days, BNL hosted a visitors day each fall. This was an opportunity for thousands of visitors to come and tour the lab and get a better understanding of the capabilities and operations at a nuclear research facility. William Higinbotham wanted to do something that would impress the audience as well as demonstrate the capabilities of the instrumentation division. Higinbotham came up with an idea that would allow the audience to play a simulated game of table tennis. By utilizing an analog computer and anmore » oscilloscope, Higinbotham created the first publically available video game. The game was very simple and simulated the vertical side of a tennis court, the edge of the floor with the edge of the net perpendicular, on a screen. Each player had a button and a rotating knob. Rotating the knob would change the angle of the bar controlling the ball; pressing the button sent the ball toward the opposite side of the court. If the ball hit the net, it rebounded at an unexpected angle. If the ball went over and was not hit back, it would hit the floor and bounce again at a natural angle. If it disappeared off the screen, a reset button could be pressed, causing the ball to reappear and remain stationary until the user pressed the button to send the ball flying back across the net. Higginbotham recounted that "it was a simple design. Back then, analog computers were used to work out all kinds of mechanical problems. They didn't have the accuracy of digital computers, which were very crude at the time, but then you don't need a great deal of precision to play TV games. " The game was wildly successful and Higinbotham could tell from the crowd’s reaction that he had developed something very special. From the days of Higinbotham’s rudimentary version of the classic game Pong, video games have matured and become much more complex. Not only has the technology advanced, allowing for better graphics, sound and game play, but also significant research has been done in the area of game mechanics. “Game mechanics are rule based systems that facilitate and encourage a user to explore and learn the properties of their possibility space through the use of feedback mechanisms.” (Koster, 2004) As these game mechanics become better understood, they are being applied to areas outside of the realm of video game development. Game mechanics have become the basis for understanding the psychological drivers of users in the digital world. Business Intelligence, part of this digital experience, can learn some great lessons in how to engage users and revolutionize the user experience through the application of these game mechanics. In the tradition of BNL’s innovative spirit and as a sister laboratory in the Department of Energy laboratory complex, Idaho National Laboratory (INL) looks to determine how we can enhance the user experience through the effective application of game mechanics to Business Intelligence to meet the needs of our business.« less
Jacobson, Jerry O
2006-03-01
Research on drug treatment facility locations has focused narrowly on the issue of geographic proximity to clients. We argue that neighborhood conditions should also enter into the facility location decision and illustrate a formal assessment of neighborhood conditions at facilities in a large, metropolitan area, taking into account conditions clients already face at home. We discuss choice and construction of small-area measures relevant to the drug treatment context, including drug activity, disadvantage, and violence as well as statistical comparisons of clients' home and treatment locations with respect to these measures. Analysis of 22,707 clients discharged from 494 community-based outpatient and residential treatment facilities that received public funds during 1998-2000 in Los Angeles County revealed no significant mean differences between home and treatment neighborhoods. However, up to 20% of clients are exposed to markedly higher levels of disadvantage, violence, or drug activity where they attend treatment than where they live, suggesting that it is not uncommon for treatment locations to increase clients' exposure to potential environmental triggers for relapse. Whereas on average both home and treatment locations exhibit higher levels of these measures than the household locations of the general population, substantial variability in public treatment clients' home neighborhoods calls into question the notion that they hail exclusively from poor, high drug activity areas. Shortcomings of measures available for neighborhood assessment of treatment locations and implications of the findings for other areas of treatment research are also discussed.
MaLT - Combined Motor and Language Therapy Tool for Brain Injury Patients Using Kinect.
Wairagkar, Maitreyee; McCrindle, Rachel; Robson, Holly; Meteyard, Lotte; Sperrin, Malcom; Smith, Andy; Pugh, Moyra
2017-03-23
The functional connectivity and structural proximity of elements of the language and motor systems result in frequent co-morbidity post brain injury. Although rehabilitation services are becoming increasingly multidisciplinary and "integrated", treatment for language and motor functions often occurs in isolation. Thus, behavioural therapies which promote neural reorganisation do not reflect the high intersystem connectivity of the neurologically intact brain. As such, there is a pressing need for rehabilitation tools which better reflect and target the impaired cognitive networks. The objective of this research is to develop a combined high dosage therapy tool for language and motor rehabilitation. The rehabilitation therapy tool developed, MaLT (Motor and Language Therapy), comprises a suite of computer games targeting both language and motor therapy that use the Kinect sensor as an interaction device. The games developed are intended for use in the home environment over prolonged periods of time. In order to track patients' engagement with the games and their rehabilitation progress, the game records patient performance data for the therapist to interrogate. MaLT incorporates Kinect-based games, a database of objects and language parameters, and a reporting tool for therapists. Games have been developed that target four major language therapy tasks involving single word comprehension, initial phoneme identification, rhyme identification and a naming task. These tasks have 8 levels each increasing in difficulty. A database of 750 objects is used to programmatically generate appropriate questions for the game, providing both targeted therapy and unique gameplay every time. The design of the games has been informed by therapists and by discussions with a Public Patient Involvement (PPI) group. Pilot MaLT trials have been conducted with three stroke survivors for the duration of 6 to 8 weeks. Patients' performance is monitored through MaLT's reporting facility presented as graphs plotted from patient game data. Performance indicators include reaction time, accuracy, number of incorrect responses and hand use. The resultant games have also been tested by the PPI with a positive response and further suggestions for future modifications made. MaLT provides a tool that innovatively combines motor and language therapy for high dosage rehabilitation in the home. It has demonstrated that motion sensor technology can be successfully combined with a language therapy task to target both upper limb and linguistic impairment in patients following brain injury. The initial studies on stroke survivors have demonstrated that the combined therapy approach is viable and the outputs of this study will inform planned larger scale future trials.
A NEW, SMALL DRYING FACILITY FOR WET RADIOACTIVE WASTE AND LIQUIDS
DOE Office of Scientific and Technical Information (OSTI.GOV)
Oldiges, Olaf; Blenski, Hans-Juergen
2003-02-27
Due to the reason, that in Germany every Waste, that is foreseen to be stored in a final disposal facility or in a long time interim storage facility, it is necessary to treat a lot of waste using different drying technologies. In Germany two different drying facilities are in operation. The GNS Company prefers a vacuum-drying-technology and has built and designed PETRA-Drying-Facilities. In a lot of smaller locations, it is not possible to install such a facility because inside the working areas of that location, the available space to install the PETRA-Drying-Facility is too small. For that reason, GNS decidedmore » to design a new, small Drying-Facility using industrial standard components, applying the vacuum-drying-technology. The new, small Drying-Facility for wet radioactive waste and liquids is presented in this paper. The results of some tests with a prototype facility are shown in chapter 4. The main components of that new facility are described in chapter 3.« less
EPA Facility Registry Service (FRS): CAMDBS
This web feature service contains location and facility identification information from EPA's Facility Registry Service (FRS) for the subset of facilities that link to the Clean Air Markets Division Business System (CAMDBS). Administered by the EPA Clean Air Markets Division, within the Office of Air and Radiation, CAMDBS supports the implementation of market-based air pollution control programs, including the Acid Rain Program and regional programs designed to reduce the transport of ozone. FRS identifies and geospatially locates facilities, sites or places subject to environmental regulations or of environmental interest. Using vigorous verification and data management procedures, FRS integrates facility data from EPA's national program systems, other federal agencies, and State and tribal master facility records and provides EPA with a centrally managed, single source of comprehensive and authoritative information on facilities. This data set contains the subset of FRS integrated facilities that link to CAMDBS facilities once the CAMDBS data has been integrated into the FRS database. Additional information on FRS is available at the EPA website https://www.epa.gov/enviro/facility-registry-service-frs.
Predator facilitation or interference: a game of vipers and owls.
Embar, Keren; Raveh, Ashael; Hoffmann, Ishai; Kotler, Burt P
2014-04-01
In predator-prey foraging games, the prey's reaction to one type of predator may either facilitate or hinder the success of another predator. We ask, do different predator species affect each other's patch selection? If the predators facilitate each other, they should prefer to hunt in the same patch; if they interfere, they should prefer to hunt alone. We performed an experiment in a large outdoor vivarium where we presented barn owls (Tyto alba) with a choice of hunting greater Egyptian gerbils (Gerbillus pyramidum) in patches with or without Saharan horned vipers (Cerastes cerastes). Gerbils foraged on feeding trays set under bushes or in the open. We monitored owl location, activity, and hunting attempts, viper activity and ambush site location, and the foraging behavior of the gerbils in bush and open microhabitats. Owls directed more attacks towards patches with vipers, and vipers were more active in the presence of owls. Owls and vipers facilitated each other's hunting through their combined effect on gerbil behavior, especially on full moon nights when vipers are more active. Owls forced gerbils into the bushes where vipers preferred to ambush, while viper presence chased gerbils into the open where they were exposed to owls. Owls and vipers took advantage of their indirect positive effect on each other. In the foraging game context, they improve each other's patch quality and hunting success.
Federal Register 2010, 2011, 2012, 2013, 2014
2013-04-10
... Status, Hemlock Semiconductor Corporation, (Polysilicon), Hemlock, Michigan Pursuant to its authority... polysilicon manufacturing facility of Hemlock Semiconductor Corporation, located in Hemlock, Michigan (FTZ... manufacturing of polysilicon at the facility of Hemlock Semiconductor Corporation, located in Hemlock, Michigan...
Hazardous Waste Cleanup: GE Residential Products Incorporated in Palmer Ward, Puerto Rico
The GE Residential Products, Inc., former Caribe General Electric Products, Inc. (Caribe GE) is an electro-plating facility, located in Palmer Ward, Municipality of Rio Grande, Commonwealth of Puerto Rico. The facility is located on both sides of State
ANL Critical Assembly Covariance Matrix Generation
DOE Office of Scientific and Technical Information (OSTI.GOV)
McKnight, Richard D.; Grimm, Karl N.
2014-01-15
This report discusses the generation of a covariance matrix for selected critical assemblies that were carried out by Argonne National Laboratory (ANL) using four critical facilities-all of which are now decommissioned. The four different ANL critical facilities are: ZPR-3 located at ANL-West (now Idaho National Laboratory- INL), ZPR-6 and ZPR-9 located at ANL-East (Illinois) and ZPPr located at ANL-West.
Photocopy of photograph (original photograph located in the Hawaii State ...
Photocopy of photograph (original photograph located in the Hawaii State Archives, Admiral Furlong Collection), HAS Neg. 199.016. U.S. Navy photograph, August 21, 1919. MRS. JOSEPHUS DANIELS, WIFE OF THE SECRETARY OF THE NAVY, PUSHED A BUTTON AND DRYDOCK NO. 1 (FACILITY S779) WAS OFFICIALLY INAUGURATED. - U.S. Naval Base, Pearl Harbor, Waterfront Facilities, Various locations throughout base, Pearl City, Honolulu County, HI
Code of Federal Regulations, 2010 CFR
2010-10-01
... meets the criteria of § 412.22(h) from another hospital that is not the co-located hospital are made... hospital satellite facility from the co-located hospital are made under either of the following: (1) For... percent were admitted to the hospital or its satellite facility from the co-located hospital, payments are...
ERIC Educational Resources Information Center
Hofferber, Michael
1989-01-01
Orienteering--the game of following a map to find predetermined locations--can spark interest and develop skills in map making and map reading. This article gives background on orienteering; describes indoor and outdoor orienteering activities; offers suggestions for incorporating orienteering into science, math, and language arts; and provides a…
Dual phylogenetic origins of Nigerian lions (Panthera leo).
Tende, Talatu; Bensch, Staffan; Ottosson, Ulf; Hansson, Bengt
2014-07-01
Lion fecal DNA extracts from four individuals each from Yankari Game Reserve and Kainji-Lake National Park (central northeast and west Nigeria, respectively) were Sanger-sequenced for the mitochondrial cytochrome b gene. The sequences were aligned against 61 lion reference sequences from other parts of Africa and India. The sequence data were analyzed further for the construction of phylogenetic trees using the maximum-likelihood approach to depict phylogenetic patterns of distribution among sequences. Our results show that Nigerian lions grouped together with lions from West and Central Africa. At the smaller geographical scale, lions from Kainji-Lake National Park in western Nigeria grouped with lions from Benin (located west of Nigeria), whereas lions from Yankari Game Reserve in central northeastern Nigeria grouped with the lion populations in Cameroon (located east of Nigeria). The finding that the two remaining lion populations in Nigeria have different phylogenetic origins is an important aspect to consider in future decisions regarding management and conservation of rapidly shrinking lion populations in West Africa.
Dual phylogenetic origins of Nigerian lions (Panthera leo)
Tende, Talatu; Bensch, Staffan; Ottosson, Ulf; Hansson, Bengt
2014-01-01
Lion fecal DNA extracts from four individuals each from Yankari Game Reserve and Kainji-Lake National Park (central northeast and west Nigeria, respectively) were Sanger-sequenced for the mitochondrial cytochrome b gene. The sequences were aligned against 61 lion reference sequences from other parts of Africa and India. The sequence data were analyzed further for the construction of phylogenetic trees using the maximum-likelihood approach to depict phylogenetic patterns of distribution among sequences. Our results show that Nigerian lions grouped together with lions from West and Central Africa. At the smaller geographical scale, lions from Kainji-Lake National Park in western Nigeria grouped with lions from Benin (located west of Nigeria), whereas lions from Yankari Game Reserve in central northeastern Nigeria grouped with the lion populations in Cameroon (located east of Nigeria). The finding that the two remaining lion populations in Nigeria have different phylogenetic origins is an important aspect to consider in future decisions regarding management and conservation of rapidly shrinking lion populations in West Africa. PMID:25077018
Doane, M; Sarenbo, S
2014-07-15
Formalin footbaths are commonly used in the dairy industry to prevent cattle hoof diseases. Although formalin is a well-documented disinfectant, it is also a carcinogen and irritant. The aim of this study was to estimate the exposure of farm workers and dairy cattle to formaldehyde from footbaths located in a milking facility and a heifer facility at a dairy farm in western New York, USA. The dairy farm included approximately 3900 dairy cattle including young stock; of these, 1670 cows were milked three times per day in a 60-stall carousel milking parlor, and approximately 800 heifers were located at the heifer facility where footbaths with formalin were in use. The formaldehyde concentration of the air was measured using a Formaldemeter™ htV approximately 50cm above the 3% formalin footbaths in the milking (one footbath location) and heifer (three footbath locations) facilities on three consecutive days. The measured formaldehyde concentrations varied between 0.00 and 2.28ppm, falling within the safety guidelines established by the Occupation Safety and Health Administration (OSHA) of the United States. Significant differences were found in the formaldehyde concentrations at the different footbath locations in the heifer facility, potentially due to the varying levels of ventilation at each location. Changes in the ambient temperature during the 3-day sampling period did not significantly affect the concentrations. We believe that the substantial ventilation at both the heifer and milking facilities ensured that the formaldehyde concentrations did not exceed OSHA guidelines, thus permitting the safe use of formalin footbaths in this farm. Copyright © 2014 Elsevier B.V. All rights reserved.
Role of video games in improving health-related outcomes: a systematic review.
Primack, Brian A; Carroll, Mary V; McNamara, Megan; Klem, Mary Lou; King, Brandy; Rich, Michael; Chan, Chun W; Nayak, Smita
2012-06-01
Video games represent a multibillion-dollar industry in the U.S. Although video gaming has been associated with many negative health consequences, it also may be useful for therapeutic purposes. The goal of this study was to determine whether video games may be useful in improving health outcomes. Literature searches were performed in February 2010 in six databases: the Center on Media and Child Health Database of Research, MEDLINE, CINAHL, PsycINFO, EMBASE, and the Cochrane Central Register of Controlled Trials. Reference lists were hand-searched to identify additional studies. Only RCTs that tested the effect of video games on a positive, clinically relevant health consequence were included. Study selection criteria were strictly defined and applied by two researchers working independently. Study background information (e.g., location, funding source); sample data (e.g., number of study participants, demographics); intervention and control details; outcomes data; and quality measures were abstracted independently by two researchers. Of 1452 articles retrieved using the current search strategy, 38 met all criteria for inclusion. Eligible studies used video games to provide physical therapy, psychological therapy, improved disease self-management, health education, distraction from discomfort, increased physical activity, and skills training for clinicians. Among the 38 studies, a total of 195 health outcomes were examined. Video games improved 69% of psychological therapy outcomes, 59% of physical therapy outcomes, 50% of physical activity outcomes, 46% of clinician skills outcomes, 42% of health education outcomes, 42% of pain distraction outcomes, and 37% of disease self-management outcomes. Study quality was generally poor; for example, two thirds (66%) of studies had follow-up periods of <12 weeks, and only 11% of studies blinded researchers. There is potential promise for video games to improve health outcomes, particularly in the areas of psychological therapy and physical therapy. RCTs with appropriate rigor will help build evidence in this emerging area. Copyright © 2012 American Journal of Preventive Medicine. Published by Elsevier Inc. All rights reserved.
Role of Video Games in Improving Health-Related Outcomes
Primack, Brian A.; Carroll, Mary V.; McNamara, Megan; Klem, Mary Lou; King, Brandy; Rich, Michael O.; Chan, Chun W.; Nayak, Smita
2012-01-01
Context Video games represent a multibillion-dollar industry in the U.S. Although video gaming has been associated with many negative health consequences, it may also be useful for therapeutic purposes. The goal of this study was to determine whether video games may be useful in improving health outcomes. Evidence acquisition Literature searches were performed in February 2010 in six databases: the Center on Media and Child Health Database of Research, MEDLINE, CINAHL, PsycINFO, EMBASE, and the Cochrane Central Register of Controlled Trials. Reference lists were hand-searched to identify additional studies. Only RCTs that tested the effect of video games on a positive, clinically relevant health consequence were included. Study selection criteria were strictly defined and applied by two researchers working independently. Study background information (e.g., location, funding source), sample data (e.g., number of study participants, demographics), intervention and control details, outcomes data, and quality measures were abstracted independently by two researchers. Evidence synthesis Of 1452 articles retrieved using the current search strategy, 38 met all criteria for inclusion. Eligible studies used video games to provide physical therapy, psychological therapy, improved disease self-management, health education, distraction from discomfort, increased physical activity, and skills training for clinicians. Among the 38 studies, a total of 195 health outcomes were examined. Video games improved 69% of psychological therapy outcomes, 59% of physical therapy outcomes, 50% of physical activity outcomes, 46% of clinician skills outcomes, 42% of health education outcomes, 42% of pain distraction outcomes, and 37% of disease self-management outcomes. Study quality was generally poor; for example, two thirds (66%) of studies had follow-up periods of <12 weeks, and only 11% of studies blinded researchers. Conclusions There is potential promise for video games to improve health outcomes, particularly in the areas of psychological therapy and physical therapy. RCTs with appropriate rigor will help build evidence in this emerging area. PMID:22608382
Race, Wealth, and Solid Waste Facilities in North Carolina
Norton, Jennifer M.; Wing, Steve; Lipscomb, Hester J.; Kaufman, Jay S.; Marshall, Stephen W.; Cravey, Altha J.
2007-01-01
Background Concern has been expressed in North Carolina that solid waste facilities may be disproportionately located in poor communities and in communities of color, that this represents an environmental injustice, and that solid waste facilities negatively impact the health of host communities. Objective Our goal in this study was to conduct a statewide analysis of the location of solid waste facilities in relation to community race and wealth. Methods We used census block groups to obtain racial and economic characteristics, and information on solid waste facilities was abstracted from solid waste facility permit records. We used logistic regression to compute prevalence odds ratios for 2003, and Cox regression to compute hazard ratios of facilities issued permits between 1990 and 2003. Results The adjusted prevalence odds of a solid waste facility was 2.8 times greater in block groups with ≥50% people of color compared with block groups with < 10% people of color, and 1.5 times greater in block groups with median house values < $60,000 compared with block groups with median house values ≥$100,000. Among block groups that did not have a previously permitted solid waste facility, the adjusted hazard of a new permitted facility was 2.7 times higher in block groups with ≥50% people of color compared with block groups with < 10% people of color. Conclusion Solid waste facilities present numerous public health concerns. In North Carolina solid waste facilities are disproportionately located in communities of color and low wealth. In the absence of action to promote environmental justice, the continued need for new facilities could exacerbate this environmental injustice. PMID:17805426
Impact of intermodal facilities to the design of supply chains for biorefineries.
DOT National Transportation Integrated Search
2009-08-15
This paper analyzes the impact that an intermodal facility has on location and transportation decisions for biofuel production plants. Location decisions impact the management of the in-bound and out-bound logistics of a plant. We model this supply c...
Optimal siting of solid waste-to-value-added facilities through a GIS-based assessment.
Khan, Md Mohib-Ul-Haque; Vaezi, Mahdi; Kumar, Amit
2018-01-01
Siting a solid waste conversion facility requires an assessment of solid waste availability as well as ensuring compliance with environmental, social, and economic factors. The main idea behind this study was to develop a methodology to locate suitable locations for waste conversion facilities considering waste availability as well as environmental and social constraints. A geographic information system (GIS) spatial analysis was used to identify the most suitable areas and to screen out unsuitable lands. The analytic hierarchy process (AHP) was used for a multi-criteria evaluation of relative preferences of different environmental and social factors. A case study was conducted for Alberta, a western province in Canada, by performing a province-wide waste availability assessment. The total available waste considered in this study was 4,077,514tonnes/year for 19 census divisions collected from 79 landfills. Finally, a location-allocation analysis was performed to determine suitable locations for 10 waste conversion facilities across the province. Copyright © 2017 Elsevier B.V. All rights reserved.
Benova, Lenka; Macleod, David; Radovich, Emma; Lynch, Caroline A; Campbell, Oona M R
2017-01-01
Abstract The objective of this article is to assess the extent and determinants of switching delivery location between women’s first and second deliveries. We used Demographic and Health Survey data from 39 low- and middle-income countries on delivery locations from >30 000 women who had their first two deliveries in the 5-year survey recall period. Each delivery was characterized as occurring at home or in a health facility, facilities were classified as public- or private-sector. The extent of switching was estimated for each country, region and overall. Multivariable logistic regression models assessed determinants of switching (home to facility or facility to home), using four dimensions (perceived/biological need, socioeconomic characteristics, utilization of care and availability of care). Overall, 49.0% of first and 44.5% of second deliveries occurred in health facilities. Among women who had their first delivery at home, 11.8% used a facility for their second (7.0% public-sector and 4.8% private-sector). Among women who had their first delivery in a facility, 21.6% switched to a home location for their second. The extent of switching varied by country; but the overall net effect was either non-existent (n = 20) or away from facilities (n = 17) in all but two countries—Cambodia and Burkina Faso. Four factors were associated with switching to a facility after a home delivery: higher education, urban residence, non-poor household status and multiple gestation. Majority of women consistently used the same delivery location for their first two deliveries. We found some evidence that where switching occurred, women were being lost from facility care during this important transition, and that all four included dimensions were important determinants of women’s pattern of delivery care use. The relative importance of these factors should be understood in each specific context to improve retention in and provision of quality intrapartum care for women and their newborns. PMID:28981668
Benova, Lenka; Macleod, David; Radovich, Emma; Lynch, Caroline A; Campbell, Oona M R
2017-11-01
The objective of this article is to assess the extent and determinants of switching delivery location between women's first and second deliveries. We used Demographic and Health Survey data from 39 low- and middle-income countries on delivery locations from >30 000 women who had their first two deliveries in the 5-year survey recall period. Each delivery was characterized as occurring at home or in a health facility, facilities were classified as public- or private-sector. The extent of switching was estimated for each country, region and overall. Multivariable logistic regression models assessed determinants of switching (home to facility or facility to home), using four dimensions (perceived/biological need, socioeconomic characteristics, utilization of care and availability of care). Overall, 49.0% of first and 44.5% of second deliveries occurred in health facilities. Among women who had their first delivery at home, 11.8% used a facility for their second (7.0% public-sector and 4.8% private-sector). Among women who had their first delivery in a facility, 21.6% switched to a home location for their second. The extent of switching varied by country; but the overall net effect was either non-existent (n = 20) or away from facilities (n = 17) in all but two countries-Cambodia and Burkina Faso. Four factors were associated with switching to a facility after a home delivery: higher education, urban residence, non-poor household status and multiple gestation. Majority of women consistently used the same delivery location for their first two deliveries. We found some evidence that where switching occurred, women were being lost from facility care during this important transition, and that all four included dimensions were important determinants of women's pattern of delivery care use. The relative importance of these factors should be understood in each specific context to improve retention in and provision of quality intrapartum care for women and their newborns. © The Author 2017. Published by Oxford University Press in association with The London School of Hygiene and Tropical Medicine.
Young, Tyler J; Daniel, Ray W; Rowson, Steven; Duma, Stefan M
2014-09-01
To provide data describing the head impact exposure of 7- to 8-year-old football players. Head impact data were collected from 19 players over the course of 2 seasons using helmet-mounted accelerometer arrays. Data were collected from 2 youth football teams in Blacksburg, VA, spanning 2 seasons. A total of 19 youth football players aged 7-8 years. Type of session (practice or game) and the player's experience. Head impact frequency, acceleration magnitude, and impact location for games, practices, and the season as a whole were measured. The average instrumented player sustained 9 ± 6 impacts per practice, 11 ± 11 impacts per game, and 161 ± 111 impacts per season. The average instrumented player had a median impact of 16 ± 2 g and 686 ± 169 rad/s and a 95th percentile impact of 38 ± 13 g and 2052 ± 664 rad/s throughout a season. Impacts of 40 g or greater tended to occur more frequently in practices than in games, and practices had a significantly higher 95th percentile impact magnitude than games (P = 0.023). Returning players had significantly more impacts than first time players (P = 0.007). These data are a further step toward developing effective strategies to reduce the incidence of concussion in youth football and have applications toward youth-specific football helmet designs.
A pilot study of indoor air quality in screen golf courses.
Goung, Sun-Ju Nam; Yang, Jinho; Kim, Yoon Shin; Lee, Cheol Min
2015-05-01
The aims of this study were to provide basic data for determining policies on air quality for multi-user facilities, including the legal enrollment of the indoor air quality regulation as designated by the Ministry of Environment, and to establish control plans. To this end, concentrations of ten pollutants (PM10, carbon monoxide (CO), carbon dioxide (CO2), nitrogen dioxide (NO2), formaldehyde (HCHO), total volatile organic compounds (TVOCs), radon (Rn), oxone (O3), total bacteria counts (TBC), and asbestos) in addition to nicotine, a smoking index material used to determine the impact of smoking on the air quality, were investigated in indoor game rooms and lobbies of 64 screen golf courses. The average concentration of none of the ten pollutants in the game rooms and lobbies of screen golf courses was found to exceed the limit set by the law. There were, however, pollutant concentrations exceeding limits in some screen golf courses, in order to establish a control plan for the indoor air quality of screen golf courses, a study on the emission sources of each pollutant was conducted. The major emission sources were found to be facility users' activities such as smoking and the use of combustion appliances, building materials, and finishing materials.
Markham, Francis; Doran, Bruce; Young, Martin
2016-08-01
An emerging body of research has documented an association between problem gambling and domestic violence in a range of study populations and locations. Yet little research has analysed this relationship at ecological scales. This study investigates the proposition that gambling accessibility and the incidence of domestic violence might be linked. The association between police-recorded domestic violence and electronic gaming machine accessibility is described at the postcode level. Police recorded family incidents per 10,000 and domestic-violence related physical assault offenses per 10,000 were used as outcome variables. Electronic gaming machine accessibility was measured as electronic gaming machines per 10,000 and gambling venues per 100,000. Bayesian spatio-temporal mixed-effects models were used to estimate the associations between gambling accessibility and domestic violence, using annual postcode-level data in Victoria, Australia between 2005 and 2014, adjusting for a range of covariates. Significant associations of policy-relevant magnitudes were found between all domestic violence and EGM accessibility variables. Postcodes with no electronic gaming machines were associated with 20% (95% credibility interval [C.I.]: 15%, 24%) fewer family incidents per 10,000 and 30% (95% C.I.: 24%, 35%) fewer domestic-violence assaults per 10,000, when compared with postcodes with 75 electronic gaming machine per 10,000. The causal relations underlying these associations are unclear. Quasi-experimental research is required to determine if reducing gambling accessibility is likely to reduce the incidence of domestic violence. Copyright © 2016 Elsevier Ltd. All rights reserved.
Geography, facilities, and promotional strategies used to encourage indoor tanning in New York City.
Brouse, Corey H; Hillyer, Grace Clarke; Basch, Charles E; Neugut, Alfred I
2011-08-01
There is emerging evidence for the relationship between indoor tanning and melanoma. Eighty-five indoor tanning facilities in New York City were observed to determine number of tanning machines, pricing, promotions, products, and hours. Census data by zip code was used to determine population density, gender, race, age, percent living in poverty, percent unemployed, and percent college educated of areas in which tanning facilities were located. Pricing varied by the type of machine, number of sessions purchased, and single versus bundled sessions. Facilities were located in areas that had greater population density and slightly greater median age. Compared with the zip code areas with no facilities, those with tanning facilities had a higher proportion of white residents; a lower proportion of residents living in poverty and unemployed; and a higher proportion of residents with a college education. Our data suggest that the strategic location of facilities and promotions used in NYC seek to maximize patronage by those with comparatively high levels of income and education and who may be more influenced by the social desirability of artificial tanning. Long-term interventions aimed at changing social norms regarding tan skin are needed.
DOE Office of Scientific and Technical Information (OSTI.GOV)
Gallegos, G; Daniels, J; Wegrecki, A
2006-04-24
This document contains the human health and ecological risk assessment for the Resource Recovery and Conservation Act (RCRA) permit renewal for the Explosives Waste Treatment Facility (EWTF). Volume 1 is the text of the risk assessment, and Volume 2 (provided on a compact disc) is the supporting modeling data. The EWTF is operated by the Lawrence Livermore National Laboratory (LLNL) at Site 300, which is located in the foothills between the cities of Livermore and Tracy, approximately 17 miles east of Livermore and 8 miles southwest of Tracy. Figure 1 is a map of the San Francisco Bay Area, showingmore » the location of Site 300 and other points of reference. One of the principal activities of Site 300 is to test what are known as ''high explosives'' for nuclear weapons. These are the highly energetic materials that provide the force to drive fissionable material to criticality. LLNL scientists develop and test the explosives and the integrated non-nuclear components in support of the United States nuclear stockpile stewardship program as well as in support of conventional weapons and the aircraft, mining, oil exploration, and construction industries. Many Site 300 facilities are used in support of high explosives research. Some facilities are used in the chemical formulation of explosives; others are locations where explosive charges are mechanically pressed; others are locations where the materials are inspected radiographically for such defects as cracks and voids. Finally, some facilities are locations where the machined charges are assembled before they are sent to the on-site test firing facilities, and additional facilities are locations where materials are stored. Wastes generated from high-explosives research are treated by open burning (OB) and open detonation (OD). OB and OD treatments are necessary because they are the safest methods for treating explosives wastes generated at these facilities, and they eliminate the requirement for further handling and transportation that would be required if the wastes were treated off site.« less
DOE Office of Scientific and Technical Information (OSTI.GOV)
Gallegos, G; Daniels, J; Wegrecki, A
2007-10-01
This document contains the human health and ecological risk assessment for the Resource Recovery and Conservation Act (RCRA) permit renewal for the Explosives Waste Treatment Facility (EWTF). Volume 1 is the text of the risk assessment, and Volume 2 (provided on a compact disc) is the supporting modeling data. The EWTF is operated by the Lawrence Livermore National Laboratory (LLNL) at Site 300, which is located in the foothills between the cities of Livermore and Tracy, approximately 17 miles east of Livermore and 8 miles southwest of Tracy. Figure 1 is a map of the San Francisco Bay Area, showingmore » the location of Site 300 and other points of reference. One of the principal activities of Site 300 is to test what are known as 'high explosives' for nuclear weapons. These are the highly energetic materials that provide the force to drive fissionable material to criticality. LLNL scientists develop and test the explosives and the integrated non-nuclear components in support of the United States nuclear stockpile stewardship program as well as in support of conventional weapons and the aircraft, mining, oil exploration, and construction industries. Many Site 300 facilities are used in support of high explosives research. Some facilities are used in the chemical formulation of explosives; others are locations where explosive charges are mechanically pressed; others are locations where the materials are inspected radiographically for such defects as cracks and voids. Finally, some facilities are locations where the machined charges are assembled before they are sent to the onsite test firing facilities, and additional facilities are locations where materials are stored. Wastes generated from high-explosives research are treated by open burning (OB) and open detonation (OD). OB and OD treatments are necessary because they are the safest methods for treating explosives wastes generated at these facilities, and they eliminate the requirement for further handling and transportation that would be required if the wastes were treated off site.« less
NASA Astrophysics Data System (ADS)
Jia, Chun-Xiao; Liu, Run-Ran; Rong, Zhihai
2017-03-01
Either in societies or economic cycles, the benefits of a group can be affected by various unpredictable factors. We study effects of additive spatiotemporal random variations on the evolution of cooperation by introducing them to the enhancement level of the spatial public goods game. Players are located on the sites of a two-dimensional lattice and gain their payoffs from games with their neighbors by choosing cooperation or defection. We observe that a moderate intensity of variations can best favor cooperation at low enhancement levels, which resembles classical coherence resonance. Whereas for high enhancement levels, we find that the random variations cannot increase the cooperation level, but hamper cooperation instead. This discrepancy is attributed to the different roles the additive variations played in the early and late stages of evolution. In the early stage of evolution, the additive variations increase the survival probability of the players with lower average payoffs. However, in the late stage of evolution, the additive variations can promote defectors to destroy the cooperative clusters that have been formed. Our results indicate that additive spatiotemporal noise may not be as universally beneficial for cooperation as the spatial prisoner's dilemma game.
Digital game based learning: A new method in teaching and learning mathematics
NASA Astrophysics Data System (ADS)
Hussain, Sayed Yusoff bin Syed; Hoe, Tan Wee; Idris, Muhammad Zaffwan bin
2017-05-01
Digital game-based learning (DGBL) had been regarded as a sound learning strategy in raising pupils' willingness and interest in many disciplines. Normally, video and digital games are used in the teaching and learning mathematics. based on literature, digital games have proven its capability in making pupils motivated and are more likely to contribute to effective learning mathematics. Hence this research aims to construct a DGBL in the teaching of Mathematics for Year 1 pupils. Then, a quasi-experimental study was carried out in a school located in Gua Musang, Kelantan, involving 39 pupils. Specifically, this article tests the effectiveness of the use of DGBL in the teaching of the topic Addition of Less than 100 on pupil's achievement. This research employed a quasi-experiment, Pre and Post Test of Non-equivalent Control Group design. The data were analysed using the Nonparametric test namely the Mann-Whitney U. The research finding shows the use of the DGBL could increase the pupils' achievement in the topic of Addition of Less than 100. In practice, this research indicates that the DBGL can utilized as an alternative reference strategy for Mathematics teacher.
Testing Sleep Consolidation in Skill Learning: A Field Study Using an Online Game.
Stafford, Tom; Haasnoot, Erwin
2017-04-01
Using an observational sample of players of a simple online game (n > 1.2 million), we are able to trace the development of skill in that game. Information on playing time, and player location, allows us to estimate time of day during which practice took place. We compare those whose breaks in practice probably contained a night's sleep and those whose breaks in practice probably did not contain a night's sleep. Our analysis confirms experimental evidence showing a benefit of spacing for skill learning, but it fails to find any additional benefit of sleeping during a break from practice. We discuss reasons why the well-established phenomenon of sleep consolidation might not manifest in an observational study of skill development. We put the spacing effect into the context of the other known influences on skill learning: improvement with practice, and individual differences in initial performance. Analysis of performance data from games allows experimental results to be demonstrated outside of the lab and for experimental phenomenon to be put in the context of the performance of the whole task. Copyright © 2016 Cognitive Science Society, Inc.
Elderly’s Family Life Supplies - Innovative Chinese Checkers Game Board
NASA Astrophysics Data System (ADS)
CHAO, Fanglin
2017-09-01
The product design course for industrial design students was implemented in our university which spans 9 weeks. Throughout the creativity rules and field study, students achieve high standard on problem identification and concept generation. The prototype test with elderly in design projects is helpful to make students with deeper understand user demand, which in turn enhance the concept further. Traditional Chinese checkers are redesigned using special checkers with different height or shape and specific rules to increase user interest and game diversity. Game is more challenging due to location weighting on score calculation to planning its strategies. Redesign Chinese checkers game board include reconfigurable board and several shape checkers. Checkers has 3 parts: standing ring body, the base body, both support the side holding structure. The body shows slightly concave to facilitate the fingers hold. The upper portion of the body is provided with different shapes extension section which can be engaged with base body. Player move the checker to the opposite target area. When one of player moved all the checkers to the opposite target area; they shift to the scoring calculation stage. The participant may develop specific strategy to gain higher score by maximized weighted checkers into its target block regions.
An orbital emulator for pursuit-evasion game theoretic sensor management
NASA Astrophysics Data System (ADS)
Shen, Dan; Wang, Tao; Wang, Gang; Jia, Bin; Wang, Zhonghai; Chen, Genshe; Blasch, Erik; Pham, Khanh
2017-05-01
This paper develops and evaluates an orbital emulator (OE) for space situational awareness (SSA). The OE can produce 3D satellite movements using capabilities generated from omni-wheeled robot and robotic arm motion methods. The 3D motion of a satellite is partitioned into the movements in the equatorial plane and the up-down motions in the vertical plane. The 3D actions are emulated by omni-wheeled robot models while the up-down motions are performed by a stepped-motor-controlled-ball along a rod (robotic arm), which is attached to the robot. For multiple satellites, a fast map-merging algorithm is integrated into the robot operating system (ROS) and simultaneous localization and mapping (SLAM) routines to locate the multiple robots in the scene. The OE is used to demonstrate a pursuit-evasion (PE) game theoretic sensor management algorithm, which models conflicts between a space-based-visible (SBV) satellite (as pursuer) and a geosynchronous (GEO) satellite (as evader). The cost function of the PE game is based on the informational entropy of the SBV-tracking-GEO scenario. GEO can maneuver using a continuous and low thruster. The hard-in-loop space emulator visually illustrates the SSA problem solution based PE game.
NASA Astrophysics Data System (ADS)
Takesue, H.
2018-02-01
Punishment and partner switching are two well-studied mechanisms that support the evolution of cooperation. Observation of human behaviour suggests that the extent to which punishment is adopted depends on the usage of alternative mechanisms, including partner switching. In this study, we investigate the combined effect of punishment and partner switching in evolutionary prisoner's dilemma games conducted on a network. In the model, agents are located on the network and participate in the prisoner's dilemma games with punishment. In addition, they can opportunistically switch interaction partners to improve their payoff. Our Monte Carlo simulation showed that a large frequency of punishers is required to suppress defectors when the frequency of partner switching is low. In contrast, cooperation is the most abundant strategy when the frequency of partner switching is high regardless of the strength of punishment. Interestingly, cooperators become abundant not because they avoid the cost of inflicting punishment and earn a larger average payoff per game but rather because they have more numerous opportunities to be referred to as a role agent by defectors. Our results imply that the fluidity of social relationships has a profound effect on the adopted strategy in maintaining cooperation.
Mnemonic Strategies: Creating Schemata for Learning Enhancement
ERIC Educational Resources Information Center
Goll, Paulette S.
2004-01-01
This article investigates the process of remembering and presents techniques to improve memory retention. Examples of association, clustering, imagery, location, mnemonic devices and visualization illustrate strategies that can be used to encode and recall information from the long-term memory. Several memory games offer the opportunity to test…
ERIC Educational Resources Information Center
School Library Media Activities Monthly, 1996
1996-01-01
Giving students a chance to associate numbers with subjects can be useful in speeding their location of desired print or nonprint materials and helping students feel independent when browsing. A matching game for helping students learn the Dewey numbers is presented. Instructions for the library media specialist or teacher, instructions for…
86. VIEW OF LIQUID NITROGEN STORAGE FACILITY LOCATED DIRECTLY WEST ...
86. VIEW OF LIQUID NITROGEN STORAGE FACILITY LOCATED DIRECTLY WEST OF THE SLC-3W FUEL APRON. NOTE HEAT EXCHANGER IN BACKGROUND. CAMERA TOWER LOCATED DIRECTLY IN FRONT OF LIQUID NITROGEN STORAGE TANK. NITROGEN AND HELIUM GAS STORAGE TANKS AT SOUTH END OF FUEL APRON IN LOWER RIGHT CORNER. - Vandenberg Air Force Base, Space Launch Complex 3, Launch Pad 3 West, Napa & Alden Roads, Lompoc, Santa Barbara County, CA
EPA Facility Registry Service (FRS): TRI
This web feature service contains location and facility identification information from EPA's Facility Registry Service (FRS) for the subset of facilities that link to the Toxic Release Inventory (TRI) System. TRI is a publicly available EPA database reported annually by certain covered industry groups, as well as federal facilities. It contains information about more than 650 toxic chemicals that are being used, manufactured, treated, transported, or released into the environment, and includes information about waste management and pollution prevention activities. FRS identifies and geospatially locates facilities, sites or places subject to environmental regulations or of environmental interest. Using vigorous verification and data management procedures, FRS integrates facility data from EPA's national program systems, other federal agencies, and State and tribal master facility records and provides EPA with a centrally managed, single source of comprehensive and authoritative information on facilities. This data set contains the subset of FRS integrated facilities that link to TRI facilities once the TRI data has been integrated into the FRS database. Additional information on FRS is available at the EPA website https://www.epa.gov/enviro/facility-registry-service-frs.
Trost, Stewart G; Sundal, Deborah; Foster, Gary D; Lent, Michelle R; Vojta, Deneen
2014-05-01
Active video games may offer an effective strategy to increase physical activity in overweight and obese children. However, the specific effects of active gaming when delivered within the context of a pediatric weight management program are unknown. To evaluate the effects of active video gaming on physical activity and weight loss in children participating in an evidence-based weight management program delivered in the community. Group-randomized clinical trial conducted during a 16-week period in YMCAs and schools located in Massachusetts, Rhode Island, and Texas. Seventy-five overweight or obese children (41 girls [55%], 34 whites [45%], 20 Hispanics [27%], and 17 blacks [23%]) enrolled in a community-based pediatric weight management program. Mean (SD) age of the participants was 10.0 (1.7) years; body mass index (BMI) z score, 2.15 (0.40); and percentage overweight from the median BMI for age and sex, 64.3% (19.9%). All participants received a comprehensive family-based pediatric weight management program (JOIN for ME). Participants in the program and active gaming group received hardware consisting of a game console and motion capture device and 1 active game at their second treatment session and a second game in week 9 of the program. Participants in the program-only group were given the hardware and 2 games at the completion of the 16-week program. Objectively measured daily moderate-to-vigorous and vigorous physical activity, percentage overweight, and BMI z score. Participants in the program and active gaming group exhibited significant increases in moderate-to-vigorous (mean [SD], 7.4 [2.7] min/d) and vigorous (2.8 [0.9] min/d) physical activity at week 16 (P < .05). In the program-only group, a decline or no change was observed in the moderate-to-vigorous (mean [SD] net difference, 8.0 [3.8] min/d; P = .04) and vigorous (3.1 [1.3] min/d; P = .02) physical activity. Participants in both groups exhibited significant reductions in percentage overweight and BMI z scores at week 16. However, the program and active gaming group exhibited significantly greater reductions in percentage overweight (mean [SD], -10.9%[1.6%] vs -5.5%[1.5%]; P = .02) and BMI z score (-0.25 [0.03] vs -0.11 [0.03]; P < .001). CONCLUSIONS AND RELEVANCE Incorporating active video gaming into an evidence-based pediatric weight management program has positive effects on physical activity and relative weight. TRIAL REGISTRATION clinicaltrials.gov Identifier: NCT01757925.
7 CFR 3570.61 - Eligibility for grant assistance
Code of Federal Regulations, 2010 CFR
2010-01-01
... grant assistance The essential community facility must primarily serve rural areas, be located in a.... Essential community facilities must be: (1) Located in rural areas, except for utility-type services, such.... (d) Economic feasibility. All projects financed under the provisions of this section must be based on...
Federal Register 2010, 2011, 2012, 2013, 2014
2012-03-21
... Status Piramal Critical Care, Inc., (Inhalation Anesthetics), Bethlehem, PA Pursuant to its authority... anesthetic manufacturing and distribution facilities of Piramal Critical Care, Inc., located in Bethlehem... inhalation anesthetics at the facilities of Piramal Critical Care, Inc., located in Bethlehem, Pennsylvania...
NPDES Permit for F.E. Warren Air Force Base Missile Launch Facilities in Colorado
Under NPDES permit CO-0034789, the USAF, F. E. Warren Air Force Base, is authorized to discharge from the Missile Launch Facilities located in northeastern Colorado to unnamed drainage ditches located in the Cedar Creek and Pawnee Creek drainage basins.
Centralization vs. Decentralization: A Location Analysis Approach for Librarians
ERIC Educational Resources Information Center
Raffel, Jeffrey; Shishko, Robert
1972-01-01
An application of location theory to the question of centralized versus decentralized library facilities for a university, with relevance for special libraries is presented. The analysis provides models for a single library, for two or more libraries, or for decentralized facilities. (6 references) (Author/NH)
Hazardous Waste Cleanup: Safety-Kleen Corporation - Congers 2-118-01 in Congers, New York
Safety-Kleen Corporation, the Congers facility is located at 68 North Harrison Avenue, Congers, Rockland County, New York. The facility is about 2,000 feet northeast of the intersection of Congers Road and Kings Highway, situated atop a small hill located
Analyzing the impact of intermodal facilities to the design and management of biofuels supply chain.
DOT National Transportation Integrated Search
2010-01-01
This paper analyzes the impact that an intermodal facility has on location and transportation : decisions for biofuel production plants. Location decisions impact the management of the in-bound and out-bound logistics of a plant. We model this supply...
Federal Register 2010, 2011, 2012, 2013, 2014
2010-02-26
... Status; IKEA Distribution Services (Distribution of Home Furnishings and Accessories); Baltimore, MD... subzone at the warehouse and distribution facility of IKEA Distribution Services, located in Perryville... and distribution at the facility of IKEA Distribution Services, located in Perryville, Maryland...
SOUTH ELEVATION OF IRRADIATED FUEL STORAGE FACILITY LOCATED IN FUEL ...
SOUTH ELEVATION OF IRRADIATED FUEL STORAGE FACILITY LOCATED IN FUEL STORAGE BUILDING (CPP-603). PHOTO TAKEN LOOKING NORTH. INL PHOTO NUMBER HD-54-15-2. Mike Crane, Photographer, 8/2005 - Idaho National Engineering Laboratory, Idaho Chemical Processing Plant, Fuel Reprocessing Complex, Scoville, Butte County, ID
NORTH ELEVATION OF IRRADIATED FUEL STORAGE FACILITY LOCATED IN FUEL ...
NORTH ELEVATION OF IRRADIATED FUEL STORAGE FACILITY LOCATED IN FUEL STORAGE BUILDING (CPP-603). PHOTO TAKEN LOOKING SOUTH. INL PHOTO NUMBER HD-54-16-1. Mike Crane, Photographer, 8/2005 - Idaho National Engineering Laboratory, Idaho Chemical Processing Plant, Fuel Reprocessing Complex, Scoville, Butte County, ID
30 CFR 57.20008 - Toilet facilities.
Code of Federal Regulations, 2010 CFR
2010-07-01
... 30 Mineral Resources 1 2010-07-01 2010-07-01 false Toilet facilities. 57.20008 Section 57.20008....20008 Toilet facilities. (a) Toilet facilities shall be provided at locations that are compatible with the mine operations and that are readily accessible to mine personnel. (b) The facilities shall be...
A case study of potential human health impacts from petroleum coke transfer facilities.
Dourson, Michael L; Chinkin, Lyle R; MacIntosh, David L; Finn, Jennifer A; Brown, Kathleen W; Reid, Stephen B; Martinez, Jeanelle M
2016-11-01
Petroleum coke or "petcoke" is a solid material created during petroleum refinement and is distributed via transfer facilities that may be located in densely populated areas. The health impacts from petcoke exposure to residents living in proximity to such facilities were evaluated for a petcoke transfer facilities located in Chicago, Illinois. Site-specific, margin of safety (MOS) and margin of exposure (MOE) analyses were conducted using estimated airborne and dermal exposures. The exposure assessment was based on a combined measurement and modeling program that included multiyear on-site air monitoring, air dispersion modeling, and analyses of soil and surfaces in residential areas adjacent to two petcoke transfer facilities located in industrial areas. Airborne particulate matter less than 10 microns (PM 10 ) were used as a marker for petcoke. Based on daily fence line monitoring, the average daily PM 10 concentration at the KCBX Terminals measured on-site was 32 μg/m 3 , with 89% of 24-hr average PM 10 concentrations below 50 μg/m 3 and 99% below 100 μg/m 3 . A dispersion model estimated that the emission sources at the KCBX Terminals produced peak PM 10 levels attributed to the petcoke facility at the most highly impacted residence of 11 μg/m 3 on an annual average basis and 54 μg/m 3 on 24-hr average basis. Chemical indicators of petcoke in soil and surface samples collected from residential neighborhoods adjacent to the facilities were equivalent to levels in corresponding samples collected at reference locations elsewhere in Chicago, a finding that is consistent with limited potential for off-site exposure indicated by the fence line monitoring and air dispersion modeling. The MOE based upon dispersion model estimates ranged from 800 to 900 for potential inhalation, the primary route of concern for particulate matter. This indicates a low likelihood of adverse health effects in the surrounding community. Implications: Handling of petroleum coke at bulk material transfer facilities has been identified as a concern for the public health of surrounding populations. The current assessment, based on measurements and modeling of two facilities located in a densely populated urban area, indicates that petcoke transport and accumulation in off-site locations is minimal. In addition, estimated human exposures, if any, are well below levels that could be anticipated to produce adverse health effects in the general population.
DOE Office of Scientific and Technical Information (OSTI.GOV)
Hollister, H.L.
1951-06-01
This document describes the scope of the C-431-B Reactor Production Facility. In dealing with the broad phases of the project, it includes the Sections ``A`` (Scope Modifications) of the approved Design Criteria, modified to ensure correctness to date. Location of the facility has been set as shown on the site map in HDC-2101, designated site number one. Included in Project C-431-B are the 105-C Building, including within that building facilities previously located in the 1608 Building, a contaminated effluent crib adjacent to 105-C, and gas facilities using the 115-B Building interconnected with 105-C. Also included are an oil shed, amore » thimble storage cave, a badge house, and an exclusion fence. Building services and process lines will be considered part of the project to a location nominally five feet outside of 105-C.« less
Olympic Health Legacy; Essentials for Lasting Development of Host City.
Lee, Young-Hee; Kim, Jung Moon
2013-03-01
The purpose of the Olympic Games should be to contribute to the social development by leaving behind economic, cultural and environmental legacies to the hosting region. While tangible examples such as venues are often recognized as representative legacies of the Olympics, intangible aspects such as the environment, culture, policy and human resources have been gaining in importance. The Olympic Games, at its most fundamental level, is a sporting event. Sports not only is closely related to the physical health, but is also instrumental to fostering mental health through inspiration. One of the most important sports legacies was the general change in the population's perception on sports and physical activities; due to such change, people were able to enjoy sports as part of healthy and active everyday life and benefit physically. However, compared to tangible legacies such as the facilities, social legacies such as the general health and their planning, execution and achievements are hard to monitor. Therefore, for the Olympics to leave behind socio-cultural legacies that contribute to the development of the hosting region, there must be a thorough business plan that takes into account region-specific purpose, and is divided into stages such as before, during and after the Games. Should the 2018 Winter Olympic Games hope to create continuing contribution to its hosting region, it must leave behind 'Health Legacies' that will enhance the happiness of the hosting region's population. To this end, establishment of region-specific purpose and systematic promotion of business via detailed analysis of precedents are a must. This article aim to review the health legacy endeavors of past host cities and suggest the appropriate forms of health legacy of 2018 Pyeongchang Winter Olympic and Paralympic Games.
Olympic Health Legacy; Essentials for Lasting Development of Host City
Lee, Young-Hee; Kim, Jung Moon
2013-01-01
The purpose of the Olympic Games should be to contribute to the social development by leaving behind economic, cultural and environmental legacies to the hosting region. While tangible examples such as venues are often recognized as representative legacies of the Olympics, intangible aspects such as the environment, culture, policy and human resources have been gaining in importance. The Olympic Games, at its most fundamental level, is a sporting event. Sports not only is closely related to the physical health, but is also instrumental to fostering mental health through inspiration. One of the most important sports legacies was the general change in the population’s perception on sports and physical activities; due to such change, people were able to enjoy sports as part of healthy and active everyday life and benefit physically. However, compared to tangible legacies such as the facilities, social legacies such as the general health and their planning, execution and achievements are hard to monitor. Therefore, for the Olympics to leave behind socio-cultural legacies that contribute to the development of the hosting region, there must be a thorough business plan that takes into account region-specific purpose, and is divided into stages such as before, during and after the Games. Should the 2018 Winter Olympic Games hope to create continuing contribution to its hosting region, it must leave behind ‘Health Legacies’ that will enhance the happiness of the hosting region’s population. To this end, establishment of region-specific purpose and systematic promotion of business via detailed analysis of precedents are a must. This article aim to review the health legacy endeavors of past host cities and suggest the appropriate forms of health legacy of 2018 Pyeongchang Winter Olympic and Paralympic Games. PMID:26064832
Hazardous Waste Cleanup: TAPI Puerto Rico Incorporated in Guayama, Puerto Rico
The TAPI facility is located on the southeastern coastal plain of Puerto Rico. The facility is about 1.1 miles north of the Caribbean Sea and 3.5 miles south of the foothills of the Cordillera Central Mountains. The Town of Guayama is located approximately
Hazardous Waste Cleanup: Merial Barceloneta, LLC in Barceloneta, Puerto Rico
The Merck, Sharp & Dohme Química de Puerto Rico Ltd (MSDQ) facility is located at Road #2 km. 56.7, in the Municipality of Barceloneta, Puerto Rico. The facility is located approximately three miles south of the Atlantic Ocean and 38 miles due west of San
14 CFR 21.43 - Location of manufacturing facilities.
Code of Federal Regulations, 2011 CFR
2011-01-01
... 14 Aeronautics and Space 1 2011-01-01 2011-01-01 false Location of manufacturing facilities. 21.43 Section 21.43 Aeronautics and Space FEDERAL AVIATION ADMINISTRATION, DEPARTMENT OF TRANSPORTATION AIRCRAFT.... Except as provided in § 21.29, the Administrator does not issue a type certificate if the manufacturing...
Code of Federal Regulations, 2012 CFR
2012-07-01
... you are a fixed facility and your cooling water intake structure is located in an estuary or tidal... waterbody flow information. If your cooling water intake structure is located in an estuary or tidal river...
Code of Federal Regulations, 2013 CFR
2013-07-01
... you are a fixed facility and your cooling water intake structure is located in an estuary or tidal... waterbody flow information. If your cooling water intake structure is located in an estuary or tidal river...
Code of Federal Regulations, 2014 CFR
2014-07-01
... you are a fixed facility and your cooling water intake structure is located in an estuary or tidal... waterbody flow information. If your cooling water intake structure is located in an estuary or tidal river...
75 FR 19555 - NARA Facility Locations and Hours
Federal Register 2010, 2011, 2012, 2013, 2014
2010-04-15
... at 41 CFR part 101-20. The National Archives at Philadelphia on Market Street (in Philadelphia) and... NATIONAL ARCHIVES AND RECORDS ADMINISTRATION 36 CFR Parts 1200, 1253, and 1280 [FDMS Docket NARA-10-0002] RIN 3095-AB66 NARA Facility Locations and Hours AGENCY: National Archives and Records...
7 CFR 984.464 - Disposition of substandard walnuts.
Code of Federal Regulations, 2012 CFR
2012-01-01
... locations of the facilities within the area of production to which substandard walnuts may be shipped. The... shipped directly to an approved location where the crushing, feed manufacture, or feeding is to take place... disposition or the Board determines that substandard walnuts are not shipped to such facilities. Substandard...
7 CFR 984.464 - Disposition of substandard walnuts.
Code of Federal Regulations, 2013 CFR
2013-01-01
... locations of the facilities within the area of production to which substandard walnuts may be shipped. The... shipped directly to an approved location where the crushing, feed manufacture, or feeding is to take place... disposition or the Board determines that substandard walnuts are not shipped to such facilities. Substandard...
7 CFR 984.464 - Disposition of substandard walnuts.
Code of Federal Regulations, 2011 CFR
2011-01-01
... locations of the facilities within the area of production to which substandard walnuts may be shipped. The... shipped directly to an approved location where the crushing, feed manufacture, or feeding is to take place... disposition or the Board determines that substandard walnuts are not shipped to such facilities. Substandard...
7 CFR 984.464 - Disposition of substandard walnuts.
Code of Federal Regulations, 2014 CFR
2014-01-01
... locations of the facilities within the area of production to which substandard walnuts may be shipped. The... shipped directly to an approved location where the crushing, feed manufacture, or feeding is to take place... disposition or the Board determines that substandard walnuts are not shipped to such facilities. Substandard...
10 CFR 75.6 - Facility and location reporting.
Code of Federal Regulations, 2010 CFR
2010-01-01
... 10 Energy 2 2010-01-01 2010-01-01 false Facility and location reporting. 75.6 Section 75.6 Energy NUCLEAR REGULATORY COMMISSION (CONTINUED) SAFEGUARDS ON NUCLEAR MATERIAL-IMPLEMENTATION OF US/IAEA..., all communications concerning the regulations in this Part shall be addressed to the U.S. Nuclear...
10 CFR 75.6 - Facility and location reporting.
Code of Federal Regulations, 2013 CFR
2013-01-01
... 10 Energy 2 2013-01-01 2013-01-01 false Facility and location reporting. 75.6 Section 75.6 Energy NUCLEAR REGULATORY COMMISSION (CONTINUED) SAFEGUARDS ON NUCLEAR MATERIAL-IMPLEMENTATION OF US/IAEA..., all communications concerning the regulations in this Part shall be addressed to the U.S. Nuclear...
77 FR 3255 - Notice of 229 Boundary Revision at the Paducah Gaseous Diffusion Plant
Federal Register 2010, 2011, 2012, 2013, 2014
2012-01-23
... DEPARTMENT OF ENERGY Notice of 229 Boundary Revision at the Paducah Gaseous Diffusion Plant AGENCY... areas, buildings, and other facilities of the Paducah Gaseous Diffusion Plant, located in McCracken... or upon this facility, installation, or real property of the Paducah Gaseous Diffusion Plant located...
10 CFR 75.6 - Facility and location reporting.
Code of Federal Regulations, 2012 CFR
2012-01-01
... 10 Energy 2 2012-01-01 2012-01-01 false Facility and location reporting. 75.6 Section 75.6 Energy NUCLEAR REGULATORY COMMISSION (CONTINUED) SAFEGUARDS ON NUCLEAR MATERIAL-IMPLEMENTATION OF US/IAEA..., all communications concerning the regulations in this Part shall be addressed to the U.S. Nuclear...
10 CFR 75.6 - Facility and location reporting.
Code of Federal Regulations, 2014 CFR
2014-01-01
... 10 Energy 2 2014-01-01 2014-01-01 false Facility and location reporting. 75.6 Section 75.6 Energy NUCLEAR REGULATORY COMMISSION (CONTINUED) SAFEGUARDS ON NUCLEAR MATERIAL-IMPLEMENTATION OF US/IAEA..., all communications concerning the regulations in this Part shall be addressed to the U.S. Nuclear...
10 CFR 75.6 - Facility and location reporting.
Code of Federal Regulations, 2011 CFR
2011-01-01
... 10 Energy 2 2011-01-01 2011-01-01 false Facility and location reporting. 75.6 Section 75.6 Energy NUCLEAR REGULATORY COMMISSION (CONTINUED) SAFEGUARDS ON NUCLEAR MATERIAL-IMPLEMENTATION OF US/IAEA..., all communications concerning the regulations in this Part shall be addressed to the U.S. Nuclear...
14 CFR 21.309 - Location of or change to manufacturing facilities.
Code of Federal Regulations, 2010 CFR
2010-01-01
... 14 Aeronautics and Space 1 2010-01-01 2010-01-01 false Location of or change to manufacturing facilities. 21.309 Section 21.309 Aeronautics and Space FEDERAL AVIATION ADMINISTRATION, DEPARTMENT OF TRANSPORTATION AIRCRAFT CERTIFICATION PROCEDURES FOR PRODUCTS AND PARTS Approval of Materials, Parts, Processes...
10 CFR 960.5-2-9 - Rock characteristics.
Code of Federal Regulations, 2013 CFR
2013-01-01
..., or location of an underground facility. (2) In situ characteristics and conditions that could require... undue hazard to personnel; and (3) the requirements specified in § 960.5-1(a)(3) can be met. (b... significant flexibility in selecting the depth, configuration, and location of the underground facility. (2) A...
10 CFR 960.5-2-9 - Rock characteristics.
Code of Federal Regulations, 2010 CFR
2010-01-01
..., or location of an underground facility. (2) In situ characteristics and conditions that could require... undue hazard to personnel; and (3) the requirements specified in § 960.5-1(a)(3) can be met. (b... significant flexibility in selecting the depth, configuration, and location of the underground facility. (2) A...
10 CFR 960.5-2-9 - Rock characteristics.
Code of Federal Regulations, 2014 CFR
2014-01-01
..., or location of an underground facility. (2) In situ characteristics and conditions that could require... undue hazard to personnel; and (3) the requirements specified in § 960.5-1(a)(3) can be met. (b... significant flexibility in selecting the depth, configuration, and location of the underground facility. (2) A...
30 CFR 254.42 - Exercises for your response personnel and equipment.
Code of Federal Regulations, 2012 CFR
2012-07-01
..., DEPARTMENT OF THE INTERIOR OFFSHORE OIL-SPILL RESPONSE REQUIREMENTS FOR FACILITIES LOCATED SEAWARD OF THE... facility or at a corporate location designated in the plan. Records showing that OSRO's and oil spill...) An annual spill management team tabletop exercise. The exercise must test the spill management team's...
30 CFR 254.42 - Exercises for your response personnel and equipment.
Code of Federal Regulations, 2014 CFR
2014-07-01
..., DEPARTMENT OF THE INTERIOR OFFSHORE OIL-SPILL RESPONSE REQUIREMENTS FOR FACILITIES LOCATED SEAWARD OF THE... facility or at a corporate location designated in the plan. Records showing that OSRO's and oil spill...) An annual spill management team tabletop exercise. The exercise must test the spill management team's...
30 CFR 56.20008 - Toilet facilities.
Code of Federal Regulations, 2010 CFR
2010-07-01
... 30 Mineral Resources 1 2010-07-01 2010-07-01 false Toilet facilities. 56.20008 Section 56.20008... Toilet facilities. (a) Toilet facilities shall be provided at locations that are compatible with the mine operations and that are readily accessible to mine personnel. (b) The facilities shall be kept clean and...
EPA Facility Registry Service (FRS): RCRA
This web feature service contains location and facility identification information from EPA's Facility Registry Service (FRS) for the subset of hazardous waste facilities that link to the Resource Conservation and Recovery Act Information System (RCRAInfo). EPA's comprehensive information system in support of the Resource Conservation and Recovery Act (RCRA) of 1976 and the Hazardous and Solid Waste Amendments (HSWA) of 1984, RCRAInfo tracks many types of information about generators, transporters, treaters, storers, and disposers of hazardous waste. FRS identifies and geospatially locates facilities, sites or places subject to environmental regulations or of environmental interest. Using vigorous verification and data management procedures, FRS integrates facility data from EPA's national program systems, other federal agencies, and State and tribal master facility records and provides EPA with a centrally managed, single source of comprehensive and authoritative information on facilities. This data set contains the subset of FRS integrated facilities that link to RCRAInfo hazardous waste facilities once the RCRAInfo data has been integrated into the FRS database. Additional information on FRS is available at the EPA website https://www.epa.gov/enviro/facility-registry-service-frs
Code of Federal Regulations, 2010 CFR
2010-04-01
... 20 Employees' Benefits 2 2010-04-01 2010-04-01 false Facilities. 416.1023 Section 416.1023... Facilities. (a) Space, equipment, supplies, and other services. Subject to appropriate Federal funding, the... and prompt disability determinations. (b) Location of facilities. Subject to appropriate Federal...
Toxoplasma gondii antibodies in wild white-lipped peccary (Tayassu pecari) from Peru
USDA-ARS?s Scientific Manuscript database
In the Peruvian Amazon, the white-lipped peccary (Tayassu pecari) is a desirable game and is important for local rural economy. Blood samples from 101 white-lipped peccary from Peru were collected from 3 different conservation areas located in the municipalities of Manu and Tambopata, southeastern r...
77 FR 7176 - Great Bay National Wildlife Refuge, Rockingham County, NH
Federal Register 2010, 2011, 2012, 2013, 2014
2012-02-10
... Concord, New Hampshire, that is managed primarily for the federally endangered Karner blue butterfly. The... and the Karner blue butterfly easement have been managed by staff located at Parker River NWR in... partnership with the New Hampshire Fish and Game Department (NHFG). Management on the Karner blue butterfly...
Efficiency/Equity Analysis of Water Resources Problems--A Game Theoretic Approach.
1985-01-01
contained in the West Coast Regional Water Supply Authority’s master plan for Hillsborough, Pasco, and Pinellas counties in Florida (Ross et al...spanning tree, Networks, 3(4), 289-304, 1973. Converse, A.O., Optimum number and location of treatment plants , Journal of the Water Pollution Control
2010-01-06
Micropulsation [10] The induced magnetic field variation was monitored by the fluxgate magnetometer located at Gakona, AK. The 1 sec resolution data...minutes on and 1 minute off, were explored. The experiments were monitored using the digisonde and magnetometer located at the HAARP facility. The...were explored. The experiments were monitored using the digisonde and magnetometer located at the HAARP facility. The results show that the
Overview of Opportunities for Co-Location of Solar Energy Technologies and Vegetation
DOE Office of Scientific and Technical Information (OSTI.GOV)
Macknick, Jordan; Beatty, Brenda; Hill, Graham
2013-12-01
Large-scale solar facilities have the potential to contribute significantly to national electricity production. Many solar installations are large-scale or utility-scale, with a capacity over 1 MW and connected directly to the electric grid. Large-scale solar facilities offer an opportunity to achieve economies of scale in solar deployment, yet there have been concerns about the amount of land required for solar projects and the impact of solar projects on local habitat. During the site preparation phase for utility-scale solar facilities, developers often grade land and remove all vegetation to minimize installation and operational costs, prevent plants from shading panels, and minimizemore » potential fire or wildlife risks. However, the common site preparation practice of removing vegetation can be avoided in certain circumstances, and there have been successful examples where solar facilities have been co-located with agricultural operations or have native vegetation growing beneath the panels. In this study we outline some of the impacts that large-scale solar facilities can have on the local environment, provide examples of installations where impacts have been minimized through co-location with vegetation, characterize the types of co-location, and give an overview of the potential benefits from co-location of solar energy projects and vegetation. The varieties of co-location can be replicated or modified for site-specific use at other solar energy installations around the world. We conclude with opportunities to improve upon our understanding of ways to reduce the environmental impacts of large-scale solar installations.« less
NASA Astrophysics Data System (ADS)
Seabra, M.; Gonçalves, P.; Braga, A.; Raposo, R.; Ito, E.; Gadelha, A.; Dallantonia, A.
2008-05-01
The XV Pan-American Games were organized in Rio de Janeiro city during 13 to 29 July, 2007 with a participation of 5.662 athletes of 42 countries . The Ministry of Sports requested INMET to provide meteorological support to the games, with the exception of the water sports only, which fell under the responsibility of the Brazilian Navy. The meteorological activities should follow the same pattern experienced during the Olympic Games of Sydney in Australia in the year of 2000, and of Athens in Greece in 2004, with a forecast center entirely dedicated to the event. NMET developed a website with detailed information oriented to the athletes and organizing committee and to the general public. The homepage had 3 different option of idioms (Portuguese, English and Spanish). After choosing the idiom, the user could consult the meteorological data, to each competition place, and to the Pan- American Village, every 15 minutes, containing weather forecast bulletin, daily synoptic analysis, the last 10 satellite image and meteograms. Besides observed data verified "in situ" INMET supplied forecast generated by High Resolution Model (MBAR) with 7km grid resolution especially set up for the games. INMET installed 7 automatic meteorological stations near the competition places, which supplied temperature , relative humidity , atmospheric pressure, wind (direction and intensity), radiation and precipitation every 15 minutes. Those information were relayed by satellite to INMET headquarters located in Brasília and soon after they were published in the website. To help the Brazilian Olympic Committee - COB, the athletes, their technical commission and the public in general, meteorological bulletins were emitted daily. The forecast was done together with the Navy and also with INMET's 6th District located in Rio de Janeiro, and responsible for the forecast statewide. This forecast was then placed at the INMET's website. Both the 3 days weather forecast and Meteorological Alert were emitted in Portuguese, English and Spanish, and sent to the INMET homepage, organizing committee, and specific area (intranet) accessed only by the athletes and technical commissions. Direct interaction with the game organizers allowed for a more efficient and precise decision-making process regarding meteorological effects in some sport modalities. As an example we can mention the fact that during the women marathon competition a low humidity alert was forecasted and the organizers took care to increase hydratation to prevent problems. INMET's participation during the XVth Pan-American Games, which took place in Rio de Janeiro in July 2007, represented a good opportunity for the institute to provide a tailor-made short range forecast with specific application. INMET's performance was recognized by the organizing committee and the occasion helped to divulge products and services provided by the institution.