Hellsgate Big Game Winter Range Wildlife Mitigation Project : Annual Report 2008.
DOE Office of Scientific and Technical Information (OSTI.GOV)
Whitney, Richard P.; Berger, Matthew T.; Rushing, Samuel
The Hellsgate Big Game Winter Range Wildlife Mitigation Project (Hellsgate Project) was proposed by the Confederated Tribes of the Colville Reservation (CTCR) as partial mitigation for hydropower's share of the wildlife losses resulting from Chief Joseph and Grand Coulee Dams. At present, the Hellsgate Project protects and manages 57,418 acres (approximately 90 miles2) for the biological requirements of managed wildlife species; most are located on or near the Columbia River (Lake Rufus Woods and Lake Roosevelt) and surrounded by Tribal land. To date we have acquired about 34,597 habitat units (HUs) towards a total 35,819 HUs lost from original inundationmore » due to hydropower development. In addition to the remaining 1,237 HUs left unmitigated, 600 HUs from the Washington Department of Fish and Wildlife that were traded to the Colville Tribes and 10 secure nesting islands are also yet to be mitigated. This annual report for 2008 describes the management activities of the Hellsgate Big Game Winter Range Wildlife Mitigation Project (Hellsgate Project) during the past year.« less
DOE Office of Scientific and Technical Information (OSTI.GOV)
Berger, Matthew T.; Judd, Steven L.
This report contains a detailed site-specific management plan for the Hellsgate Winter Range Wildlife Mitigation Project. The report provides background information about the mitigation process, the review process, mitigation acquisitions, Habitat Evaluation Procedures (HEP) and mitigation crediting, current habitat conditions, desired future habitat conditions, restoration/enhancements efforts and maps.
Habitat Evaluation Procedures (HEP) Report : Hellsgate Project, 1999-2000 Technical Report.
DOE Office of Scientific and Technical Information (OSTI.GOV)
Berger, Matthew
2000-05-01
A Habitat Evaluation Procedure (HEP) study was conducted on lands acquired and/or managed (4,568 acres total) by the Hellsgate Big Game Winter Range Wildlife Mitigation Project (Hellsgate project) to mitigate some of the losses associated with the original construction and operation of Grand Coulee Dam and inundation of habitats behind the dams. Three separate properties, totaling 2,224 acres were purchased in 1998. One property composed of two separate parcels, mostly grassland lies southeast of the town of Nespelem in Okanogan County (770 acres) and was formerly called the Hinman property. The former Hinman property lies within an area the Tribesmore » have set aside for the protection and preservation of the sharp-tailed grouse (Agency Butte unit). This special management area minus the Hinman acquisition contains 2,388 acres in a long-term lease with the Tribes. The second property lies just south of the Silver Creek turnoff (Ferry County) and is bisected by the Hellsgate Road (part of the Friedlander unit). This parcel contains 60 acres of riparian and conifer forest cover. The third property (now named the Sand Hills unit) acquired for mitigation (1,394 acres) lies within the Hellsgate Reserve in Ferry County. This new acquisition links two existing mitigation parcels (the old Sand Hills parcels and the Lundstrum Flat parcel, all former Kuehne purchases) together forming one large unit. HEP team members included individuals from the Colville Confederated Tribes Fish and Wildlife Department (CTCR), Washington Department of Fish and Wildlife (WDFW), and Bureau of Land Management (BLM). The HEP team conducted a baseline habitat survey using the following HEP species models: mule deer (Odocoileus hemionus), mink (Mustela vison), downy woodpecker (Picoides pubescens), bobcat (Lynx rufus), yellow warbler (Dendroica petechia), and sharp-tailed grouse (Tympanuchus phasianellus columbianus). HEP analysis and results are discussed within the body of the text. The cover types evaluated for this study were grasslands, shrub-steppe, rock, conifer forest and woodland, and riparian. These same cover types were evaluated for other Hellsgate Project acquisitions within the same geographic area. Mule deer habitat on the Sand Hills unit rated good overall for winter food and cover in the shrub-steppe and conifer woodland cover types. Sharp-tailed grouse habitat on the former Hinman property and special management area rated good for nesting and brood rearing in the grassland cover type. Mink habitat on the Friedlander parcel rated poor due to lack of food and cover in and along the riparian cover type. The Downy woodpecker rated poor for food and cover on the Friedlander parcel in the conifer forest cover type. This species also rated poor on the conifer woodland habitat on the Hinman parcel. Yellow warbler habitat on the Agency Butte Special Management area rated very poor due to lack of shrubs for cover and reproduction around the scattered semi/permanent ponds that occur on the area. Bobcat habitat on this same area rated poor due to lack of cover and food. Fragmentation of existing quality habitat is also a problem for both these species. This report is an analysis of baseline habitat conditions on mitigation and managed lands, and provides estimated habitat units for mitigation crediting purposes. In addition, this information will be used to manage these lands for the benefit of wildlife.« less
Suresh K. Shrestha; Robert C. Burns
2012-01-01
We conducted a self-administered mail survey in September 2009 with randomly selected Oregon hunters who had purchased big game hunting licenses/tags for the 2008 hunting season. Survey questions explored hunting practices, the meanings of and motivations for big game hunting, the constraints to big game hunting participation, and the effects of age, years of hunting...
Code of Federal Regulations, 2011 CFR
2011-10-01
... Refuge A. Migratory Game Bird Hunting. [Reserved] B. Upland Game Hunting. [Reserved] C. Big Game Hunting... accordance with state regulations. Ninigret National Wildlife Refuge A. Migratory Game Bird Hunting. [Reserved] B. Upland Game Hunting. [Reserved] C. Big Game Hunting. [Reserved] D. Sport Fishing. Anglers may...
50 CFR 32.1 - Opening of wildlife refuge areas to hunting.
Code of Federal Regulations, 2012 CFR
2012-10-01
... Secretary that the opening of the area to the hunting of migratory game birds, upland game, or big game will...” shall annually be open to the hunting of migratory game birds, upland game, and big game subject to the...
Code of Federal Regulations, 2014 CFR
2014-10-01
.... Migratory Game Bird Hunting. [Reserved] B. Upland Game Hunting. [Reserved] C. Big Game Hunting. [Reserved] D. Sport Fishing. [Reserved] Hanalei National Wildlife Refuge A. Migratory Game Bird Hunting. [Reserved] B. Upland Game Hunting. [Reserved] C. Big Game Hunting. [Reserved] D. Sport Fishing. Fishing is permitted on...
Code of Federal Regulations, 2010 CFR
2010-10-01
.... Migratory Game Bird Hunting. [Reserved] B. Upland Game Hunting. [Reserved] C. Big Game Hunting. Hunting of.... [Reserved] Kirtland's Warbler Wildlife Management Area A. Migratory Game Bird Hunting. Hunting is pursuant to State regulation. B. Upland Game Hunting. Hunting is pursuant to State regulation. C. Big Game...
50 CFR 32.1 - Opening of wildlife refuge areas to hunting.
Code of Federal Regulations, 2013 CFR
2013-10-01
... Secretary that the opening of the area to the hunting of migratory game birds, upland game, or big game will...” shall annually be open to the hunting of migratory game birds, upland game, and big game subject to the...
50 CFR 32.1 - Opening of wildlife refuge areas to hunting.
Code of Federal Regulations, 2010 CFR
2010-10-01
... Secretary that the opening of the area to the hunting of migratory game birds, upland game, or big game will...” shall annually be open to the hunting of migratory game birds, upland game, and big game subject to the...
50 CFR 32.1 - Opening of wildlife refuge areas to hunting.
Code of Federal Regulations, 2014 CFR
2014-10-01
... Secretary that the opening of the area to the hunting of migratory game birds, upland game, or big game will...” shall annually be open to the hunting of migratory game birds, upland game, and big game subject to the...
Code of Federal Regulations, 2012 CFR
2012-10-01
.... Migratory Game Bird Hunting. [Reserved] B. Upland Game Hunting. [Reserved] C. Big Game Hunting. [Reserved] D. Sport Fishing. [Reserved] Hanalei National Wildlife Refuge A. Migratory Game Bird Hunting. [Reserved] B. Upland Game Hunting. [Reserved] C. Big Game Hunting. [Reserved] D. Sport Fishing. Fishing is permitted on...
Code of Federal Regulations, 2011 CFR
2011-10-01
.... Migratory Game Bird Hunting. [Reserved] B. Upland Game Hunting. [Reserved] C. Big Game Hunting. We allow.... [Reserved] Kirtland's Warbler Wildlife Management Area A. Migratory Game Bird Hunting. Hunting is pursuant to State regulation. B. Upland Game Hunting. Hunting is pursuant to State regulation. C. Big Game...
Code of Federal Regulations, 2013 CFR
2013-10-01
.... Migratory Game Bird Hunting. [Reserved] B. Upland Game Hunting. [Reserved] C. Big Game Hunting. [Reserved] D. Sport Fishing. [Reserved] Hanalei National Wildlife Refuge A. Migratory Game Bird Hunting. [Reserved] B. Upland Game Hunting. [Reserved] C. Big Game Hunting. [Reserved] D. Sport Fishing. Fishing is permitted on...
Code of Federal Regulations, 2010 CFR
2010-10-01
... Refuge A. Migratory Game Bird Hunting. [Reserved] B. Upland Game Hunting. [Reserved] C. Big Game Hunting... accordance with state regulations. Ninigret National Wildlife Refuge A. Migratory Game Bird Hunting. [Reserved] B. Upland Game Hunting. [Reserved] C. Big Game Hunting. [Reserved] D. Sport Fishing. Anglers may...
50 CFR 32.1 - Opening of wildlife refuge areas to hunting.
Code of Federal Regulations, 2011 CFR
2011-10-01
... Secretary that the opening of the area to the hunting of migratory game birds, upland game, or big game will...” shall annually be open to the hunting of migratory game birds, upland game, and big game subject to the...
76 FR 39185 - 2011-2012 Refuge-Specific Hunting and Sport Fishing Regulations
Federal Register 2010, 2011, 2012, 2013, 2014
2011-07-05
... that pertain to migratory game bird hunting, upland game hunting, big game hunting, and sport fishing... wildlife refuges to migratory game bird hunting, upland game hunting, big game hunting, or sport fishing.... Table 1--Changes for 2011-2012 Hunting/Fishing Season Migratory bird Upland game National wildlife...
Code of Federal Regulations, 2010 CFR
2010-10-01
.... Migratory Game Bird Hunting. [Reserved] B. Upland Game Hunting. [Reserved] C. Big Game Hunting. Hunters may... National Wildlife Refuge A. Migratory Game Bird Hunting. [Reserved] B. Upland Game Hunting. [Reserved] C. Big Game Hunting. [Reserved] D. Sport Fishing. Fishing is permitted on designated areas of the refuge...
Code of Federal Regulations, 2011 CFR
2011-10-01
.... Migratory Game Bird Hunting. [Reserved] B. Upland Game Hunting. [Reserved] C. Big Game Hunting. Hunters may... National Wildlife Refuge A. Migratory Game Bird Hunting. [Reserved] B. Upland Game Hunting. [Reserved] C. Big Game Hunting. [Reserved] D. Sport Fishing. Fishing is permitted on designated areas of the refuge...
50 CFR 32.71 - United States Unincorporated Pacific Insular Possessions.
Code of Federal Regulations, 2013 CFR
2013-10-01
.... Migratory Game Bird Hunting. [Reserved] B. Upland Game Hunting. [Reserved] C. Big Game Hunting. [Reserved] D. Sport Fishing. [Reserved] Midway Atoll National Wildlife Refuge A. Migratory Game Bird Hunting. [Reserved] B. Upland Game Hunting. [Reserved] C. Big Game Hunting. [Reserved] D. Sport Fishing. [Reserved...
50 CFR 32.71 - United States Unincorporated Pacific Insular Possessions.
Code of Federal Regulations, 2012 CFR
2012-10-01
.... Migratory Game Bird Hunting. [Reserved] B. Upland Game Hunting. [Reserved] C. Big Game Hunting. [Reserved] D. Sport Fishing. [Reserved] Midway Atoll National Wildlife Refuge A. Migratory Game Bird Hunting. [Reserved] B. Upland Game Hunting. [Reserved] C. Big Game Hunting. [Reserved] D. Sport Fishing. [Reserved...
50 CFR 32.71 - United States Unincorporated Pacific Insular Possessions.
Code of Federal Regulations, 2011 CFR
2011-10-01
.... Migratory Game Bird Hunting. [Reserved] B. Upland Game Hunting. [Reserved] C. Big Game Hunting. [Reserved] D. Sport Fishing. [Reserved] Midway Atoll National Wildlife Refuge A. Migratory Game Bird Hunting. [Reserved] B. Upland Game Hunting. [Reserved] C. Big Game Hunting. [Reserved] D. Sport Fishing. [Reserved...
50 CFR 32.71 - United States Unincorporated Pacific Insular Possessions.
Code of Federal Regulations, 2014 CFR
2014-10-01
.... Migratory Game Bird Hunting. [Reserved] B. Upland Game Hunting. [Reserved] C. Big Game Hunting. [Reserved] D. Sport Fishing. [Reserved] Midway Atoll National Wildlife Refuge A. Migratory Game Bird Hunting. [Reserved] B. Upland Game Hunting. [Reserved] C. Big Game Hunting. [Reserved] D. Sport Fishing. [Reserved...
50 CFR 32.71 - United States Unincorporated Pacific Insular Possessions.
Code of Federal Regulations, 2010 CFR
2010-10-01
.... Migratory Game Bird Hunting. [Reserved] B. Upland Game Hunting. [Reserved] C. Big Game Hunting. [Reserved] D. Sport Fishing. [Reserved] Midway Atoll National Wildlife Refuge A. Migratory Game Bird Hunting. [Reserved] B. Upland Game Hunting. [Reserved] C. Big Game Hunting. [Reserved] D. Sport Fishing. [Reserved...
77 FR 41001 - 2012-2013 Refuge-Specific Hunting and Sport Fishing Regulations
Federal Register 2010, 2011, 2012, 2013, 2014
2012-07-11
... other refuges that pertain to migratory game bird hunting, upland game hunting, big game hunting, and... refuge-specific hunting and sport fishing regulations when we open wildlife refuges to migratory game bird hunting, upland game hunting, big game hunting, or sport fishing. These regulations list the...
77 FR 56027 - 2012-2013 Refuge-Specific Hunting and Sport Fishing Regulations
Federal Register 2010, 2011, 2012, 2013, 2014
2012-09-11
... that pertain to migratory game bird hunting, upland game hunting, big game hunting, and sport fishing... fishing regulations when we open wildlife refuges to migratory game bird hunting, upland game hunting, big game hunting, or sport fishing. These regulations list the wildlife species that you may hunt or fish...
78 FR 58753 - 2013-2014 Refuge-Specific Hunting and Sport Fishing Regulations
Federal Register 2010, 2011, 2012, 2013, 2014
2013-09-24
... pertinent refuge-specific regulations on other refuges that pertain to migratory game bird hunting, upland game hunting, big game hunting, and sport fishing for the 2013-2014 season. DATES: We will accept... migratory game bird hunting, upland game hunting, big game hunting, or sport fishing. These regulations list...
77 FR 17007 - Kootenai National Forest, Cabinet Ranger District, Montana Pilgrim Timber Sale Project
Federal Register 2010, 2011, 2012, 2013, 2014
2012-03-23
... fire use. Big game forage would be enhanced through use of prescribed fire to rejuvenate and increase... open road density in areas managed for big game summer range. Subsequent analyses of potential... for big game species, notably elk, deer, and bears. Generally, these areas are on southerly aspects...
Big game habitat use in southeastern Montana
James G. MacCracken; Daniel W. Uresk
1984-01-01
The loss of suitable, high quality habitat is a major problem facing big game managers in the western United States. Agricultural, water, road and highway, housing, and recreational development have contributed to loss of natural big game habitat (Wallmo et al. 1976, Reed 1981). In the western United States, surface mining of minerals has great potential to adversely...
Code of Federal Regulations, 2010 CFR
2010-10-01
... Game Bird Hunting. [Reserved] B. Upland Game Hunting. [Reserved] C. Big Game Hunting. [Reserved] D.... [Reserved] C. Big Game Hunting. We allow hunting of white-tailed deer on designated areas of the refuge in... WILDLIFE REFUGE SYSTEM HUNTING AND FISHING Refuge-Specific Regulations for Hunting and Fishing § 32.54 Ohio...
Code of Federal Regulations, 2010 CFR
2010-10-01
..., rabbit, woodchuck, pheasant, quail, raccoon, fox, coyote, skunk, and opossum on designated areas of the... watercraft for big game hunting. D. Sport Fishing. We allow fishing on designated areas of the refuge in.... Upland Game Hunting. [Reserved] C. Big Game Hunting. [Reserved] D. Sport Fishing. We allow sport fishing...
Federal Register 2010, 2011, 2012, 2013, 2014
2012-02-03
... DEPARTMENT OF TRANSPORTATION Maritime Administration [Docket No. MARAD-2012-0003] Requested Administrative Waiver of the Coastwise Trade Laws: Vessel BIG GAME; Invitation for Public Comments AGENCY... GAME is: Intended Commercial Use of Vessel: ``Fishing charter boat.'' Geographic Region: ``Rhode Island...
Curtis H. Flather; Michael S. Knowles; Martin F. Jones; Carol Schilli
2013-01-01
The Forest and Rangeland Renewable Resources Planning Act (RPA) of 1974 requires periodic assessments of the condition and trends of the nation's renewable natural resources. Data from many sources were used to document recent historical trends in big game, small game, migratory game birds, furbearers, nongame, and imperiled species. Big game and waterfowl have...
Developing a Big Game for Financial Education Using Service Design Approach
ERIC Educational Resources Information Center
Kang, Myunghee; Yoon, Seonghye; Kang, Minjeng; Jang, JeeEun; Lee, Yujung
2018-01-01
The purpose of this study was to design and develop an educational game which facilitates building adolescents' knowledge and attitudes in financial principles of a daily life. To achieve this purpose, the authors designed a learner-centered big game for financial education by applying an experience-based triple-diamond instructional design model…
Curtis H. Flather; Michael S. Knowles; Stephen J. Brady
2009-01-01
This technical document supports the Forest Service's requirement to assess the status of renewable natural resources as mandated by the Forest and Rangeland Renewable Resources Planning Act of 1974 (RPA). It updates past reports on national and regional trends in population and harvest estimates for species classified as big game and small game. The trends...
Sexual dimorphism in relation to big-game hunting and economy in modern human populations.
Collier, S
1993-08-01
Postcranial skeletal data from two recent Eskimo populations are used to test David Frayer's model of sexual dimorphism reduction in Europe between the Upper Paleolithic and Mesolithic. Frayer argued that a change from big-game hunting and adoption of new technology in the Mesolithic reduced selection for large body size in males and led to a reduction in skeletal sexual dimorphism. Though aspects of Frayer's work have been criticized in the literature, the association of big-game hunting and high sexual dimorphism is untested. This study employs univariate and multivariate analysis to test that association by examining sexual dimorphism of cranial and postcranial bones of two recent Alaskan Eskimo populations, one being big-game (whale and other large marine mammal) hunting people, and the second being salmon fishing, riverine people. While big-game hunting influences skeletal robusticity, it cannot be said to lead to greater sexual dimorphism generally. The two populations had different relative sexual dimorphism levels for different parts of the body. Notably, the big-game hunting (whaling) Eskimos had the lower multivariate dimorphism in the humerus, which could be expected to be the structure under greatest exertion by such hunting in males. While the exertions of the whale hunting economic activities led to high skeletal robusticity, as predicted by Frayer's model, this was true of the females as well as the males, resulting in low sexual dimorphism in some features. Females are half the sexual dimorphism equation, and they cannot be seen as constants in any model of economic behavior.
NASA Astrophysics Data System (ADS)
Delibes-Mateos, Miguel; Farfán, Miguel Ángel; Olivero, Jesús; Márquez, Ana Luz; Vargas, Juan Mario
2009-06-01
Agricultural change has transformed large areas of traditional farming landscapes, leading to important changes in the species community assemblages in most European countries. We suspect that the drastic changes in land-use that have occurred in Andalusia (southern Spain) over recent decades, may have affected the distribution and abundance of game species in this region. This article compares the distribution of the main game species in Andalusia during the 1960s and 1990s, using data from maps available from the Mainland Spanish Fish, Game and National Parks Service and from recent datasets on hunting yield distributions, respectively. Big-game and small-game species were significantly segregated in southern Spain during the 1990s, as two clearly independent chorotypes (groups of species whose abundances are similarly distributed) were obtained from the classification analysis. In contrast, big-game and small-game species were not significantly segregated several decades ago, when there was only one chorotype consisting of small-game species and wild boar. The other three ungulates did not constitute a significant chorotype, as they showed positive correlations with some species in the group mentioned above. These changes seem to be a consequence of the transformations that have occurred in the Iberian Mediterranean landscape over the last few decades. The abandoning of traditional activities, and the consequent formation of dense scrubland and woodland, has led to an expansion of big-game species, and a decrease of small-game species in mountain areas. Moreover, agricultural intensification has apparently depleted small-game species populations in some agricultural areas. On the other hand, the increasingly intensive hunting management could be artificially boosting this segregation between small-game and big-game species. Our results suggest that the conservation and regeneration of traditional agricultural landscapes (like those predominating in the 1960s) should be a priority for the conservation of small-game species.
76 FR 59420 - Proposed Information Collection; Alaska Guide Service Evaluation
Federal Register 2010, 2011, 2012, 2013, 2014
2011-09-26
... Office of Management and Budget (OMB) to approve the information collection (IC) described below. As... lands, we issue permits for commercial guide services, including big game hunting, sport fishing... information during the competitive selection process for big game and sport fishing guide permits to evaluate...
Code of Federal Regulations, 2011 CFR
2011-10-01
... Game Bird Hunting. [Reserved] B. Upland Game Hunting. [Reserved] C. Big Game Hunting. We allow hunting..., Virginia Department of Conservation & Recreation, and The Virginia Game and Inland Fisheries website... discharging of firearms within designated Safety Zones. We prohibit retrieval of wounded game from a “No...
Code of Federal Regulations, 2011 CFR
2011-10-01
... Refuge A. Migratory Game Bird Hunting. [Reserved] B. Upland Game Hunting. [Reserved] C. Big Game Hunting... National Wildlife Refuge A. Migratory Game Bird Hunting. We allow hunting of duck and coot on designated.... Upland Game Hunting. We allow hunting of ring-necked pheasant, gray partridge, squirrel, and cottontail...
Code of Federal Regulations, 2014 CFR
2014-10-01
... Refuge A. Migratory Game Bird Hunting. [Reserved] B. Upland Game Hunting. [Reserved] C. Big Game Hunting... National Wildlife Refuge A. Migratory Game Bird Hunting. We allow hunting of duck and coot on designated.... Upland Game Hunting. We allow hunting of ring-necked pheasant, gray partridge, squirrel, and cottontail...
Code of Federal Regulations, 2010 CFR
2010-10-01
... Refuge A. Migratory Game Bird Hunting. [Reserved] B. Upland Game Hunting. [Reserved] C. Big Game Hunting... National Wildlife Refuge A. Migratory Game Bird Hunting. We allow hunting of duck and coot on designated.... Upland Game Hunting. We allow hunting of ring-necked pheasant, gray partridge, squirrel, and cottontail...
Code of Federal Regulations, 2013 CFR
2013-10-01
... Refuge A. Migratory Game Bird Hunting. [Reserved] B. Upland Game Hunting. [Reserved] C. Big Game Hunting... National Wildlife Refuge A. Migratory Game Bird Hunting. We allow hunting of duck and coot on designated.... Upland Game Hunting. We allow hunting of ring-necked pheasant, gray partridge, squirrel, and cottontail...
Code of Federal Regulations, 2012 CFR
2012-10-01
... Refuge A. Migratory Game Bird Hunting. [Reserved] B. Upland Game Hunting. [Reserved] C. Big Game Hunting... National Wildlife Refuge A. Migratory Game Bird Hunting. We allow hunting of duck and coot on designated.... Upland Game Hunting. We allow hunting of ring-necked pheasant, gray partridge, squirrel, and cottontail...
Injuries and illnesses of big game hunters in western Colorado: a 9-year analysis.
Reishus, Allan D
2007-01-01
The purpose of this study was to characterize big game hunter visits to a rural hospital's emergency department (ED). Using data collected on fatalities, injuries, and illnesses over a 9-year period, trends were noted and comparisons made to ED visits of alpine skiers, swimmers, and bicyclists. Out-of-hospital hunter fatalities reported by the county coroner's office were also reviewed. Cautionary advice is offered for potential big game hunters and their health care providers. Self-identified hunters were noted in the ED log of a rural Colorado hospital from 1997 to 2005, and injury or illness and outcome were recorded. Additional out-of-hospital mortality data were obtained from the county coroner's office. The estimated total number of big game hunters in the hospital's service area and their average days of hunting were reported by the Colorado Division of Wildlife. The frequencies of hunters' illnesses, injuries, and deaths were calculated. A total of 725 ED visits--an average of 80 per year--were recorded. Nearly all visits were in the prime hunting months of September to November. Twenty-seven percent of the hunter ED patients were Colorado residents, and 73% were from out of state. Forty-five percent of the visits were for trauma, 31% for medical illnesses, and 24% were labeled "other." The most common medical visits (105) were for cardiac signs and symptoms, and all of the ED deaths (4) were attributed to cardiac causes. The most common trauma diagnosis was laceration (151), the majority (113) of which came from accidental knife injuries, usually while the hunter was field dressing big game animals. Gunshot wounds (4, < 1%) were rare. Horse-related injuries to hunters declined while motor vehicle- and all-terrain vehicle (ATV)-related injuries increased. The five out-of-hospital deaths were cardiac related (3), motor vehicle related (1), and firearm related (1). Fatal outcomes in big game hunters most commonly resulted from cardiac diseases. Gunshot injuries and mortalities were very low in this population. Knife injuries were common. Hunters and their health care providers should consider a thorough cardiac evaluation prior to big game hunts. Hunter safety instructors should consider teaching aspects of safe knife use. Consideration should be given to requiring and improving ATV driver education.
Code of Federal Regulations, 2011 CFR
2011-10-01
.... Migratory Game Bird Hunting. We allow hunting of goose, duck, coot, and snipe on that portion of the refuge.... Upland Game Hunting. [Reserved] C. Big Game Hunting. [Reserved] D. Sport Fishing. We allow sport fishing... Valley National Wildlife Refuge A. Migratory Game Bird Hunting. [Reserved] B. Upland Game Hunting...
Code of Federal Regulations, 2012 CFR
2012-10-01
.... Migratory Game Bird Hunting. We allow hunting of goose, duck, coot, and snipe on that portion of the refuge.... Upland Game Hunting. [Reserved] C. Big Game Hunting. [Reserved] D. Sport Fishing. We allow sport fishing... Valley National Wildlife Refuge A. Migratory Game Bird Hunting. [Reserved] B. Upland Game Hunting...
Code of Federal Regulations, 2013 CFR
2013-10-01
.... Migratory Game Bird Hunting. We allow hunting of goose, duck, coot, and snipe on that portion of the refuge.... Upland Game Hunting. [Reserved] C. Big Game Hunting. [Reserved] D. Sport Fishing. We allow sport fishing... Valley National Wildlife Refuge A. Migratory Game Bird Hunting. [Reserved] B. Upland Game Hunting...
Code of Federal Regulations, 2013 CFR
2013-10-01
... regulations. Guam National Wildlife Refuge A. Migratory Game Bird Hunting. [Reserved] B. Upland Game Hunting. [Reserved] C. Big Game Hunting. [Reserved] D. Sport Fishing. Anglers may fish and collect marine life on...
Code of Federal Regulations, 2014 CFR
2014-10-01
... regulations. Guam National Wildlife Refuge A. Migratory Game Bird Hunting. [Reserved] B. Upland Game Hunting. [Reserved] C. Big Game Hunting. [Reserved] D. Sport Fishing. Anglers may fish and collect marine life on...
Code of Federal Regulations, 2012 CFR
2012-10-01
... regulations. Guam National Wildlife Refuge A. Migratory Game Bird Hunting. [Reserved] B. Upland Game Hunting. [Reserved] C. Big Game Hunting. [Reserved] D. Sport Fishing. Anglers may fish and collect marine life on...
Code of Federal Regulations, 2011 CFR
2011-10-01
... regulations. Guam National Wildlife Refuge A. Migratory Game Bird Hunting. [Reserved] B. Upland Game Hunting. [Reserved] C. Big Game Hunting. [Reserved] D. Sport Fishing. Anglers may fish and collect marine life on...
Code of Federal Regulations, 2012 CFR
2012-07-01
... killing a deer or turkey, a hunter must attach the appropriate tab from his big game license to the carcass before moving the game from the place of kill. The game will then be taken to the Game Checking Station where the tab will be exchanged for an official game tag. All other game, not requiring a tag...
Code of Federal Regulations, 2014 CFR
2014-07-01
... killing a deer or turkey, a hunter must attach the appropriate tab from his big game license to the carcass before moving the game from the place of kill. The game will then be taken to the Game Checking Station where the tab will be exchanged for an official game tag. All other game, not requiring a tag...
Code of Federal Regulations, 2013 CFR
2013-07-01
... killing a deer or turkey, a hunter must attach the appropriate tab from his big game license to the carcass before moving the game from the place of kill. The game will then be taken to the Game Checking Station where the tab will be exchanged for an official game tag. All other game, not requiring a tag...
Code of Federal Regulations, 2010 CFR
2010-07-01
... killing a deer or turkey, a hunter must attach the appropriate tab from his big game license to the carcass before moving the game from the place of kill. The game will then be taken to the Game Checking Station where the tab will be exchanged for an official game tag. All other game, not requiring a tag...
Code of Federal Regulations, 2011 CFR
2011-07-01
... killing a deer or turkey, a hunter must attach the appropriate tab from his big game license to the carcass before moving the game from the place of kill. The game will then be taken to the Game Checking Station where the tab will be exchanged for an official game tag. All other game, not requiring a tag...
Code of Federal Regulations, 2013 CFR
2013-10-01
... Game Bird Hunting. [Reserved] B. Upland Game Hunting. [Reserved] C. Big Game Hunting. [Reserved] D... flotation devices. Ottawa National Wildlife Refuge A. Migratory Game Bird Hunting. We allow hunting of goose... nontoxic shotshells (see § 32.2(k)) while in the field in quantities of 25 or less. B. Upland Game Hunting...
Code of Federal Regulations, 2014 CFR
2014-10-01
... Game Bird Hunting. [Reserved] B. Upland Game Hunting. [Reserved] C. Big Game Hunting. [Reserved] D... flotation devices. Ottawa National Wildlife Refuge A. Migratory Game Bird Hunting. We allow hunting of goose... nontoxic shotshells (see § 32.2(k)) while in the field in quantities of 25 or less. B. Upland Game Hunting...
Code of Federal Regulations, 2012 CFR
2012-10-01
... Game Bird Hunting. [Reserved] B. Upland Game Hunting. [Reserved] C. Big Game Hunting. [Reserved] D... flotation devices. Ottawa National Wildlife Refuge A. Migratory Game Bird Hunting. We allow hunting of goose... nontoxic shotshells (see § 32.2(k)) while in the field in quantities of 25 or less. B. Upland Game Hunting...
A hedonic analysis of big game hunting club dues in Georgia, USA
James C. Mingie; Neelam C. Poudyal; J. M. Bowker; Michael T. Mengak; Jacek P. Siry
2017-01-01
Hunting lease revenue can be a reliable supplemental income for forest landowners. Although studies have examined factors influencing per acre lease rates, little is known about how various characteristics are capitalized in hunting club dues. The objective of this study was to conduct a hedonic analysis of big game hunting club dues in Georgia, USA using a variety of...
Code of Federal Regulations, 2014 CFR
2014-10-01
... and Wildlife Refuge A. Migratory Game Bird Hunting. [Reserved] B. Upland Game Hunting. [Reserved] C. Big Game Hunting. [Reserved] D. Sport Fishing. [Reserved] Stewart B. McKinney National Wildlife Refuge A. Migratory Game Bird Hunting. We allow hunting of duck, coot, and goose on designated areas of the...
Code of Federal Regulations, 2012 CFR
2012-10-01
... alphabetical order with applicable refuge-specific regulations. National Elk Refuge A. Migratory Game Bird Hunting. [Reserved] B. Upland Game Hunting. [Reserved] C. Big Game Hunting. Hunters may hunt elk and bison.... Pathfinder National Wildlife Refuge A. Migratory Game Bird Hunting. Hunting of geese, ducks and coots is...
Code of Federal Regulations, 2013 CFR
2013-10-01
... alphabetical order with applicable refuge-specific regulations. National Elk Refuge A. Migratory Game Bird Hunting. [Reserved] B. Upland Game Hunting. [Reserved] C. Big Game Hunting. Hunters may hunt elk and bison.... Pathfinder National Wildlife Refuge A. Migratory Game Bird Hunting. Hunting of geese, ducks and coots is...
36 CFR 7.85 - Big Thicket National Preserve.
Code of Federal Regulations, 2012 CFR
2012-07-01
... this chapter. (1) Hunting is permitted only during designated seasons, as defined for game animals or... applicable open seasons, only the following may be hunted: (i) Game animals, rabbits, and feral or wild hogs. (ii) Game birds and migratory game birds. (3) The use of dogs or calling devices for hunting game...
36 CFR 7.85 - Big Thicket National Preserve.
Code of Federal Regulations, 2013 CFR
2013-07-01
... this chapter. (1) Hunting is permitted only during designated seasons, as defined for game animals or... applicable open seasons, only the following may be hunted: (i) Game animals, rabbits, and feral or wild hogs. (ii) Game birds and migratory game birds. (3) The use of dogs or calling devices for hunting game...
36 CFR 7.85 - Big Thicket National Preserve.
Code of Federal Regulations, 2011 CFR
2011-07-01
... this chapter. (1) Hunting is permitted only during designated seasons, as defined for game animals or... applicable open seasons, only the following may be hunted: (i) Game animals, rabbits, and feral or wild hogs. (ii) Game birds and migratory game birds. (3) The use of dogs or calling devices for hunting game...
36 CFR 7.85 - Big Thicket National Preserve.
Code of Federal Regulations, 2010 CFR
2010-07-01
... this chapter. (1) Hunting is permitted only during designated seasons, as defined for game animals or... applicable open seasons, only the following may be hunted: (i) Game animals, rabbits, and feral or wild hogs. (ii) Game birds and migratory game birds. (3) The use of dogs or calling devices for hunting game...
36 CFR 7.85 - Big Thicket National Preserve.
Code of Federal Regulations, 2014 CFR
2014-07-01
... this chapter. (1) Hunting is permitted only during designated seasons, as defined for game animals or... applicable open seasons, only the following may be hunted: (i) Game animals, rabbits, and feral or wild hogs. (ii) Game birds and migratory game birds. (3) The use of dogs or calling devices for hunting game...
Work for Play: Careers in Video Game Development
ERIC Educational Resources Information Center
Liming, Drew; Vilorio, Dennis
2011-01-01
Video games are not only for play; they also provide work. Making video games is a serious--and big--business. Creating these games is complex and requires the collaboration of many developers, who perform a variety of tasks, from production to programming. They work for both small and large game studios to create games that can be played on many…
Code of Federal Regulations, 2014 CFR
2014-10-01
.... Migratory Game Bird Hunting. We allow hunting of duck, goose, swan, and coot in designated areas of the... game from areas closed to hunting. B. Upland Game Hunting. We allow hunting of pheasant, sharp-tailed... pheasant hunts in accordance with State regulations. C. Big Game Hunting. [Reserved] D. Sport Fishing...
Big game hunter preferences for hunting club attributes: A choice experiment
James C. Mingie; Neelam C. Poudyal; J. M. Bowker; Michael T. Mengak; Jacek P. Siry
2017-01-01
Big game hunting on private leased forestland is popular in Georgia and other parts of the southern United States. Very often, the leasing arrangement takes the form of a club, wherein a specified number of members pay an annual fee to either a landowner or the club's manager to have a certain bundle of access rights in accordance with other club regulations or...
Code of Federal Regulations, 2013 CFR
2013-10-01
... Refuge A. Migratory Game Bird Hunting. [Reserved] B. Upland Game Hunting. We allow hunting of pheasant... § 27.95(a) of this chapter) and camping on the refuge. C. Big Game Hunting. We allow deer hunting on... chapter) and camping on the refuge. Arrowwood Wetland Management District A. Migratory Game Bird Hunting...
Code of Federal Regulations, 2010 CFR
2010-10-01
... Refuge A. Migratory Game Bird Hunting. [Reserved] B. Upland Game Hunting. We allow hunting of pheasant... § 27.95(a) of this chapter) and camping on the refuge. C. Big Game Hunting. We allow deer hunting on... chapter) and camping on the refuge. Arrowwood Wetland Management District A. Migratory Game Bird Hunting...
Code of Federal Regulations, 2011 CFR
2011-10-01
... Refuge A. Migratory Game Bird Hunting. [Reserved] B. Upland Game Hunting. We allow hunting of pheasant... § 27.95(a) of this chapter) and camping on the refuge. C. Big Game Hunting. We allow deer hunting on... chapter) and camping on the refuge. Arrowwood Wetland Management District A. Migratory Game Bird Hunting...
Code of Federal Regulations, 2013 CFR
2013-10-01
.... Migratory Game Bird Hunting. We allow hunting of ducks, geese, and coots on designated areas of the refuge... must adhere to all applicable State hunting regulations. B. Upland Game Hunting. [Reserved] C. Big Game... than two lines and two hooks per line. Crescent Lake National Wildlife Refuge A. Migratory Game Bird...
Code of Federal Regulations, 2012 CFR
2012-10-01
... Refuge A. Migratory Game Bird Hunting. [Reserved] B. Upland Game Hunting. We allow hunting of pheasant... § 27.95(a) of this chapter) and camping on the refuge. C. Big Game Hunting. We allow deer hunting on... chapter) and camping on the refuge. Arrowwood Wetland Management District A. Migratory Game Bird Hunting...
Code of Federal Regulations, 2010 CFR
2010-10-01
.... Migratory Game Bird Hunting. We allow hunting of goose, duck, coot, and snipe on that portion of the refuge... § 32.2(k)). B. Upland Game Hunting. [Reserved] C. Big Game Hunting. [Reserved] D. Sport Fishing. We.... Highway 101. Bear Valley National Wildlife Refuge A. Migratory Game Bird Hunting. [Reserved] B. Upland...
Code of Federal Regulations, 2012 CFR
2012-10-01
.... Migratory Game Bird Hunting. We allow hunting of ducks, geese, and coots on designated areas of the refuge... must adhere to all applicable State hunting regulations. B. Upland Game Hunting. [Reserved] C. Big Game... than two lines and two hooks per line. Crescent Lake National Wildlife Refuge A. Migratory Game Bird...
Code of Federal Regulations, 2014 CFR
2014-10-01
... Refuge A. Migratory Game Bird Hunting. [Reserved] B. Upland Game Hunting. We allow hunting of pheasant... § 27.95(a) of this chapter) and camping on the refuge. C. Big Game Hunting. We allow deer hunting on... chapter) and camping on the refuge. Arrowwood Wetland Management District A. Migratory Game Bird Hunting...
No-Fail Software Gifts for Kids.
ERIC Educational Resources Information Center
Buckleitner, Warren
1996-01-01
Reviews children's software packages: (1) "Fun 'N Games"--nonviolent games and activities; (2) "Putt-Putt Saves the Zoo"--matching, logic games, and animal facts; (3) "Big Job"--12 logic games with video from job sites; (4) "JumpStart First Grade"--15 activities introducing typical school lessons; and (5) "Read, Write, & Type!"--progressively…
Video-Games: Do They Require General Intelligence?
ERIC Educational Resources Information Center
Quiroga, M. A.; Herranz, M.; Gomez-Abad, M.; Kebir, M.; Ruiz, J.; Colom, Roberto
2009-01-01
Here we test if playing video-games require intelligence. Twenty-seven university undergraduate students were trained on three games from Big Brain Academy (Wii): Calculus, Backward Memory and Train. Participants did not have any previous experience with these games. General intelligence was measured by five ability tests before the training…
50 CFR 32.3 - What are the procedures for publication of refuge-specific hunting regulations?
Code of Federal Regulations, 2014 CFR
2014-10-01
... and publication of the opening of a wildlife refuge area to migratory game bird, upland game or big game hunting. (b) Refuge-specific hunting regulations may contain the following items: (1) Wildlife...
50 CFR 32.3 - What are the procedures for publication of refuge-specific hunting regulations?
Code of Federal Regulations, 2012 CFR
2012-10-01
... and publication of the opening of a wildlife refuge area to migratory game bird, upland game or big game hunting. (b) Refuge-specific hunting regulations may contain the following items: (1) Wildlife...
50 CFR 32.3 - What are the procedures for publication of refuge-specific hunting regulations?
Code of Federal Regulations, 2013 CFR
2013-10-01
... and publication of the opening of a wildlife refuge area to migratory game bird, upland game or big game hunting. (b) Refuge-specific hunting regulations may contain the following items: (1) Wildlife...
Mule deer passage beneath an overland coal conveyor
DOE Office of Scientific and Technical Information (OSTI.GOV)
Greenwood, C.L.; Dalton, L.B.
1984-07-31
Presently, information pertaining to migration and daily movement patterns of big game in relation to overland conveyors or large diameter pipelines is sparse. A literature review showed that moose, caribou, reindeer, and dall sheep will pass beneath or over large diameter pipeline systems. But no information was found relative to big game crossing coal conveyor systems. Mule deer passage beneath an overland coal conveyor in Carbon County, Utah, was studied during spring 1981. Deer avoided crossing at underpass opportunities where the clearance was less than 50 cm. Clearances between 50 and 90 cm were selected for crossing. Deer passed beneathmore » the conveyor during day and nighttime conditions and while the conveyor was either operating or idle. Recommendations are discussed for designing conveyors and pipelines to facilitate big game passage. 13 references, 2 tables.« less
Code of Federal Regulations, 2010 CFR
2010-10-01
... Game Bird Hunting. Hunting of geese, ducks, coots, snipe and mourning doves is permitted on designated... the waterfowl hunting season. B. Upland Game Hunting. Hunting of pheasant, cottontail rabbit, black... waterfowl hunting season. C. Big Game Hunting. [Reserved] D. Sport Fishing. [Reserved] Arapaho National...
Code of Federal Regulations, 2014 CFR
2014-10-01
... Game Bird Hunting. Hunting of geese, ducks, coots, snipe and mourning doves is permitted on designated... the waterfowl hunting season. B. Upland Game Hunting. Hunting of pheasant, cottontail rabbit, black... waterfowl hunting season. C. Big Game Hunting. [Reserved] D. Sport Fishing. [Reserved] Arapaho National...
Code of Federal Regulations, 2012 CFR
2012-10-01
... Game Bird Hunting. Hunting of geese, ducks, coots, snipe and mourning doves is permitted on designated... the waterfowl hunting season. B. Upland Game Hunting. Hunting of pheasant, cottontail rabbit, black... waterfowl hunting season. C. Big Game Hunting. [Reserved] D. Sport Fishing. [Reserved] Arapaho National...
Code of Federal Regulations, 2013 CFR
2013-10-01
... Game Bird Hunting. Hunting of geese, ducks, coots, snipe and mourning doves is permitted on designated... the waterfowl hunting season. B. Upland Game Hunting. Hunting of pheasant, cottontail rabbit, black... waterfowl hunting season. C. Big Game Hunting. [Reserved] D. Sport Fishing. [Reserved] Arapaho National...
Code of Federal Regulations, 2011 CFR
2011-10-01
... Game Bird Hunting. Hunting of geese, ducks, coots, snipe and mourning doves is permitted on designated... the waterfowl hunting season. B. Upland Game Hunting. Hunting of pheasant, cottontail rabbit, black... waterfowl hunting season. C. Big Game Hunting. [Reserved] D. Sport Fishing. [Reserved] Arapaho National...
What's Your Game Plan?: Developing Library Games Can Help Students Master Information Skills
ERIC Educational Resources Information Center
Siderius, Jennifer A.
2011-01-01
Stepping into a school library today reveals the dramatic changes in educational games since the author's elementary school days. Many current school libraries now boast computer- and video-based games, as well as geocaching, big games, or large-scale scavenger hunts that pit teams against each other in timed races to find clues about a…
Federal Register 2010, 2011, 2012, 2013, 2014
2013-05-08
... would provide two exemptions from the restrictions. One exemption would allow big game hunters to use game carts--which are considered mechanized vehicles-- off of designated travel routes to retrieve large game animals outside of designated wilderness and wilderness study areas. Game carts would...
Code of Federal Regulations, 2012 CFR
2012-10-01
... order with applicable refuge-specific regulations. De Soto National Wildlife Refuge A. Migratory Game Bird Hunting. [Reserved] B. Upland Game Hunting. We allow youth hunting of ring-necked pheasant on... manager will annually determine and publish hunting seasons, dates, and designated areas. C. Big Game...
Code of Federal Regulations, 2013 CFR
2013-10-01
... order with applicable refuge-specific regulations. De Soto National Wildlife Refuge A. Migratory Game Bird Hunting. [Reserved] B. Upland Game Hunting. We allow youth hunting of ring-necked pheasant on... manager will annually determine and publish hunting seasons, dates, and designated areas. C. Big Game...
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...
Stochastic differential game formulation on the reinsurance and investment problem
NASA Astrophysics Data System (ADS)
Li, Danping; Rong, Ximin; Zhao, Hui
2015-09-01
This paper focuses on a stochastic differential game between two insurance companies, a big one and a small one. The big company has sufficient asset to invest in a risk-free asset and a risky asset and is allowed to purchase proportional reinsurance or acquire new business, and the small company can transfer part of the risk to a reinsurer via proportional reinsurance. The game studied here is zero-sum, where the big company is trying to maximise the expected exponential utility of the difference between two insurance companies' surpluses at the terminal time to keep its advantage on surplus, while simultaneously the small company is trying to minimise the same quantity to reduce its disadvantage. Particularly, the relationships between the surplus processes and the price process of the risky asset are considered. By applying stochastic control theory, we provide and prove the verification theorem and obtain the Nash equilibrium strategy of the game, explicitly. Furthermore, numerical simulations are presented to illustrate the effects of parameters on the equilibrium strategy as well as the economic meanings behind.
Lead Exposure in Free-Flying Turkey Vultures Is Associated with Big Game Hunting in California
Kelly, Terra R.; Johnson, Christine K.
2011-01-01
Predatory and scavenging birds are at risk of lead exposure when they feed on animals injured or killed by lead ammunition. While lead ammunition has been banned from waterfowl hunting in North America for almost two decades, lead ammunition is still widely used for hunting big game and small game animals. In this study, we evaluated the association between big game hunting and blood lead concentration in an avian scavenger species that feeds regularly on large mammals in California. We compared blood lead concentration in turkey vultures within and outside of the deer hunting season, and in areas with varying wild pig hunting intensity. Lead exposure in turkey vultures was significantly higher during the deer hunting season compared to the off-season, and blood lead concentration was positively correlated with increasing wild pig hunting intensity. Our results link lead exposure in turkey vultures to deer and wild pig hunting activity at these study sites, and we provide evidence that spent lead ammunition in carrion poses a significant risk of lead exposure to scavengers. PMID:21494326
Lead exposure in free-flying turkey vultures is associated with big game hunting in California.
Kelly, Terra R; Johnson, Christine K
2011-04-06
Predatory and scavenging birds are at risk of lead exposure when they feed on animals injured or killed by lead ammunition. While lead ammunition has been banned from waterfowl hunting in North America for almost two decades, lead ammunition is still widely used for hunting big game and small game animals. In this study, we evaluated the association between big game hunting and blood lead concentration in an avian scavenger species that feeds regularly on large mammals in California. We compared blood lead concentration in turkey vultures within and outside of the deer hunting season, and in areas with varying wild pig hunting intensity. Lead exposure in turkey vultures was significantly higher during the deer hunting season compared to the off-season, and blood lead concentration was positively correlated with increasing wild pig hunting intensity. Our results link lead exposure in turkey vultures to deer and wild pig hunting activity at these study sites, and we provide evidence that spent lead ammunition in carrion poses a significant risk of lead exposure to scavengers.
ERIC Educational Resources Information Center
Konert, Johannes; Gutjahr, Michael; Göbel, Stefan; Steinmetz, Ralf
2014-01-01
For adaptation and personalization of game play sophisticated player models and learner models are used in game-based learning environments. Thus, the game flow can be optimized to increase efficiency and effectiveness of gaming and learning in parallel. In the field of gaming still the Bartle model is commonly used due to its simplicity and good…
Tsuji, L J S; Wainman, B C; Jayasinghe, R K; VanSpronsen, E P; Liberda, E N
2009-04-01
Recently, the use of lead isotope ratios has definitively identified lead ammunition as a source of lead exposure for First Nations people, but the isotope ratios for lead pellets and bullets were indistinguishable. Thus, lead-contaminated meat from game harvested with lead bullets may also be contributing to the lead body burden; however, few studies have determined if lead bullet fragments are present in big game carcasses. We found elevated tissue-lead concentrations (up to 5,726.0 microg/g ww) in liver (5/9) and muscle (6/7) samples of big game harvested with lead bullets and radiographic evidence of lead fragments. Thus, we would advise that the tissue surrounding the wound channel be removed and discarded, as this tissue may be contaminated by lead bullet fragments.
Anderson, C
1997-10-01
To identify the frequency of violent television commercials aired during major league baseball playoffs, traditionally thought to be a family-oriented viewing time. All 6 World Series games televised on the Fox Television Network (Fox), all 5 American League Championship Series playoff games televised by the National Broadcasting Company (NBC), and 4 first-round playoff games televised by ESPN Sports Television Network (ESPN) were videotaped in October 1996. During the 15 televised games reviewed, 104 (6.8%) of the 1528 commercials contained violent content. Sixty-one commercials (10 per game) that included violent interactions were noted during the World Series, 30 (6 per game) during the American League Championship Series, and 13 (3 per game) during the 4 first-round playoff games for a total of 104. In these 104 violent commercials, 69 contained at least 1 violent act, 90 contained at least 1 violent threat, and 27 contained evidence of at least 1 violent consequence. Seventy (67.3%) of the violent commercials were promotions for television programs, 7 (6.7%) were cable television program advertisements, and 20 (19.2%) were big-screen movie promotions. Twenty (71.4%) of 28 big-screen movie promotions were violent. Twenty-two (21.2%) of the 104 violent commercials and 7 "nonviolent" commercials contained blood or other graphic content, all of which were televised during the Fox presentation of the World Series. Fox also accounted for all 24 violent commercials that used a knife. Guns were involved in 25 violent commercials on NBC (5.0 per game), in 20 on Fox (3.33 per game), and in 7 on ESPN (1.75 per game). Overt violent content in commercials during the 1996 major league playoffs was common and consisted mainly of promotions for television programs and big-screen movies. It is counterintuitive to find such commercials in nonviolent programming and makes it difficult for parents to avoid exposing their children to this form of violence.
... study Earth? What can trees tell us about climate change? Why does NASA care about food? Games Activities People Videos Mystery Big Questions What does global climate change mean? What is the big deal with carbon? ...
2003-10-01
supplement the existing food sources and nesting habitat for upland species . Cottonwood, Russian olive, green ash and willow trees , and chokecherry and...establishment of dense nesting cover, food plots, and trees for upland game species . Food plots of corn, milo, millet, sunflower, and cane and...habitat for upland and big game species . Development Needs. • Plant trees and shrubs to increase woody vegetation and to improve cover; and
ERIC Educational Resources Information Center
Blattner, Margaret; Hug, Barbara; Watson, Patrick; Korol, Donna
2012-01-01
Adaptation, interactions between species and their environments, and change over time are fundamental principles in biology. They represent aspects of two of the big ideas in science: evolution and natural selection. To help students understand these ideas, the authors developed the "Guppy Game." In this article, they describe the game and how…
Big Breasts and Bad Guys: Depictions of Gender and Race in Video Games
ERIC Educational Resources Information Center
Dickerman, Charles; Christensen, Jeff; Kerl-McClain, Stella Beatriz
2008-01-01
Video games have become a powerful force in the culture. Depictions of women in video games are scarce and highly stereotypical. Women are usually minor characters, are seen as victims rather than heroines, and are depicted in highly sexualized ways. Whereas early games had only a few representations of people of color, people of color were often…
Game meat consumption by hunters and their relatives: A probabilistic approach.
Sevillano Morales, Jesus; Moreno-Ortega, Alicia; Amaro Lopez, Manual Angel; Arenas Casas, Antonio; Cámara-Martos, Fernando; Moreno-Rojas, Rafael
2018-06-18
This study aimed to estimate the consumption of meat and products derived from hunting by the consumer population and, specifically, by hunters and their relatives. For this purpose, a survey was conducted on the frequency of consuming meat from the four most representative game species in Spain, two of big game, wild boar (Sus scrofa) and red deer (Cervus elaphus) and two of small game, rabbit (Oryctolagus cunulucus) and red partridge (Alectoris rufa), as well as of processed meat products (salami-type sausage) made from those big game species. The survey was carried out on 337 habitual consumers of these types of products (hunters and their relatives). The total mean game meat consumption, per capita in this population group, is 6.87 kg/person/year of meat and 8.57 kg/person/year if the processed meat products are also considered. Consumption of rabbit, red partridge, red deer and wild boar, individually, was 1.85, 0.82, 2.28 and 1.92 kg/person/year, respectively. It was observed that hunters generally registered a larger intake of game meat, this being statistically significant in the case of rabbit meat consumption. Using probabilistic methods, the meat consumption frequency distributions for each hunting species studied were estimated, as well as the products made from big game species and the total consumption both of meat by itself and that including the products made from it. The consumption frequency distributions were adjusted to exponential ones, verified by the test suitable for it according to Akaike Information Criterion, Bayesian Information Criterion, the Chi-Squared and Kolmogorov-Smirnov statistics. In addition, the consumption percentiles of the different distributions were obtained. The latter could be a good tool when making nutrition or contaminant studies since they permit the assessment of exposure to the compound in question.
Code of Federal Regulations, 2014 CFR
2014-10-01
.... Migratory Game Bird Hunting. We allow hunting of goose, duck, coot, and snipe on that portion of the refuge... hunt. 8. Hunters may enter closed areas of the refuge only to retrieve downed birds. B. Upland Game Hunting. [Reserved] C. Big Game Hunting. [Reserved] D. Sport Fishing. We allow sport fishing in accordance...
Code of Federal Regulations, 2010 CFR
2010-10-01
.... Migratory Game Bird Hunting. We allow hunting of ducks, geese, and coots on designated areas of the refuge... conclusion of each day's hunt. 3. You must adhere to all applicable State hunting regulations. B. Upland Game Hunting. [Reserved] C. Big Game Hunting. We allow hunting of white-tailed deer in accordance with State...
Federal Register 2010, 2011, 2012, 2013, 2014
2011-05-11
... within the Preserve to support cattle grazing operations and game populations. Human manipulation of... water for the same purposes. There also existed 133 small game wildlife water developments (also known as ``guzzlers'' or ``drinkers''), and 6 big game guzzlers, which intercept and store rainwater for...
Code of Federal Regulations, 2010 CFR
2010-10-01
.... Migratory Game Bird Hunting. We allow hunting of waterfowl on designated areas of the refuge in accordance... permanent blinds, stands, or scaffolds (see § 27.92 of this chapter). B. Upland Game Hunting. [Reserved] C. Big Game Hunting. [Reserved] D. Sport Fishing. We allow fishing on designated areas of the refuge in...
Code of Federal Regulations, 2011 CFR
2011-10-01
... Game Bird Hunting. We allow hunting of duck, goose, coot, and snipe on designated areas of the refuge... each day. B. Upland Game Hunting. We allow hunting of pheasant, grouse, partridge, and cottontail... condition: You may only possess approved nontoxic shotshells while in the field (see § 32.2(k)). C. Big Game...
Code of Federal Regulations, 2010 CFR
2010-10-01
... Game Bird Hunting. We allow hunting of duck, goose, coot, and snipe on designated areas of the refuge... each day. B. Upland Game Hunting. We allow hunting of pheasant, grouse, partridge, and cottontail... condition: You may only possess approved nontoxic shotshells while in the field (see § 32.2(k)). C. Big Game...
Code of Federal Regulations, 2014 CFR
2014-10-01
... Game Bird Hunting. We allow hunting of duck, goose, coot, and snipe on designated areas of the refuge... each day. B. Upland Game Hunting. We allow hunting of pheasant, grouse, partridge, and cottontail... condition: You may only possess approved nontoxic shotshells while in the field (see § 32.2(k)). C. Big Game...
Big Data Analytics Solutions: The Implementation Challenges in the Financial Services Industry
ERIC Educational Resources Information Center
Ojo, Michael O.
2016-01-01
The challenges of Big Data (BD) and Big Data Analytics (BDA) have attracted disproportionately less attention than the overwhelmingly espoused benefits and game-changing promises. While many studies have examined BD challenges across multiple industry verticals, very few have focused on the challenges of implementing BDA solutions. Fewer of these…
Brain Injury Safety Tips and Prevention
... their position on the team or during the game. Jeopardizing their future sports career. Looking weak. Letting ... to Play With a Concussion During a Big Game. In almost all sports, concussion rates are higher ...
Game, cloud architecture and outreach for The BIG Bell Test
NASA Astrophysics Data System (ADS)
Abellan, Carlos; Tura, Jordi; Garcia, Marta; Beduini, Federica; Hirschmann, Alina; Pruneri, Valerio; Acin, Antonio; Marti, Maria; Mitchell, Morgan
The BIG Bell test uses the input from the Bellsters, self-selected human participants introducing zeros and ones through an online videogame, to perform a suite of quantum physics experiments. In this talk, we will explore the videogame, the data infrastructure and the outreach efforts of the BIG Bell test collaboration. First, we will discuss how the game was designed so as to eliminate possible feedback mechanisms that could influence people's behavior. Second, we will discuss the cloud architecture design for scalability as well as explain how we sent each individual bit from the users to the labs. Also, and using all the bits collected via the BIG Bell test interface, we will show a data analysis on human randomness, e.g. are younger Bellsters more random than older Bellsters? Finally, we will talk about the outreach and communication efforts of the BIG Bell test collaboration, exploring both the social media campaigns as well as the close interaction with teachers and educators to bring the project into classrooms.
More lessons from the Hadza about men's work.
Hawkes, Kristen; O'Connell, James F; Jones, Nicholas G Blurton
2014-12-01
Unlike other primate males, men invest substantial effort in producing food that is consumed by others. The Hunting Hypothesis proposes this pattern evolved in early Homo when ancestral mothers began relying on their mates' hunting to provision dependent offspring. Evidence for this idea comes from hunter-gatherer ethnography, but data we collected in the 1980s among East African Hadza do not support it. There, men targeted big game to the near exclusion of other prey even though they were rarely successful and most of the meat went to others, at significant opportunity cost to their own families. Based on Hadza data collected more recently, Wood and Marlowe contest our position, affirming the standard view of men's foraging as family provisioning. Here we compare the two studies, identify similarities, and show that emphasis on big game results in collective benefits that would not be supplied if men foraged mainly to provision their own households. Male status competition remains a likely explanation for Hadza focus on big game, with implications for hypotheses about the deeper past.
Code of Federal Regulations, 2014 CFR
2014-10-01
... Refuge A. Migratory Game Bird Hunting. We allow hunting of waterfowl on designated areas of the refuge in... public onto the refuge the day prior to the opening of the season for scouting purposes. B. Upland Game... through A8 apply. C. Big Game Hunting. We allow hunting of white-tailed deer and moose on designated areas...
Code of Federal Regulations, 2012 CFR
2012-10-01
... Refuge A. Migratory Game Bird Hunting. We allow hunting of waterfowl on the Farmers Pool Unit area of the... snowmobiles and ATVs. 8. We prohibit camping. B. Upland Game Hunting. We allow hunting of ruffed grouse and... areas around the administrative buildings. 4. Conditions A2 through A8 apply. C. Big Game Hunting. We...
Code of Federal Regulations, 2013 CFR
2013-10-01
... Refuge A. Migratory Game Bird Hunting. We allow hunting of waterfowl on the Farmers Pool Unit area of the... snowmobiles and ATVs. 8. We prohibit camping. B. Upland Game Hunting. We allow hunting of ruffed grouse and... areas around the administrative buildings. 4. Conditions A2 through A8 apply. C. Big Game Hunting. We...
50 CFR 32.3 - What are the procedures for publication of refuge-specific hunting regulations?
Code of Federal Regulations, 2010 CFR
2010-10-01
... and publication of the opening of a wildlife refuge area to migratory game bird, upland game or big game hunting. (b) Refuge-specific hunting regulations may contain the following items: (1) Wildlife... FISHING General Provisions § 32.3 What are the procedures for publication of refuge-specific hunting...
Zhao, Kun; Smillie, Luke D
2015-08-01
Economic games are well-established experimental paradigms for modeling social decision making. A large body of literature has pointed to the heterogeneity of behavior within many of these games, which might be partly explained by broad interpersonal trait dispositions. Using the Big Five and HEXACO (Honesty-Humility, Emotionality, eXtraversion, Agreeableness, Conscientiousness, Openness to Experience) personality frameworks, we review the role of personality in two main classes of economic games: social dilemmas and bargaining games. This reveals an emerging role for Big Five agreeableness in promoting cooperative, egalitarian, and altruistic behaviors across several games, consistent with its core characteristic of maintaining harmonious interpersonal relations. The role for extraversion is less clear, which may reflect the divergent effects of its underlying agentic and affiliative motivational components. In addition, HEXACO honesty-humility and agreeableness may capture distinct aspects of prosocial behavior outside the bounds of the Five-Factor Model. Important considerations and directions for future studies are discussed within the emerging personality-economics interface. © 2014 by the Society for Personality and Social Psychology, Inc.
Gong, Xinyu; Xia, Ling-Xiang; Sun, Yanlin; Guo, Lei; Carpenter, Vanessa C; Fang, Yuan; Chen, Yunli
2017-01-01
Interpersonal responsibility is an indigenous Chinese personality construct, which is regarded to have positive social functions. Two studies were designed to explore the relationship among interpersonal responsibility, proposal allocation ratio, and responders' hostile decisions in an ultimatum game. Study 1 was a scenario study using a hypothetical ultimatum game with a valid sample of 551 high school students. Study 2 was an experimental study which recruited 54 undergraduate students to play the incentivized ultimatum game online. The results of the two studies showed a significantly negative correlation between interpersonal responsibility and responders' rejection responses only when the proposal allocation ratio was 3:7. In addition, in Study 2, interpersonal responsibility had negative effects on responders' rejection responses under the offer of 3:7, even after controlling for the Big Five personality traits. Taken together, proposal allocation ratio might moderate the effects of interpersonal responsibility on hostile decision-making in the ultimatum game. The social function of interpersonal responsibility might be beyond the Big Five.
Roskams, Jane; Popović, Zoran
2016-11-02
Global neuroscience projects are producing big data at an unprecedented rate that informatic and artificial intelligence (AI) analytics simply cannot handle. Online games, like Foldit, Eterna, and Eyewire-and now a new neuroscience game, Mozak-are fueling a people-powered research science (PPRS) revolution, creating a global community of "new experts" that over time synergize with computational efforts to accelerate scientific progress, empowering us to use our collective cerebral talents to drive our understanding of our brain. Copyright © 2016 Elsevier Inc. All rights reserved.
Code of Federal Regulations, 2012 CFR
2012-10-01
.... Migratory Game Bird Hunting. We allow hunting of goose, duck, coot, moorhen, snipe, and dove on designated... nontoxic shot while in the field (see § 32.2(k)). B. Upland Game Hunting. We allow hunting of quail and... conditions: 1. Conditions A3 and A4 apply. 2. We only allow hunting on designated days. C. Big Game Hunting...
Code of Federal Regulations, 2011 CFR
2011-10-01
.... Migratory Game Bird Hunting. We allow hunting of goose, duck, coot, moorhen, snipe, and dove on designated... nontoxic shot while in the field (see § 32.2(k)). B. Upland Game Hunting. We allow hunting of quail and... conditions: 1. Conditions A3 and A4 apply. 2. We only allow hunting on designated days. C. Big Game Hunting...
Code of Federal Regulations, 2014 CFR
2014-10-01
.... Migratory Game Bird Hunting. We allow hunting of goose, duck, coot, moorhen, snipe, and dove on designated... nontoxic shot while in the field (see § 32.2(k)). B. Upland Game Hunting. We allow hunting of quail and... conditions: 1. Conditions A3 and A4 apply. 2. We only allow hunting on designated days. C. Big Game Hunting...
Code of Federal Regulations, 2013 CFR
2013-10-01
.... Migratory Game Bird Hunting. We allow hunting of goose, duck, coot, moorhen, snipe, and dove on designated... nontoxic shot while in the field (see § 32.2(k)). B. Upland Game Hunting. We allow hunting of quail and... conditions: 1. Conditions A3 and A4 apply. 2. We only allow hunting on designated days. C. Big Game Hunting...
Code of Federal Regulations, 2011 CFR
2011-10-01
... approved nontoxic shot (see § 32.2(k)). 2. We allow upland game hunting on the 131-acre mainland unit of... Statewide seasons using archery methods or shotguns using shot no larger than BB. 3. We allow upland game hunting on the Cora Island Unit only to shotguns with shot no larger than BB. C. Big Game Hunting. We...
Vineyard, Craig M.; Verzi, Stephen J.; James, Conrad D.; ...
2015-08-10
Despite technological advances making computing devices faster, smaller, and more prevalent in today's age, data generation and collection has outpaced data processing capabilities. Simply having more compute platforms does not provide a means of addressing challenging problems in the big data era. Rather, alternative processing approaches are needed and the application of machine learning to big data is hugely important. The MapReduce programming paradigm is an alternative to conventional supercomputing approaches, and requires less stringent data passing constrained problem decompositions. Rather, MapReduce relies upon defining a means of partitioning the desired problem so that subsets may be computed independently andmore » recom- bined to yield the net desired result. However, not all machine learning algorithms are amenable to such an approach. Game-theoretic algorithms are often innately distributed, consisting of local interactions between players without requiring a central authority and are iterative by nature rather than requiring extensive retraining. Effectively, a game-theoretic approach to machine learning is well suited for the MapReduce paradigm and provides a novel, alternative new perspective to addressing the big data problem. In this paper we present a variant of our Support Vector Machine (SVM) Game classifier which may be used in a distributed manner, and show an illustrative example of applying this algorithm.« less
DOE Office of Scientific and Technical Information (OSTI.GOV)
Vineyard, Craig M.; Verzi, Stephen J.; James, Conrad D.
Despite technological advances making computing devices faster, smaller, and more prevalent in today's age, data generation and collection has outpaced data processing capabilities. Simply having more compute platforms does not provide a means of addressing challenging problems in the big data era. Rather, alternative processing approaches are needed and the application of machine learning to big data is hugely important. The MapReduce programming paradigm is an alternative to conventional supercomputing approaches, and requires less stringent data passing constrained problem decompositions. Rather, MapReduce relies upon defining a means of partitioning the desired problem so that subsets may be computed independently andmore » recom- bined to yield the net desired result. However, not all machine learning algorithms are amenable to such an approach. Game-theoretic algorithms are often innately distributed, consisting of local interactions between players without requiring a central authority and are iterative by nature rather than requiring extensive retraining. Effectively, a game-theoretic approach to machine learning is well suited for the MapReduce paradigm and provides a novel, alternative new perspective to addressing the big data problem. In this paper we present a variant of our Support Vector Machine (SVM) Game classifier which may be used in a distributed manner, and show an illustrative example of applying this algorithm.« less
76 FR 3937 - 2010-2011 Refuge-Specific Hunting and Sport Fishing Regulations
Federal Register 2010, 2011, 2012, 2013, 2014
2011-01-21
...The Fish and Wildlife Service adds one refuge to the list of areas open for hunting and/or sport fishing and increases the activities available at seven other refuges, along with pertinent refuge-specific regulations on other refuges that pertain to migratory game bird hunting, upland game hunting, big game hunting, and sport fishing for the 2010-2011 season.
Gong, Xinyu; Xia, Ling-Xiang; Sun, Yanlin; Guo, Lei; Carpenter, Vanessa C.; Fang, Yuan; Chen, Yunli
2017-01-01
Interpersonal responsibility is an indigenous Chinese personality construct, which is regarded to have positive social functions. Two studies were designed to explore the relationship among interpersonal responsibility, proposal allocation ratio, and responders’ hostile decisions in an ultimatum game. Study 1 was a scenario study using a hypothetical ultimatum game with a valid sample of 551 high school students. Study 2 was an experimental study which recruited 54 undergraduate students to play the incentivized ultimatum game online. The results of the two studies showed a significantly negative correlation between interpersonal responsibility and responders’ rejection responses only when the proposal allocation ratio was 3:7. In addition, in Study 2, interpersonal responsibility had negative effects on responders’ rejection responses under the offer of 3:7, even after controlling for the Big Five personality traits. Taken together, proposal allocation ratio might moderate the effects of interpersonal responsibility on hostile decision-making in the ultimatum game. The social function of interpersonal responsibility might be beyond the Big Five. PMID:29184518
ERIC Educational Resources Information Center
Nilson, Jeff
1983-01-01
"Big Business" is a series of computer simulations designed to give players a chance to compete in the practical world of business and finance. The basic elements of the simulations and versions designed for home use, middle school students, and high school students are described. (Author/JN)
75 FR 56359 - 2010-2011 Refuge-Specific Hunting and Sport Fishing Regulations
Federal Register 2010, 2011, 2012, 2013, 2014
2010-09-15
...The Fish and Wildlife Service proposes to add one refuge to the list of areas open for hunting and/or sport fishing and increase the activities available at seven other refuges, along with pertinent refuge-specific regulations on other refuges that pertain to migratory game bird hunting, upland game hunting, big game hunting, and sport fishing for the 2010-2011 season.
ERIC Educational Resources Information Center
Eisenberg, Mike
1998-01-01
Presents strategies for relating the Big6 information problem-solving process to sports to gain students' attention, sustain it, and make instruction relevant to their interests. Lectures by coaches, computer-based sports games, sports information sources, the use of technology in sports, and judging sports events are discussed. (LRW)
Code of Federal Regulations, 2010 CFR
2010-10-01
... refuge each day (see §§ 27.93 and 27.94 of this chapter). B. Upland Game Hunting. [Reserved] C. Big Game... NATIONAL WILDLIFE REFUGE SYSTEM HUNTING AND FISHING Refuge-Specific Regulations for Hunting and Fishing § 32.26 Connecticut. The following refuge units have been opened for hunting and/or fishing and are...
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.
EnviroAtlas - Big Game Hunting Recreation Demand by 12-Digit HUC in the Conterminous United States
This EnviroAtlas dataset includes the total number of recreational days per year demanded by people ages 18 and over for big game hunting by location in the contiguous United States. Big game includes deer, elk, bear, and wild turkey. These values are based on 2010 population distribution, 2011 U.S. Fish and Wildlife Service (FWS) Fish, Hunting, and Wildlife-Associated Recreation (FHWAR) survey data, and 2011 U.S. Department of Agriculture (USDA) Forest Service National Visitor Use Monitoring program data, and have been summarized by 12-digit hydrologic unit code (HUC). This dataset was produced by the US EPA to support research and online mapping activities related to the EnviroAtlas. EnviroAtlas (https://www.epa.gov/enviroatlas) allows the user to interact with a web-based, easy-to-use, mapping application to view and analyze multiple ecosystem services for the contiguous United States. The dataset is available as downloadable data (https://edg.epa.gov/data/Public/ORD/EnviroAtlas) or as an EnviroAtlas map service. Additional descriptive information about each attribute in this dataset can be found in its associated EnviroAtlas Fact Sheet (https://www.epa.gov/enviroatlas/enviroatlas-fact-sheets).
Purcell, Ryan H; Rommelfanger, Karen S
2015-04-22
Internet brain training programs, where consumers serve as both subjects and funders of the research, represent the closest engagement many individuals have with neuroscience. Safeguards are needed to protect participants' privacy and the evolving scientific enterprise of big data. Copyright © 2015 Elsevier Inc. All rights reserved.
The forest ecosystem of Southeast Alaska: 4. Wildlife habitats.
William R. Meehan
1974-01-01
The effects of logging and associated activities on the habitat of the major forest wildlife species in southeast Alaska are discussed and research results applicable to this region are summarized. Big game, furbearers, and non-game species are considered with respect to their habitat requirements and behavior. Recommendations are made for habitat management with...
Code of Federal Regulations, 2012 CFR
2012-10-01
.... 2. Hunters may possess only approved nontoxic shot (see § 32.2(k)). 3. We prohibit the use of... extended white-tailed deer antlerless season in January. 3. We require the use of approved nontoxic shot... upland game. 4. We require the use of approved nontoxic shot (see § 32.2(k)). C. Big Game Hunting. We...
Code of Federal Regulations, 2014 CFR
2014-10-01
.... 2. Hunters may possess only approved nontoxic shot (see § 32.2(k)). 3. We prohibit the use of... extended white-tailed deer antlerless season in January. 3. We require the use of approved nontoxic shot... upland game. 4. We require the use of approved nontoxic shot (see § 32.2(k)). C. Big Game Hunting. We...
Code of Federal Regulations, 2010 CFR
2010-10-01
...-tailed deer antlerless season in January. 4. We require the use of approved nontoxic shot for turkey... upland game. 4. We require the use of approved nontoxic shot (see § 32.2(k)). C. Big Game Hunting. We... is one fish per day. 7. We prohibit the use of boats, canoes, or other watercraft. [58 FR 5064, Jan...
Code of Federal Regulations, 2013 CFR
2013-10-01
... approved nontoxic shot (see § 32.2(k)). 2. We allow upland game hunting on the 131-acre mainland unit of... Statewide seasons using archery methods or shotguns using shot no larger than BB. C. Big Game Hunting. We... with shot no larger than BB. 6. You may possess only approved nontoxic shot while hunting on the refuge...
Code of Federal Regulations, 2013 CFR
2013-10-01
.... 2. Hunters may possess only approved nontoxic shot (see § 32.2(k)). 3. We prohibit the use of... extended white-tailed deer antlerless season in January. 3. We require the use of approved nontoxic shot... upland game. 4. We require the use of approved nontoxic shot (see § 32.2(k)). C. Big Game Hunting. We...
Code of Federal Regulations, 2014 CFR
2014-10-01
... approved nontoxic shot (see § 32.2(k)). 2. We allow upland game hunting on the 131-acre mainland unit of... Statewide seasons using archery methods or shotguns using shot no larger than BB. C. Big Game Hunting. We... with shot no larger than BB. 6. You may possess only approved nontoxic shot while hunting on the refuge...
Code of Federal Regulations, 2012 CFR
2012-10-01
... approved nontoxic shot (see § 32.2(k)). 2. We allow upland game hunting on the 131-acre mainland unit of... Statewide seasons using archery methods or shotguns using shot no larger than BB. C. Big Game Hunting. We... with shot no larger than BB. 6. You may possess only approved nontoxic shot while hunting on the refuge...
Federal Register 2010, 2011, 2012, 2013, 2014
2011-07-20
... and avoid confusion for applicants. The currently approved forms are available online at http://www.../Upland Game Hunt Application). FWS Form 3-2357 (Migratory Bird Hunt Application). FWS Form 3-2358... seasons, as determined by State or Federal regulations. FWS Form 3-2359 (Big Game Harvest Report). FWS...
Close Encounters of the Best Kind: The Latest Sci-Fi
ERIC Educational Resources Information Center
Kunzel, Bonnie
2008-01-01
Not only is science fiction alive and well--it's flourishing. From the big screen (howdy, Wall-E) to the big books (like Suzanne Collins's The Hunger Games, which has attracted loads of prepublication praise), 2008 has been a great year for sci-fi. Publishers have released truckloads of new sci-fi titles this year, but what's particularly…
Zhao, Kun; Ferguson, Eamonn; Smillie, Luke D.
2016-01-01
Recent research has highlighted the role of prosocial personality traits—agreeableness and honesty-humility—in egalitarian distributions of wealth in the dictator game. Expanding on these findings, we ran two studies to examine individual differences in two other forms of prosociality—generosity and reciprocity—with respect to two major models of personality, the Big Five and the HEXACO. Participants (combined N = 560) completed a series of economic games in which allocations in the dictator game were compared with those in the generosity game, a non-constant-sum wealth distribution task where proposers with fixed payoffs selected the size of their partner’s payoff (“generosity”). We further examined positive and negative reciprocity by manipulating a partner’s previous move (“reciprocity”). Results showed clear evidence of both generosity and positive reciprocity in social preferences, with allocations to a partner greater in the generosity game than in the dictator game, and greater still when a player had been previously assisted by their partner. There was also a consistent interaction with gender, whereby men were more generous when this was costless and women were more egalitarian overall. Furthermore, these distinct forms of prosociality were differentially predicted by personality traits, in line with the core features of these traits and the theoretical distinctions between them. HEXACO honesty-humility predicted dictator, but not generosity allocations, while traits capturing tendencies toward irritability and anger predicted lower generosity, but not dictator allocations. In contrast, the politeness—but not compassion—aspect of Big Five agreeableness was uniquely and broadly associated with prosociality across all games. These findings support the discriminant validity between related prosocial constructs, and have important implications for understanding the motives and mechanisms taking place within economic games. PMID:27555824
Zhao, Kun; Ferguson, Eamonn; Smillie, Luke D
2016-01-01
Recent research has highlighted the role of prosocial personality traits-agreeableness and honesty-humility-in egalitarian distributions of wealth in the dictator game. Expanding on these findings, we ran two studies to examine individual differences in two other forms of prosociality-generosity and reciprocity-with respect to two major models of personality, the Big Five and the HEXACO. Participants (combined N = 560) completed a series of economic games in which allocations in the dictator game were compared with those in the generosity game, a non-constant-sum wealth distribution task where proposers with fixed payoffs selected the size of their partner's payoff ("generosity"). We further examined positive and negative reciprocity by manipulating a partner's previous move ("reciprocity"). Results showed clear evidence of both generosity and positive reciprocity in social preferences, with allocations to a partner greater in the generosity game than in the dictator game, and greater still when a player had been previously assisted by their partner. There was also a consistent interaction with gender, whereby men were more generous when this was costless and women were more egalitarian overall. Furthermore, these distinct forms of prosociality were differentially predicted by personality traits, in line with the core features of these traits and the theoretical distinctions between them. HEXACO honesty-humility predicted dictator, but not generosity allocations, while traits capturing tendencies toward irritability and anger predicted lower generosity, but not dictator allocations. In contrast, the politeness-but not compassion-aspect of Big Five agreeableness was uniquely and broadly associated with prosociality across all games. These findings support the discriminant validity between related prosocial constructs, and have important implications for understanding the motives and mechanisms taking place within economic games.
Code of Federal Regulations, 2010 CFR
2010-10-01
... two youths; on big game hunts, the adult may supervise no more than one youth. 13. All persons born... possess only approved nontoxic shot (see § 32.2(k)) while hunting small game. 6. You may hunt coyote only... Environmental Education and Recreation Area (EERA). i. The EERA is a day-use area only. ii. We only allow one...
Bedrosian, Bryan; Craighead, Derek; Crandall, Ross
2012-01-01
Studies suggest hunter discarded viscera of big game animals (i.e., offal) is a source of lead available to scavengers. We investigated the incidence of lead exposure in bald eagles in Wyoming during the big game hunting season, the influx of eagles into our study area during the hunt, the geographic origins of eagles exposed to lead, and the efficacy of using non-lead rifle ammunition to reduce lead in eagles. We tested 81 blood samples from bald eagles before, during and after the big game hunting seasons in 2005-2010, excluding 2008, and found eagles had significantly higher lead levels during the hunt. We found 24% of eagles tested had levels indicating at least clinical exposure (>60 ug/dL) during the hunt while no birds did during the non-hunting seasons. We performed driving surveys from 2009-2010 to measure eagle abundance and found evidence to suggest that eagles are attracted to the study area during the hunt. We fitted 10 eagles with satellite transmitters captured during the hunt and all migrated south after the cessation of the hunt. One returned to our study area while the remaining nine traveled north to summer/breed in Canada. The following fall, 80% returned to our study area for the hunting season, indicating that offal provides a seasonal attractant for eagles. We fitted three local breeding eagles with satellite transmitters and none left their breeding territories to feed on offal during the hunt, indicating that lead ingestion may be affecting migrants to a greater degree. During the 2009 and 2010 hunting seasons we provided non-lead rifle ammunition to local hunters and recorded that 24% and 31% of successful hunters used non-lead ammunition, respectively. We found the use of non-lead ammunition significantly reduced lead exposure in eagles, suggesting this is a viable solution to reduce lead exposure in eagles.
Bedrosian, Bryan; Craighead, Derek; Crandall, Ross
2012-01-01
Studies suggest hunter discarded viscera of big game animals (i.e., offal) is a source of lead available to scavengers. We investigated the incidence of lead exposure in bald eagles in Wyoming during the big game hunting season, the influx of eagles into our study area during the hunt, the geographic origins of eagles exposed to lead, and the efficacy of using non-lead rifle ammunition to reduce lead in eagles. We tested 81 blood samples from bald eagles before, during and after the big game hunting seasons in 2005–2010, excluding 2008, and found eagles had significantly higher lead levels during the hunt. We found 24% of eagles tested had levels indicating at least clinical exposure (>60 ug/dL) during the hunt while no birds did during the non-hunting seasons. We performed driving surveys from 2009–2010 to measure eagle abundance and found evidence to suggest that eagles are attracted to the study area during the hunt. We fitted 10 eagles with satellite transmitters captured during the hunt and all migrated south after the cessation of the hunt. One returned to our study area while the remaining nine traveled north to summer/breed in Canada. The following fall, 80% returned to our study area for the hunting season, indicating that offal provides a seasonal attractant for eagles. We fitted three local breeding eagles with satellite transmitters and none left their breeding territories to feed on offal during the hunt, indicating that lead ingestion may be affecting migrants to a greater degree. During the 2009 and 2010 hunting seasons we provided non-lead rifle ammunition to local hunters and recorded that 24% and 31% of successful hunters used non-lead ammunition, respectively. We found the use of non-lead ammunition significantly reduced lead exposure in eagles, suggesting this is a viable solution to reduce lead exposure in eagles. PMID:23284837
Failure to Launch: Confronting the Male College Student Achievement Gap
ERIC Educational Resources Information Center
Glenn, Lane A.; Van Wert, Suzanne
2010-01-01
A few years ago, Mathew McConaughey and Sarah Jessica Parker generated big laughs and big box office sales in "Failure to Launch," an absurd comedy about a 26-year old man still living in his parents' basement, spending his days watching television and playing video games while the world passed him by. The film was closer to the truth…
Players Off the Field. How Jim Delany and Roy Kramer Took over Big-Time College Sports.
ERIC Educational Resources Information Center
Suggs, Welch
2000-01-01
Traces the history of the college football bowl system and describes the movement toward replacing the bowl game system with a national championship playoff system. Focuses on the roles of J. Delany, commission of the Big Ten Conference and R. Kramer, commissioner of the Southeastern Conference, in perpetuating the current college football bowl…
Dippel, Anne
2017-12-01
This article looks at how games and play contribute to the big data-driven production of knowledge in High-Energy Physics, with a particular focus on the Large Hadron Collider (LHC) at the European Organization for Nuclear Research (CERN), where the author has been conducting anthropological fieldwork since 2014. The ludic (playful) aspect of knowledge production is analyzed here in three different dimensions: the Symbolic, the Ontological, and the Epistemic. The first one points towards CERN as place where a cosmological game of probability is played with the help of Monte-Carlo simulations. The second one can be seen in the agonistic infrastructures of competing experimental collaborations. The third dimension unfolds in ludic platforms, such as online Challenges and citizen science games, which contribute to the development of machine learning algorithms, whose function is necessary in order to process the huge amount of data gathered from experimental events. Following Clifford Geertz, CERN itself is characterized as a site of deep play, a concept that contributes to understanding wider social and cultural orders through the analysis of ludic collective phenomena. The article also engages with Peter Galison's idea of the trading zone, proposing to comprehend it in the age of big data as a Playground. Thus the author hopes to contribute to a wider discussion in the historiographical and social study of science and technology, as well as in cultural anthropology, by recognizing the ludic in science as a central element of understanding collaborative knowledge production.
Anderson, C R
2000-10-01
To identify the frequency of violent commercials during the major league baseball playoffs in 1998 and to compare it with the 1996 playoffs. All 4 World Series games televised on the Fox Television Network (Fox), all 6 National League Championship Series (NLCS) televised by Fox, and 5 of 6 American League Championship Series (ALCS) playoff games televised by the National Broadcasting Company (NBC) were videotaped in October 1998. The results were compared with a similar study that analyzed the 1996 playoffs. Forty-four commercials (11.0 per game) that included violent interactions were noted during the World Series, 53 violent commercials (8.8 per game) during the NLCS, and 40 (8.0 per game) during the ALCS for a total of 137. Of these 137 violent commercials, 78 contained at least 1 violent act, 126 contained at least 1 violent threat, and 12 contained evidence of at least 1 violent consequence. One hundred five of the 137 violent commercials (76.6%) were television promotions and 23 (16.8%) were for big-screen movie promotions. Twenty-three of 35 big-screen movie promotions (65.7%) were violent. Ten of the 137 violent commercials (7.3%) contained obvious blood, of which 9 were televised by NBC. There were, however, an additional 20 commercials televised by Fox that contained visible blood if the videotape was slowed or paused. Sixty-three of the 137 violent commercials (46.0%) used fire and explosions, of which 53 were televised by Fox and 10 by NBC. Guns were involved in 86 of 137 violent commercials (62.8%), with Fox accounting for 64 (6.4 per game) and NBC accounting for 22 (4.4 per game). Knives were used in 1 violent commercial on both Fox and NBC. Comparisons that can be made to 1996 include the following: 1) violent commercials during the World Series (both televised by Fox) increased from 10.1 to 11.0 per game; and 2) violent commercials during the ALCS (both televised by NBC) increased from 6.0 to 8.0 per game. Commercials during the 1998 major league playoffs were similar in violent content, compared with 1996. The violent commercials continue to consist primarily of promotions for television programs and big-screen movies. It continues to be counterintuitive to find such commercials in family-oriented programming and makes it difficult for parents to avoid exposing their children to this form of violence.
Oil and gas development influences big-game hunting in Wyoming
Dorning, Monica; Garman, Steven L.; Diffendorfer, James E.; Semmens, Darius J.; Hawbaker, Todd J.; Bagstad, Kenneth J.
2017-01-01
Development from extracting oil and gas resources can have unintended effects on multiple ecosystem functions, with cascading effects on wildlife, ecosystem services, and local economies. Big-game hunting opportunities may be closely related to these effects, but empirical analyses of impacts of energy development on hunting are limited. We examined the influence of oil and gas development density on harvest efficiency, or harvest per unit of hunter effort, within all hunt areas in Wyoming, USA, from 2008 to 2014 for 3 big-game species: elk (Cervus canadensis), mule deer (Odocoileus hemionus), and pronghorn (Antilocapra americana). Using harvest/hunter day as the response variable, we compared linear mixed-effects models for each species that included total well density (i.e., all wells constructed up to the year of record), active well density (i.e., only those wells currently producing oil or gas in that year), or neither as a predictor variable. We used well densities as indicators of development in the absence of data specifying the locations of other oil and gas infrastructure (e.g., roads, well pads). Models also accounted for the fixed effects of road density, hunter density, proportion of the area that is public land with unrestricted hunter access, proportion of the area that is forested, year of observation, and random effects of variation among hunt areas nested within associated game herd units. Presence of oil and gas wells had a positive influence on harvest efficiency for elk and mule deer. Although there was no overall effect to pronghorn, there was a negative influence of wells on juvenile pronghorn harvest efficiency. Changes in harvest efficiency due to expanding oil and gas development could alter the time spent hunting by hunters and their chances of harvesting an animal. This could have subsequent impacts on hunter satisfaction, game populations, and economic revenue generated from recreational hunters.
77 FR 54604 - Endangered Species; Receipt of Applications for Permit
Federal Register 2010, 2011, 2012, 2013, 2014
2012-09-05
... your request for copies of applications or comments and materials concerning any of the applications to.... Permit Applications A. Endangered Species Applicant: Big Game Studio, Bronte, TX; PRT-82880A The...
Intensive Management and Natural Genetic Variation in Red Deer (Cervus elaphus).
Galarza, Juan A; Sánchez-Fernández, Beatriz; Fandos, Paulino; Soriguer, Ramón
2017-07-01
The current magnitude of big-game hunting has outpaced the natural growth of populations, making artificial breeding necessary to rapidly boost hunted populations. In this study, we evaluated if the rapid increase of red deer (Cervus elaphus) abundance, caused by the growing popularity of big-game hunting, has impacted the natural genetic diversity of the species. We compared several genetic diversity metrics between 37 fenced populations subject to intensive management and 21 wild free-ranging populations. We also included a historically protected population from a national park as a baseline for comparisons. Contrary to expectations, our results showed no significant differences in genetic diversity between wild and fenced populations. Relatively lower genetic diversity was observed in the protected population, although differences were not significant in most cases. Bottlenecks were detected in both wild and fenced populations, as well as in the protected population. Assignment tests identified individuals that did not belong to their population of origin, indicating anthropogenic movement. We discuss the most likely processes, which could have led to the observed high levels of genetic variability and lack of differentiation between wild and fenced populations and suggest cautionary points for future conservation. We illustrate our comparative approach in red deer. However, our results and interpretations can be largely applicable to most ungulates subject to big-game hunting as most of them share a common exploitation-recovery history as well as many ecological traits. © The American Genetic Association 2017. All rights reserved. For permissions, please e-mail: journals.permissions@oup.com.
Conveying population education through games.
1987-01-01
Games are extremely useful for conveying population education messages because they are entertaining, because they involve the players in the learning situation, and because, by compressing space and time, they enable the players to perceive the effects of future events on their own lives. One teaching game, called "Futures Wheel," enables the players to move step by step from an abstract real-world situation to its impact on their own lives. Another game, called "Card Game on Family Welfare," is played by 4 players using cards illustrating such things as preparation for marriage, planned families, small families, responsible parenthood, and women's roles. 24 of the 25 cards dealt to the players have matching pictures on a base sheet. The player who loses, i.e., cannot find a match for his last card, is holding the card which displays an unhappy big family.
Code of Federal Regulations, 2011 CFR
2011-10-01
... voice command at all times (see § 26.21 of this chapter). 4. We allow hunting during the hours... § 26.21(b) of this chapter). C. Big Game Hunting. We allow hunting of white-tailed deer, moose, black...
Code of Federal Regulations, 2010 CFR
2010-10-01
... voice command at all times (see § 26.21 of this chapter). 4. We allow hunting during the hours... § 26.21(b) of this chapter). C. Big Game Hunting. We allow hunting of white-tailed deer, moose, black...
Wang, Chong-Wen; Ho, Rainbow T H; Chan, Cecilia L W; Tse, Samson
2015-03-01
This study investigated the associations between personality traits, based on the Big Five model, and addictive behaviors to different online activities among adolescents. A sample of 920 participants was recruited from four secondary schools in different districts using random cluster sampling. A structured questionnaire, including demographic information, internet usage pattern, the Internet Addiction Test, the Game Addiction Scale, the Bergen Facebook Addiction Scale - Revised, and the Big Five Inventory, was administered to each participant. The results demonstrated a significant difference in personality traits for addictive behaviors related to different online activities. Specifically, higher neuroticism (β=0.15, p<0.001) and less conscientiousness (β=0.12, p<0.001) displayed significant associations with internet addiction in general; less conscientiousness (β=0.09, p<0.01) and low openness (β=0.06, p<0.05) were significantly associated with gaming addiction; and neuroticism (β=0.15, p<0.001) and extraversion (β=0.10, p<0.01) were significantly associated with social networking addiction. Our findings may provide a better understanding of the etiopathology of internet-related addictive behaviors and have implications for psychoeducation and psychotherapy programs. Copyright © 2014 Elsevier Ltd. All rights reserved.
Toward a reality-based understanding of Hadza men's work: a response to Hawkes et al. (2014).
Wood, Brian M; Marlowe, Frank W
2014-12-01
Observations of Hadza men foraging out of camp and sharing food in camp show that men seeking to maximize the flow of calories to their families should pursue large game, and that hunting large game does not pose a collective action problem. These data also show that Hadza men frequently pursued honey, small game, and fruit, and that by doing so, provided a more regular flow of food to their households than would a putative big game specialist. These data support our earlier studies demonstrating that the goal of family provisioning is a robust predictor of Hadza men's behavior. As before, the show-off and costly signaling hypotheses advanced by Hawkes and colleagues fail as both descriptions of and explanations for Hadza men's work.
Enhancing Math through Literature.
ERIC Educational Resources Information Center
O'Banion, Carie
1997-01-01
Provides a bibliography of children's literature exploring mathematical concepts: classification; place value and numeration systems; counting, addition, and subtraction; multiplication and division; fractions; estimation; big numbers; geometry; measurement; and games and puzzles. Highlights one book for each concept, suggests class activities,…
Serious Games: A Concise Overview on What They Are and Their Potential Applications to Healthcare.
Giunti, Guido; Baum, Analía; Giunta, Diego; Plazzotta, Fernando; Benitez, Sonia; Gómez, Adrián; Luna, Daniel; Bernaldo de Quiros, Fernan González
2015-01-01
Younger generations are extensive users of digital devices; these technologies have always existed and have always been a part of their lives. Video games are a big part of their digital experience. User-centered design is an approach to designing systems informed by scientific knowledge of how people think, act, and coordinate to accomplish their goals. There is an emerging field of intervention research looking into using these techniques to produce video games that can be applied to healthcare. Games with the purpose of improving an individual's knowledge, skills, or attitudes in the "real" world are called "Serious Games". Before doctors and patients can consider using Serious Games as a useful solution for a health care-related problem, it is important that they first are aware of them, have a basic understanding of what they are, and what, if any, claims on their effectiveness exist. In order to bridge that gap, we have produced this concise overview to introduce physicians to the subject at hand.
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.
Workshop for Exploiting Commercial Games and Technology for Military Use (7th)
2009-06-01
Norway’s progress since the last meeting. Norway’s use of, and study of, “Serious Games” spans much of the available market (VBS2, Steel Beasts and OLIVE...simulation it is the small companies, such as BIStudio (VBS2) that can react to changing market conditions, whereas the big companies, such as...want dull parts of dusty Kenya. If the Military want something that is not appealing to the Game Industry’s Core Market (which is where they make
Healthy Gaming - Video Game Design to promote Health.
Brox, E; Fernandez-Luque, L; Tøllefsen, T
2011-01-01
There is an increasing interest in health games including simulation tools, games for specific conditions, persuasive games to promote a healthy life style or exergames where physical exercise is used to control the game. The objective of the article is to review current literature about available health games and the impact related to game design principles as well as some educational theory aspects. Literature from the big databases and known sites with games for health has been searched to find articles about games for health purposes. The focus has been on educational games, persuasive games and exergames as well as articles describing game design principles. The medical objectives can either be a part of the game theme (intrinsic) or be totally dispatched (extrinsic), and particularly persuasive games seem to use extrinsic game design. Peer support is important, but there is only limited research on multiplayer health games. Evaluation of health games can be both medical and technical, and the focus will depend on the game purpose. There is still not enough evidence to conclude which design principles work for what purposes since most of the literature in health serious games does not specify design methodologies, but it seems that extrinsic methods work in persuasion. However, when designing health care games it is important to define both the target group and main objective, and then design a game accordingly using sound game design principles, but also utilizing design elements to enhance learning and persuasion. A collaboration with health professionals from an early design stage is necessary both to ensure that the content is valid and to have the game validated from a clinical viewpoint. Patients need to be involved, especially to improve usability. More research should be done on social aspects in health games, both related to learning and persuasion.
Code of Federal Regulations, 2010 CFR
2010-10-01
... Contained Underwater Breathing Apparatus (SCUBA) to take fish or invertebrates. 6. We prohibit anchoring... Fisheries UNITED STATES FISH AND WILDLIFE SERVICE, DEPARTMENT OF THE INTERIOR (CONTINUED) THE NATIONAL.... [Reserved] C. Big Game Hunting. [Reserved] D. Sport Fishing. Anglers may fish and collect marine life on...
Making a Big Bang on the small screen
NASA Astrophysics Data System (ADS)
Thomas, Nick
2010-01-01
While the quality of some TV sitcoms can leave viewers feeling cheated out of 30 minutes of their lives, audiences and critics are raving about the science-themed US comedy The Big Bang Theory. First shown on the CBS network in 2007, the series focuses on two brilliant postdoc physicists, Leonard and Sheldon, who are totally absorbed by science. Adhering to the stereotype, they also share a fanatical interest in science fiction, video-gaming and comic books, but unfortunately lack the social skills required to connect with their 20-something nonacademic contemporaries.
Müther, Michael; Williamson, Marie; Williamson, Lyn
2014-10-01
Lack of physical activity in the general population is one of the biggest health challenges we face. For rheumatology patients, and other patients with chronic disease, exercise is an essential part of disease management. However, very few patients exercise effectively.One of the aspirations of the London 2012 Olympic/Paralympic Games was to catalyze people into long-term physical activity. We surveyed our rheumatology patients at 3 high-profile times in the year after the Olympics. Two hundred fifty-three patients were enrolled within the study; the largest diagnosis subgroup being rheumatoid arthritis (36%). Ninety-five percent of our patients regard exercise as beneficial; 36% still think it does harm. Most common barriers to exercise were pain (53%), tiredness (44%), and lack of time (36%). Forty-five percent exercise daily, mostly just walking. Twnety-seven patients (16%) were motivated by the 2012 Olympic and Paralympic Games toward physical activity. They were mostly motivated by athletics' individual stories (67%), taking part in a big sports festival (11%) and demonstration of top sporting levels (4%). Eighteen patients in total (7%) increased their amount of exercise in response to the London 2012 Olympic and Paralympic Games. There was no difference between patient diagnostic groups. Only a small minority of patients increased their amount of exercise in response to the 2012 Olympic and Paralympic Games. The message about the importance of physical exercise to health needs to be clear, unambiguous, and consistent, because a significant number of patients still think that physical activity does harm. Big sporting events such as the London 2012 Olympic and Paralympic Games can be used as an opportunity to remind patients that physical activity does good and is not harmful. Athletes' individual stories could be used in future as part of a strategy to encourage exercise for all patients.
Herbaceous production response to juniper treatment
USDA-ARS?s Scientific Manuscript database
Western juniper (Juniperus occidentalis Hook.) has expanded and infilled into other plant communities the past 130 to 150 years in the semi-arid Pacific Northwest. The increase in juniper reduces herbaceous forage and browse provided by shrubs for livestock and big-game. We measured herbaceous prod...
Bridging Media with the Help of Players
NASA Astrophysics Data System (ADS)
Nitsche, Michael; Drake, Matthew; Murray, Janet
We suggest harvesting the power of multiplayer design to bridge content across different media platforms and develop player-driven cross-media experiences. This paper first argues to partially replace complex AI systems with multiplayer design strategies to provide the necessary level of flexibility in the content generation for cross-media applications. The second part describes one example project - the Next Generation Play (NGP) project - that illustrates one practical approach of such a player-driven cross-media content generation. NGP allows players to collect virtual items while watching a TV show. These items are re-used in a multiplayer casual game that automatically generates new game worlds based on the various collections of active players joining a game session. While the TV experience is designed for the single big screen, the game executes on multiple mobile phones. Design and technical implementation of the prototype are explained in more detail to clarify how players carry elements of television narratives into a non-linear handheld gaming experience. The system describes a practical way to create casual game adaptations based on players' personal preferences in a multi-user environment.
Ewell, Patrick J; Guadagno, Rosanna E; Jones, Matthew; Dunn, Robert Andrew
2016-07-01
Popular video games often provide people with the option to play characters that are good or evil in nature, and yet, little is known about how individual differences in personality relate to the moral and ethical alignments people chose in their digital representations. We examined whether participants' pre-existing levels of moral disengagement and Big 5 scores predicted the alignments they selected for their avatar in video game play. Results revealed that men, relative to women, were more likely to play "bad guys" and that moral disengagement predicted this finding. Agreeableness and conscientiousness mediated the relationship between moral disengagement and alignment such that those higher in these two traits were more likely to play good characters.
Economic value of big game hunting in southeast Alaska
Cindy Swanson; Michael Thomas; Dennis M. Donnelly
1989-01-01
Surveys in southeast Alaska in 1984 and 1985 were the basis for estimating net willingness to pay of hunters. Net willingness to pay was highest for resident deer hunters ($331) and lowest for nonresident moose hunters ($55). Relationship between willingness to pay and expenditures is discussed.
Code of Federal Regulations, 2013 CFR
2013-10-01
..., raccoon, fox, coyote, skunk, and opossum on designated areas of the refuge in accordance with State... refuge. D. Sport Fishing. We allow fishing on designated areas of the refuge in accordance with State.... [Reserved] C. Big Game Hunting. [Reserved] D. Sport Fishing. We allow sport fishing on the refuge in...
Code of Federal Regulations, 2012 CFR
2012-10-01
..., raccoon, fox, coyote, skunk, and opossum on designated areas of the refuge in accordance with State... refuge. D. Sport Fishing. We allow fishing on designated areas of the refuge in accordance with State.... [Reserved] C. Big Game Hunting. [Reserved] D. Sport Fishing. We allow sport fishing on the refuge in...
Code of Federal Regulations, 2011 CFR
2011-10-01
..., raccoon, fox, coyote, skunk, and opossum on designated areas of the refuge in accordance with State... refuge. D. Sport Fishing. We allow fishing on designated areas of the refuge in accordance with State.... [Reserved] C. Big Game Hunting. [Reserved] D. Sport Fishing. We allow sport fishing on the refuge in...
DOT National Transportation Integrated Search
2016-08-23
Wyoming is home to abundant big game, including long-distance migratory species such as mule deer, elk, and pronghorn. Where these animals movement patterns intersect with roads, vehicles often hit animals. This poses a threat both to highway safe...
NASA Astrophysics Data System (ADS)
2008-07-01
Radioactivity: Olympic Games: dirty and decaying? Awards: SciCast rewards the best in scientific short films Conference: Teachers conference is big in Boston Workshop: Experts and teachers mingle in Mexico Awards: Olympiad holds lavish ceremony Cinema: Indiana Jones has a skull full of physics Conference: ESERA announces Turkish delight for 2009 Forthcoming Events
Healthy Gaming – Video Game Design to promote Health
Brox, E.; Fernandez-Luque, L.; Tøllefsen, T.
2011-01-01
Background There is an increasing interest in health games including simulation tools, games for specific conditions, persuasive games to promote a healthy life style or exergames where physical exercise is used to control the game. Objective The objective of the article is to review current literature about available health games and the impact related to game design principles as well as some educational theory aspects. Methods Literature from the big databases and known sites with games for health has been searched to find articles about games for health purposes. The focus has been on educational games, persuasive games and exergames as well as articles describing game design principles. Results The medical objectives can either be a part of the game theme (intrinsic) or be totally dispatched (extrinsic), and particularly persuasive games seem to use extrinsic game design. Peer support is important, but there is only limited research on multiplayer health games. Evaluation of health games can be both medical and technical, and the focus will depend on the game purpose. Conclusion There is still not enough evidence to conclude which design principles work for what purposes since most of the literature in health serious games does not specify design methodologies, but it seems that extrinsic methods work in persuasion. However, when designing health care games it is important to define both the target group and main objective, and then design a game accordingly using sound game design principles, but also utilizing design elements to enhance learning and persuasion. A collaboration with health professionals from an early design stage is necessary both to ensure that the content is valid and to have the game validated from a clinical viewpoint. Patients need to be involved, especially to improve usability. More research should be done on social aspects in health games, both related to learning and persuasion. PMID:23616865
75 FR 6056 - Establishment of the Wildlife and Hunting Heritage Conservation Council
Federal Register 2010, 2011, 2012, 2013, 2014
2010-02-05
... among the public, the sporting conservation community, wildlife conservation groups, the States, Native... organizations. (5) Big game hunting organizations. (6) Sportsmen and women community at-large. (7) Archery... organizations. (9) Tourism, Outfitter, and/or Guide industries related to hunting and/or shooting sports. (10...
78 FR 24718 - Nez Perce-Clearwater National Forests; Idaho; Lolo Insect & Disease Project
Federal Register 2010, 2011, 2012, 2013, 2014
2013-04-26
... portions of the project area. Road decommissioning, culvert replacements, road improvements, and soils... to be cost-effective and provide maximum protection of soil and water quality. Big game, primarily... watershed restoration in the Lolo Creek drainage is associated with roads and soil improvement. Existing...
2018-06-20
NASA in the Park on June 16 in Huntsville featured more than 60 exhibits and demonstrations by NASA experts, as well as performances by Marshall musicians, educational opportunities, games and hands-on activities for all ages. Big Spring canal is a good place to cool off in the 90 degree heat
Code of Federal Regulations, 2010 CFR
2010-10-01
... rails must be designed and constructed to withstand a point load of 91 kilograms (200 pounds) applied at... simultaneously. (c) Where space limitations make deck rails impractical for areas designed for crew use only...) high. (4) While engaged in big game angling, the minimum rail height may be reduced to not less than...
Code of Federal Regulations, 2012 CFR
2012-10-01
... rails must be designed and constructed to withstand a point load of 91 kilograms (200 pounds) applied at... simultaneously. (c) Where space limitations make deck rails impractical for areas designed for crew use only...) high. (4) While engaged in big game angling, the minimum rail height may be reduced to not less than...
Code of Federal Regulations, 2014 CFR
2014-10-01
... rails must be designed and constructed to withstand a point load of 91 kilograms (200 pounds) applied at... simultaneously. (c) Where space limitations make deck rails impractical for areas designed for crew use only...) high. (4) While engaged in big game angling, the minimum rail height may be reduced to not less than...
Code of Federal Regulations, 2011 CFR
2011-10-01
... rails must be designed and constructed to withstand a point load of 91 kilograms (200 pounds) applied at... simultaneously. (c) Where space limitations make deck rails impractical for areas designed for crew use only...) high. (4) While engaged in big game angling, the minimum rail height may be reduced to not less than...
Code of Federal Regulations, 2013 CFR
2013-10-01
... rails must be designed and constructed to withstand a point load of 91 kilograms (200 pounds) applied at... simultaneously. (c) Where space limitations make deck rails impractical for areas designed for crew use only...) high. (4) While engaged in big game angling, the minimum rail height may be reduced to not less than...
Refusing To Play the Blame Game.
ERIC Educational Resources Information Center
Dowd, JoAnne
1997-01-01
Frustrated by her ninth graders' misbehavior with a substitute teacher, a high school English teacher shelved her recriminations and engaged miscreants in a problem-solving exercise examining the incident. Establishing a protocol to talk about problems openly, without fear of retribution, made a big difference. Boys admitted to some poor choices;…
Sagebrush steppe recovery after fire varies by successional phase of western juniper woodland
USDA-ARS?s Scientific Manuscript database
Western juniper (Juniperus occidentalis Hook.) has expanded and infilled into other plant communities the past 130 to 150 years in the semi-arid Pacific Northwest. The increase in juniper reduces herbaceous forage and browse provided by shrubs for livestock and big-game. We measured herbaceous prod...
Academic Course Gamification: The Art of Perceived Playfulness
ERIC Educational Resources Information Center
Codish, David; Ravid, Gilad
2014-01-01
Gamification in education is being used as a way to increase student engagement and learning. While carrying a big promise, little is known about how students with different personalities, specifically extraverts and introverts, are influenced by game elements and mechanics: knowledge that is essential to ensure that implementing gamification will…
Code of Federal Regulations, 2011 CFR
2011-10-01
.... [Reserved] C. Big Game Hunting. We allow hunting of white-tailed deer on designated areas of the refuge in... wounded deer out of their assigned hunting unit. 9. We prohibit shooting from any road. D. Sport Fishing... WILDLIFE REFUGE SYSTEM HUNTING AND FISHING Refuge-Specific Regulations for Hunting and Fishing § 32.54 Ohio...
STS-121 Crew attends the "X Games" in Los Angeles
2006-08-03
JSC2006-E-32815 (3 Aug. 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. From left to right are astronauts Piers J. Sellers, Stephanie D. Wilson, Steven W. Lindsey, Michael E. Fossum, Lisa M. Nowak and Mark E. Kelly. In the background is the signature 80 foot high "Big Air Jump" skateboarding ramp - one of the event highlights. The crew's visit also included presentations at the Jet Propulsion Laboratory and the California Science Center.
Gearing Up for the Big Game...and More
NASA Technical Reports Server (NTRS)
2004-01-01
Bill Elkins, a member of the U.S. Space Foundation's Space Technology Hall of Fame, is using his experience in developing cooling garments for use in sports and medicine. His company, CoolSystems, has developed the Game Ready[TM] Accelerated Recovery System. Game Ready[TM] ergonomic wraps are designed to custom fit the ankle, knee, back, torso, shoulder, elbow, and wrist and provide deep tissue cooling therapy with intermittent compression to reduce pain, swelling, and tissue damage. Recharge[TM] cooling garments have been developed to lower core body temperature in people with heat-sensitive multiple sclerosis, reducing symptoms such as fatigue, decreased balance, impaired vision, and decreased endurance. The company currently is collaborating with Stanford University Medical Center's Stanford Stroke Center to investigate the effectiveness of discrete hypothermia in stroke and head trauma patients.
Game-XP: Action Games as Experimental Paradigms for Cognitive Science.
Gray, Wayne D
2017-04-01
Why games? How could anyone consider action games an experimental paradigm for Cognitive Science? In 1973, as one of three strategies he proposed for advancing Cognitive Science, Allen Newell exhorted us to "accept a single complex task and do all of it." More specifically, he told us that rather than taking an "experimental psychology as usual approach," we should "focus on a series of experimental and theoretical studies around a single complex task" so as to demonstrate that our theories of human cognition were powerful enough to explain "a genuine slab of human behavior" with the studies fitting into a detailed theoretical picture. Action games represent the type of experimental paradigm that Newell was advocating and the current state of programming expertise and laboratory equipment, along with the emergence of Big Data and naturally occurring datasets, provide the technologies and data needed to realize his vision. Action games enable us to escape from our field's regrettable focus on novice performance to develop theories that account for the full range of expertise through a twin focus on expertise sampling (across individuals) and longitudinal studies (within individuals) of simple and complex tasks. Copyright © 2017 Cognitive Science Society, Inc.
ERIC Educational Resources Information Center
Mackintosh, Chris; Liddle, Joyce
2015-01-01
International interest in developing mass sports participation through systems of school and community sports development has become a growing field of public leisure policy interest. This research paper considers the policy change from School Sport Partnerships to the new 2012 School Games model of networked partnerships to establish…
Super Summer Safari Manual: 1989 Summer Library Program. Bulletin No. 9240.
ERIC Educational Resources Information Center
Roeber, Jane A., Ed.
Based on the theme, "Super Summer Safari: Make Books Your Big Game," this manual describes library activities intended to stimulate family explorations of local and regional natural environments, of urban parks, and of agricultural settings. The manual is divided into 6 sections: (1) "Planning and Promoting Programs"; (2)…
The Recruiting Game: Toward a New System of Intercollegiate Sport. Second Edition, Revised.
ERIC Educational Resources Information Center
Rooney, John F., Jr.
Problems in recruitment for big-time collegiate sports are updated, and an eleven-point improvement program is proposed. Statistics on football and basketball recruitment are updated, many through the 1985 season. New focus is placed on "blue chip" recruiting, and maps of recruiting by selected institutions, conferences, and states are…
Developing Visual Novel Game of English Conversation for DEP EEPIS
ERIC Educational Resources Information Center
Agusalim, Imam Dui
2015-01-01
English subjects become a big part of education curriculum in Indonesia taught from the elementary level, intermediate, and high included the Distance Learning (DEP). To meet the needs of the importance of English will require learning media can be: 1. Creating Independence learning; 2. Increase the motivation to learn; and 3. Improving the…
77 FR 74507 - Endangered Species; Marine Mammals; Issuance of Permits
Federal Register 2010, 2011, 2012, 2013, 2014
2012-12-14
... not operate to the disadvantage of the endangered species, and (3) the granted permit would be.... Zoological Park. 2012. 82880A Big Game Studio 77 FR 54604; September 5, October 17, 2012. 2012. 83520A Donald...; fax (703) 358-2280. Brenda Tapia, Program Analyst/Data Administrator, Branch of Permits, Division of...
Plant Guide: Blue penstemon (Penstemon cyaneus Pennell)
Derek Tilley; Loren St. John; Dan Ogle; Nancy Shaw
2012-01-01
Blue penstemon is suited for use in restoration and wildlife enhancement plantings. It is not noted for having value as forage for livestock, and forage use is limited by big game. The fibrous root system and wide canopy cover make it a good plant for low-water use landscaping (i.e. roadsides) and other ornamental plantings.
ERIC Educational Resources Information Center
Griffith, Leah
2016-01-01
Classroom teachers try to provide opportunities for students to practice and use the algebra skills they are learning in ways that are nonroutine. They also want to help students connect the big ideas of math with the skills they are learning as part of the balance between understanding concepts and procedures. Math games can be used to accomplish…
Adolescents and media literacy.
McCannon, Robert
2005-06-01
In the face of media industry consolidation, fewer people control media content which makes it harder for parents and citizens to know the research about media-related issues, such as video game violence, nutrition, and sexual risk-taking. Media literacy offers a popular and potentially successful way to counter the misinformation that is spread by Big Media public relations.
36 CFR 7.92 - Bighorn Canyon National Recreation Area.
Code of Federal Regulations, 2011 CFR
2011-07-01
... Wyoming Game and Fish Department Residence on the Pond 5 road northeast to the Kane Cemetery. North along the main traveled road past Mormon Point, Jim Creek, along the Big Fork Canal, crossing said canal and terminating on the south shore of Horseshoe Bend, and the marked lakeshore access roads leading off this main...
36 CFR 7.92 - Bighorn Canyon National Recreation Area.
Code of Federal Regulations, 2013 CFR
2013-07-01
... Wyoming Game and Fish Department Residence on the Pond 5 road northeast to the Kane Cemetery. North along the main traveled road past Mormon Point, Jim Creek, along the Big Fork Canal, crossing said canal and terminating on the south shore of Horseshoe Bend, and the marked lakeshore access roads leading off this main...
36 CFR 7.92 - Bighorn Canyon National Recreation Area.
Code of Federal Regulations, 2012 CFR
2012-07-01
... Wyoming Game and Fish Department Residence on the Pond 5 road northeast to the Kane Cemetery. North along the main traveled road past Mormon Point, Jim Creek, along the Big Fork Canal, crossing said canal and terminating on the south shore of Horseshoe Bend, and the marked lakeshore access roads leading off this main...
36 CFR 7.92 - Bighorn Canyon National Recreation Area.
Code of Federal Regulations, 2014 CFR
2014-07-01
... Wyoming Game and Fish Department Residence on the Pond 5 road northeast to the Kane Cemetery. North along the main traveled road past Mormon Point, Jim Creek, along the Big Fork Canal, crossing said canal and terminating on the south shore of Horseshoe Bend, and the marked lakeshore access roads leading off this main...
Using Picture Story Books to Discover and Explore the Concept of Equivalence
ERIC Educational Resources Information Center
Russo, James
2016-01-01
This article describes activities in which students deepen their relational understanding of the equals sign through exploring inequalities in a competitive dice game, built around the familiar fairy-tale "The Three Little Pigs" and "The Big Bad Wolf." The activity can be adapted to different abilities by choosing more or less…
Code of Federal Regulations, 2010 CFR
2010-10-01
... approved nontoxic shot (see § 32.2(k)). C. Big Game Hunting. We allow hunting of deer and turkey on... spring turkey hunting. We allow only shotguns with approved nontoxic shot (see § 32.2(k)). 7. We prohibit..., address, and phone number. 9. We allow only one tree stand per deer hunter. D. Sport Fishing. We allow...
Wanted: "Real" Children. About Innocence and Nostalgia in a Commodified Childhood
ERIC Educational Resources Information Center
Vanobbergen, Bruno
2004-01-01
Today childhood takes place within a multimedia context where education, marketing and entertainment operate together in one big melting pot. Childhood is commodified, a situation not everybody seems happy with. Due to increasing exposure with violence and sexual activities, for example in children's games, children seem to lose the chance to be…
Using Gaming to Motivate Today's Technology-Dependent Students
ERIC Educational Resources Information Center
Petkov, Marin; Rogers, George E.
2011-01-01
In the past several decades, technology has become a big part of American society. It has changed the way people interact with one another as well as how they proceed with everyday life. However, K-12 educational systems have been resistive to change, with most American schools still using traditional instruction in the classroom, consisting…
Score Big! Pinball Project Teaches Simple Machine Basics
ERIC Educational Resources Information Center
Freeman, Matthew K.
2009-01-01
This article presents a design brief for a pinball game. The design brief helps students get a better grasp on the operation and uses of simple machines. It also gives them an opportunity to develop their problem-solving skills and use design skills to complete an interesting, fun product. (Contains 2 tables and 3 photos.)
DOE Office of Scientific and Technical Information (OSTI.GOV)
Casey, Daniel; Malta, Patrick
1990-06-01
Project goals are to rehabilitate 1120 acres of big game (elk and mule deer, Odocoileus hemionus) winter range on the Hungry Horse and Spotted Bear Districts of Flathead National Forest lands adjacent to Hungry Horse Reservoir. This project represents the initial phase of implementation toward the mitigation goal. A minimum of 547 acres Trust-funded enhancements are called for in this plan. The remainder are part of the typical Forest Service management activities for the project area. Monitor and evaluate the effects of project implementation on the big game forage base and elk and mule deer populations in the project area.more » Monitor enhancement success to determine effective acreage to be credited against mitigation goal. Additional enhancement acreage will be selected elsewhere in the Flathead Forest or other lands adjacent'' to the reservoir based on progress toward the mitigation goal as determined through monitoring. The Wildlife Mitigation Trust Fund Advisory Committee will serve to guide decisions regarding future enhancement efforts. 7 refs.« less
Müller, K W; Beutel, M E; Egloff, B; Wölfling, K
2014-01-01
Engaging in online games has become increasingly important as a part of leisure activity in adolescents and adults. While the majority of people use these games in a healthy way, epidemiological studies show that some develop excessive use and symptoms that are related to those of substance-related addictions. Despite increasing research concerning the epidemiology of internet gaming disorder (IGD), predisposing factors have been examined to a lesser extent. Knowing about specific risk factors would help clarify the nosological features of IGD and enhance prevention and intervention. This study aimed to evaluate the relationships between personality traits and IGD. A total of 115 patients meeting the criteria for IGD were compared to 167 control subjects displaying either regular or intense use of online games. Additionally, 115 patients meeting diagnostic criteria for pathological gambling were included. IGD was associated with higher neuroticism, decreased conscientiousness and low extraversion. The comparisons to pathological gamblers indicate that low conscientiousness and low extraversion in particular are characteristic of IGD. An integration of personality variables into an etiopathological model describing presumable mechanisms fostering and maintaining addictive online gaming is proposed. This model could be helpful for the theoretical understanding of addictive gaming, public health campaigns and psychoeducation within therapeutic settings. © 2013 S. Karger AG, Basel.
2018-06-20
NASA in the Park on June 16 in Huntsville featured more than 60 exhibits and demonstrations by NASA experts, as well as performances by Marshall musicians, educational opportunities, games and hands-on activities for all ages. MSFC Summer Interns Eben Lenfest, Nick Bonini, and April Benedict display their artistic talents on Big Spring Park sidewalk during NASA in the Park festivities.
A Collar for Marking Big Game Animals
Robert L. Phillips
1970-01-01
A Simple, inexpensive collar made of Armor-tite (a vinyl-coated nylon fabric) was designed for marking white-tailed deer (Odocoileus virginianus) and moose (Alces alces). Field tests showed that the material is easily seen and extrememly durable. It may be suitable for use on other large mammals. The collar can be quickly fitted to individual animals under field...
Plant Guide: Cutleaf balsamroot: Balsamorhiza macrophylla Nutt.
Loren St. John; Derek Tilley
2012-01-01
Livestock and big game utilize cutleaf balsamroot. It is moderately palatable to grazing animals during the spring and early summer but has low protein content (Walter, 2007). Leaves are grazed lightly and flowers are often eaten. Horses are especially fond of the flowers (Plants of Utah, Online). The plant becomes dry and worthless as forage by midsummer (Forest...
Chapter 13. Incorporating wildlife habitat needs into restoration and rehabilitation projects
Richard Stevens
2004-01-01
Wildlife species richness, densities, and distribution are directly related to the quality and quantity of habitat (Autenrieth 1983; Autenrieth and others 1982; Bodurtha and others 1989; Call and Maser 1985; Caughley 1979; Kindschy and others 1982; Leckenby and others 1982; Reynolds 1980; Russo 1964; Thomas and others 1979a,c; Yoakum 1980). Productive big game ranges,...
Who's Afraid of the Big Bad Methods? Methodological Games and Role Play
ERIC Educational Resources Information Center
Kollars, Nina; Rosen, Amanda M.
2017-01-01
In terms of gamification within political science, some fields-particularly international relations and American politics--have received more attention than others. One of the most underserved parts of the discipline is research methods; a course that, coincidentally, is frequently cited as one that instructors hate to teach and students hate to…
A Game Change: Paying for Big-Time College Sports
ERIC Educational Resources Information Center
Weaver, Karen
2011-01-01
College presidents often think of athletics as the "front porch" of their campuses. After all, name recognition goes a long way when attracting students. And a winning football team doesn't hurt either! In order to generate the revenues needed to build both and support a winning football team, athletics departments have historically focused on…
Development and use of plant resources for western wildlands
Stephen B. Monsen; Nancy L. Shaw
2001-01-01
Concern for declines in big game habitat throughout the West and the pioneering work of revegetation researchers in the mid twentieth century led to increased use of native shrubs, grasses, and forbs for revegetation, and the 1975 establishment of the U.S. Department of Agriculture, Forest Service, Shrub Sciences Laboratory in Provo, Utah. During this period...
Staying on Top of Your Game and Scoring Big with Adobe Presenter Multimedia Tutorials
ERIC Educational Resources Information Center
Koury, Regina; Francis, Marcia J.; Gray, Catherine J.; Jardine, Spencer J.; Guo, Ruiling
2010-01-01
In order to reach distance students in times of financial uncertainty, librarians must be creative. While much has been written about Camtasia, Captivate and Jing tutorial software, Adobe Presenter, a Microsoft PowerPoint plug-in, has not been discussed. This article describes how our library team created multimedia tutorial projects at Idaho…
What Can Student Work Show? From Playing a Game to Exploring Probability Theory
ERIC Educational Resources Information Center
Taylor, Merilyn; Hawera, Ngarewa
2016-01-01
Rich learning tasks embedded within a familiar context allow students to work like mathematicians while making sense of the mathematics. This article demonstrates how 11-12 year-old students were able to employ all of the proficiency strands while demonstrating a deep understanding of some of the "big ideas" of probabilistic thinking.
Earth Observations taken by the Expedition 16 Crew
2008-01-01
ISS016-E-023723 (January 2008) --- This nocturnal view of the Glendale/Phoenix/Mesa, Arizona area was photographed by one of the Expedition 16 crewmembers aboard the International Space Station. During the last week, this area has been teeming with tens of thousands of football fans here for a big football game in Glendale on Feb. 3.
Field Trips: Tradition in Jeopardy
ERIC Educational Resources Information Center
Wheeler, Ginger
2011-01-01
The school field trip: something fun, different, exciting, exhausting--a break from the school day grind. But the field trip has ramifications beyond just getting out of school for the day. For students, the field trip is to the classroom what the big game is to athletes. For museums and other attractions, the field trip is a way to cultivate…
Innate spatial-temporal reasoning and the identification of genius.
Peterson, Matthew R; Balzarini, Doreen; Bodner, Mark; Jones, Edward G; Phillips, Tiffany; Richardson, Debra; Shaw, Gordon L
2004-01-01
The teaching of mathematics is invariably language-based, but spatial-temporal (ST) reasoning (making a mental image and thinking ahead in space and time) is crucial to the understanding of math. Here we report that Big Seed, a demanding ST video game, based upon the mathematics of knot theory and previously applied to understanding DNA structure and function, can be used to reveal innate ST reasoning. Big Seed studies with middle and elementary school children provide strong evidence that ST reasoning ability is not only innate but far exceeds optimistic expectations based on age, the percentage of children achieving exceptional ST performance in less than 7 h of training, and retention of ability. A third grader has been identified as a genius (functionally defined) in ST performance. Big Seed may be used for training and assessing 'creativity' (functionally defined) and ST reasoning as well as discovering genius.
Cadmium, lead, and mercury exposure assessment among croatian consumers of free-living game.
Lazarus, Maja; Prevendar Crnić, Andreja; Bilandžić, Nina; Kusak, Josip; Reljić, Slaven
2014-09-29
Free-living game can be an important source of dietary cadmium and lead; the question is whether exposure to these two elements is such that it might cause adverse health effects in the consumers. The aim of this study was to estimate dietary exposure to cadmium, lead, and mercury from free-living big game (fallow deer, roe deer, red deer, wild boar, and brown bear), and to mercury from small game (pheasant and hare), hunted in Croatia from 1990 to 2012. The exposure assessment was based on available literature data and our own measurements of metal levels in the tissues of the game, by taking into account different consumption frequencies (four times a year, once a month and once a week). Exposure was expressed as percentage of (provisional) tolerable weekly intake [(P)TWI] values set by the European Food Safety Authority (EFSA). Consumption of game meat (0.002-0.5 % PTWI) and liver (0.005-6 % PTWI) assumed for the general population (four times a year) does not pose a health risk to consumers from the general population, nor does monthly (0.02-6 % PTWI) and weekly (0.1-24 % PTWI) consumption of game meat. However, because of the high percentage of free-living game liver and kidney samples exceeding the legislative limits for cadmium (2-99 %) and lead (1-82 %), people should keep the consumption of certain game species' offal as low as possible. Children and pregnant and lactating women should avoid eating game offal altogether. Free-living game liver could be an important source of cadmium if consumed on a monthly basis (3-74 % TWI), and if consumed weekly (11-297 % TWI), it could even give rise to toxicological concern.
An IUR evolutionary game model on the patent cooperate of Shandong China
NASA Astrophysics Data System (ADS)
Liu, Mengmeng; Ma, Yinghong; Liu, Zhiyuan; You, Xuemei
2017-06-01
Organizations of industries and university & research institutes cooperate to meet their respective needs based on social contacts, trust and share complementary resources. From the perspective of complex network together with the patent data of Shandong province in China, a novel evolutionary game model on patent cooperation network is presented. Two sides in the game model are industries and universities & research institutes respectively. The cooperation is represented by a connection when a new patent is developed together by the two sides. The optimal strategy of the evolutionary game model is quantified by the average positive cooperation probability p ¯ and the average payoff U ¯ . The feasibility of this game model is simulated on the parameters such as the knowledge spillover, the punishment, the development cost and the distribution coefficient of the benefit. The numerical simulations show that the cooperative behaviors are affected by the variation of parameters. The knowledge spillover displays different behaviors when the punishment is larger than the development cost or less than it. Those results indicate that reasonable punishment would improve the positive cooperation. The appropriate punishment will be useful to enhance the big degree nodes positively cooperate with industries and universities & research institutes. And an equitable plan for the distribution of cooperative profits is half-and-half distribution strategy for the two sides in game.
Assessment of a National Diabetes Education Program diabetes prevention toolkit: The D2d experience.
Devchand, Roshni; Sheehan, Patricia; Gallivan, Joanne M; Tuncer, Diane M; Nicols, Christina
2017-09-01
The National Diabetes Education Program created the Small Steps. Big Rewards. GAME PLAN. toolkit to deliver basic type 2 diabetes prevention information to individuals at risk. The purpose of this study is to test the impact of GAME PLAN on diabetes prevention knowledge and behavioral readiness in the vitamin D and type 2 diabetes (D2d) study and participant satisfaction with toolkit materials. Three hundred sixty adults at risk for diabetes participating in the D2d study were enrolled. Participants took a pretest, were sent home with the GAME PLAN, then took a posttest at their next visit, 3 months later. The Wilcoxon-signed rank test was used to examine changes in knowledge and behavioral readiness between scale scores pre- and posttest. There were modest increases in composite diabetes prevention knowledge scores (p < .05) and behavioral readiness scores (p < .001) from pre- to posttest. Participants also reported at posttest that the toolkit materials were appropriate, comprehensive, and relevant. The GAME PLAN health education materials improve knowledge and behavioral readiness among adults at risk for diabetes. Providers can use GAME PLAN as one component of diabetes prevention education. ©2017 American Association of Nurse Practitioners.
Ball game watching theory in the teaching site
NASA Astrophysics Data System (ADS)
Liu, Shugang; Li, Xiufang; Chuang, Chin-Jung
2017-08-01
Lecturing is a common approach in the traditional teaching site. In this paper, we bring a modern model "ball game watching theory" to explain the situation in the classroom. The reason why the audiences going to the court is to enjoy the atmosphere, and it is also the reason why student joining to the class. A successful class running is to create studious atmosphere. However, once the teacher does the demo in the class, the multimedia tool must be used to show the details, as the big display working in the court. The key moment is recorded and the details are magnified. when teaching aids are demonstrated, the multimedia tool plays an important role. The attention of students walks between the teacher and the display. In this ball game watching theory, the demonstrate experience is like the ball game, and the teacher works as an anchor. By following the demonstration proceeding, students build the knowledge by themselves. In addition, the demonstration must be designed to be interesting in order to make the class proceed fluently. The similarity between the ball game watching and the class will be discussed. Finally we suggest a modern class design which can raise learner motivation and achievement.
Personality profiles associated with different motivations for playing World of Warcraft.
Graham, Lindsay T; Gosling, Samuel D
2013-03-01
Gamers play massively multiplayer online role-playing games (MMORPGs) for a variety of reasons. For example, some gamers play primarily as a form of socialization, whereas others play to gain a sense of achievement. Past studies have shown that these motives are associated with individual differences such as gender and number of years spent playing online games. What other individual differences might affect why people play MMORPGs? Personality is known to be associated with in-game behaviors, raising the possibility of link between personality and gaming motives. The present study examines the relationship between gamers' Big Five personality traits and their motivations for playing World of Warcraft. Results reveal several links between a player's personality and gaming motivations. For instance, individuals playing to socialize tend to be high on extraversion, agreeableness, neuroticism, and openness, whereas individuals playing to gain a sense of achievement tend to be high on extraversion and neuroticism, but low on agreeableness and conscientiousness. Findings are discussed with respect to previous research on links between personality and motives in other MMORPGs and in terms of how and why the connections between personality and motives may differ across online and offline contexts.
Big Data in Science and Healthcare: A Review of Recent Literature and Perspectives
Miron-Shatz, T.; Lau, A. Y. S.; Paton, C.
2014-01-01
Summary Objectives As technology continues to evolve and rise in various industries, such as healthcare, science, education, and gaming, a sophisticated concept known as Big Data is surfacing. The concept of analytics aims to understand data. We set out to portray and discuss perspectives of the evolving use of Big Data in science and healthcare and, to examine some of the opportunities and challenges. Methods A literature review was conducted to highlight the implications associated with the use of Big Data in scientific research and healthcare innovations, both on a large and small scale. Results Scientists and health-care providers may learn from one another when it comes to understanding the value of Big Data and analytics. Small data, derived by patients and consumers, also requires analytics to become actionable. Connectivism provides a framework for the use of Big Data and analytics in the areas of science and healthcare. This theory assists individuals to recognize and synthesize how human connections are driving the increase in data. Despite the volume and velocity of Big Data, it is truly about technology connecting humans and assisting them to construct knowledge in new ways. Concluding Thoughts The concept of Big Data and associated analytics are to be taken seriously when approaching the use of vast volumes of both structured and unstructured data in science and health-care. Future exploration of issues surrounding data privacy, confidentiality, and education are needed. A greater focus on data from social media, the quantified self-movement, and the application of analytics to “small data” would also be useful. PMID:25123717
Hansen, M M; Miron-Shatz, T; Lau, A Y S; Paton, C
2014-08-15
As technology continues to evolve and rise in various industries, such as healthcare, science, education, and gaming, a sophisticated concept known as Big Data is surfacing. The concept of analytics aims to understand data. We set out to portray and discuss perspectives of the evolving use of Big Data in science and healthcare and, to examine some of the opportunities and challenges. A literature review was conducted to highlight the implications associated with the use of Big Data in scientific research and healthcare innovations, both on a large and small scale. Scientists and health-care providers may learn from one another when it comes to understanding the value of Big Data and analytics. Small data, derived by patients and consumers, also requires analytics to become actionable. Connectivism provides a framework for the use of Big Data and analytics in the areas of science and healthcare. This theory assists individuals to recognize and synthesize how human connections are driving the increase in data. Despite the volume and velocity of Big Data, it is truly about technology connecting humans and assisting them to construct knowledge in new ways. Concluding Thoughts: The concept of Big Data and associated analytics are to be taken seriously when approaching the use of vast volumes of both structured and unstructured data in science and health-care. Future exploration of issues surrounding data privacy, confidentiality, and education are needed. A greater focus on data from social media, the quantified self-movement, and the application of analytics to "small data" would also be useful.
Effects of long-term use by big game and livestock in the Blue Mountains forest ecosystems.
Larry L. Irwin; John G. Cook; Robert A. Riggs; Jon M. Skovlin
1994-01-01
The effects on eastside forest ecosystems from long-term grazing by large mammals are assessed, because long-term herbivory can reduce or increase ecosystem productivity. The assessment emphasizes elk and cattle in the Blue Mountains of northeast Oregon and southeast Washington. Histories of populations of large mammals and their effects in the Blue Mountains are...
Plant Guide: Hooker's balsamroot: Balsamorhiza hookeri (Hook.) Nutt
Loren St. John; Derek Tilley
2012-01-01
Livestock and big game utilize Hooker's balsamroot. It is rated as desirable forage for cattle, sheep, horses and elk during the spring and for deer and antelope in both spring and summer (Ogle and Brazee, 2009). Leaves are grazed lightly and flowers are often eaten. The plant becomes dry and worthless as forage by midsummer (Forest Service, 1937; Herman, 1966)....
Speaking My Mind: Why I No Longer Teach Vocabulary
ERIC Educational Resources Information Center
Heverly, Jerry
2011-01-01
It's one of those assumptions of the English teaching game that students must learn and store up vocabulary as a precondition of tackling literature or history or any of those fields that feature big words. How, some ask, could a child read a challenging passage if he or she didn't understand those key, usually multisyllabic, words often sprinkled…
Childhood Obesity: A Heavy Problem
ERIC Educational Resources Information Center
Costley, Kevin C.; Leggett, Timothy
2010-01-01
The youth of today are faced with a big problem; they are becoming more obese every day. The time of children playing outside all day and being extremely active has been overtaken by the television and video games. The days of sitting down as a family and eating a good healthy meal has been replaced by the rush to the nearest fast food…
Ungulate herbivory on Utah aspen: Assessment of longterm exclosures
Charles E. Kay; Dale L. Bartos
2000-01-01
The role of livestock grazing and big-game browsing in the decline of aspen (Populus tremuloides Michx.) in the Intermountain West has long been questioned.All known aspen exclosures (n=8) on the Dixie and Fishlake National Forests in south-central Utah were measured during late summer of 1995 and 1996 to determine aspen stem dynamics, successional status, and...
Code of Federal Regulations, 2011 CFR
2011-10-01
... use of approved nontoxic shot for turkey hunting (see § 32.2(k)). 4. Dogs used during the fall turkey... gauge while hunting upland game. 4. We require the use of approved nontoxic shot (see § 32.2(k)). C. Big... accompanying a youth. 6. The bag limit for the Kid's Pond is one fish per day. 7. We prohibit the use of boats...
Near-Space Science: A Ballooning Project to Engage Students with Space beyond the Big Screen
ERIC Educational Resources Information Center
Hike, Nina; Beck-Winchatz, Bernhard
2015-01-01
Many students probably know something about space from playing computer games or watching movies and TV shows. Teachers can expose them to the real thing by launching their experiments into near space on a weather balloon. This article describes how to use high-altitude ballooning (HAB) as a culminating project to a chemistry unit on experimental…
Norm-Aware Socio-Technical Systems
NASA Astrophysics Data System (ADS)
Savarimuthu, Bastin Tony Roy; Ghose, Aditya
The following sections are included: * Introduction * The Need for Norm-Aware Systems * Norms in human societies * Why should software systems be norm-aware? * Case Studies of Norm-Aware Socio-Technical Systems * Human-computer interactions * Virtual environments and multi-player online games * Extracting norms from big data and software repositories * Norms and Sustainability * Sustainability and green ICT * Norm awareness through software systems * Where To, From Here? * Conclusions
University of Louisville Holds Fast to Plans for Big-Time Sports
ERIC Educational Resources Information Center
Sander, Libby
2009-01-01
For five decades, the University of Louisville men's basketball team has played its home games at the state's fairgrounds, in a modest arena originally built for horse shows. And for just as many seasons, the team's toughest competition for scheduling has come from the livestock--and the flea markets and tractor pulls that also vie for the space.…
Social cycling and conditional responses in the Rock-Paper-Scissors game
Wang, Zhijian; Xu, Bin; Zhou, Hai-Jun
2014-01-01
How humans make decisions in non-cooperative strategic interactions is a big question. For the fundamental Rock-Paper-Scissors (RPS) model game system, classic Nash equilibrium (NE) theory predicts that players randomize completely their action choices to avoid being exploited, while evolutionary game theory of bounded rationality in general predicts persistent cyclic motions, especially in finite populations. However as empirical studies have been relatively sparse, it is still a controversial issue as to which theoretical framework is more appropriate to describe decision-making of human subjects. Here we observe population-level persistent cyclic motions in a laboratory experiment of the discrete-time iterated RPS game under the traditional random pairwise-matching protocol. This collective behavior contradicts with the NE theory but is quantitatively explained, without any adjustable parameter, by a microscopic model of win-lose-tie conditional response. Theoretical calculations suggest that if all players adopt the same optimized conditional response strategy, their accumulated payoff will be much higher than the reference value of the NE mixed strategy. Our work demonstrates the feasibility of understanding human competition behaviors from the angle of non-equilibrium statistical physics. PMID:25060115
Thermal cover needs of large ungulates: a review of hypothesis tests.
John G. Cook; Larry L. Irwin; Larry D. Bryant; Robert A. Riggs; Jack Ward Thomas
2004-01-01
A great deal of big game research occurred in western North America during the 1960s through the 1980s, and many advances in our knowledge occurred as a result. Timber harvest increased during this period in many localities, and this trend was often perceived to threaten ungulate populations (Hieb 1976). Thus, it is not surprising that appreciable research in this era...
ERIC Educational Resources Information Center
Anderson, Michael L.
2012-01-01
Spending on big-time college athletics is often justified on the grounds that athletic success attracts students and raises donations. Testing this claim has proven difficult because success is not randomly assigned. We exploit data on bookmaker spreads to estimate the probability of winning each game for college football teams. We then condition…
Economic value of big game habitat production from natural and prescribed fire
Armando Gonzalez-Caban; John B. Loomis; Dana Griffin; Elen Wu; Daniel McCollum; Jane McKeever; Diane Freeman
2003-01-01
A macro time-series model and a micro GIS model were used to estimate a production function relating deer harvest response to prescribed fire, holding constant other environmental variables. The macro time-series model showed a marginal increase in deer harvested of 33 for an increase of 1,100 acres of prescribed burn. The marginal deer increase for the micro GIS model...
Bag of Tricks: 180 Great Games (and Three More with Real Potential).
ERIC Educational Resources Information Center
Sanborn, Jane
The book is designed to be a reference for camp counselors with 20 minutes and 12 children on their hands, for teachers on Friday afternoons in spring, for recreation leaders whose swimming meet has just been rained out, and for parents who discover that "Pin the Tail on the Donkey" is not a big hit at a teenage birthday party. The games…
"The Good, the Bad and the Ugly": A Model for Reflective Teaching Practices in Coaching Pedagogy
ERIC Educational Resources Information Center
Gordon, Evelyn J.
2017-01-01
Coaching should go beyond drills and preparing for the big game. One question many coaches have asked themselves is, "How do I get better?" One way to ensure that future coaches (current students) in sport coaching education are thinking of ways to improve for the future is to teach them to think about the past. This is where reflection…
Corr, Philip J; Hargreaves Heap, Shaun P; Seger, Charles R; Tsutsui, Kei
2015-01-01
Is parochial altruism an attribute of individual behavior? This is the question we address with an experiment. We examine whether the individual pro-sociality that is revealed in the public goods and trust games when interacting with fellow group members helps predict individual parochialism, as measured by the in-group bias (i.e., the difference in these games in pro-sociality when interacting with own group members as compared with members of another group). We find that it is not. An examination of the Big-5 personality predictors of each behavior reinforces this result: they are different. In short, knowing how pro-social individuals are with respect to fellow group members does not help predict their parochialism.
Stewart Allen
1985-01-01
The State of Montana, in cooperation with the U.S. Forest Service and Bonneville Power Administration, is conducting a five-vear study on the impacts of a 500-kV transmission line on elk habitat and hunter opportunity. In fall 1983, baseline data on hunting patterns and quality were collected from over 600 hunters interviewed in three western Montana study areas. A...
1991-03-28
deputy to the National Assembly. Although both men are members of the SPS, Dusan Bokalovic and Slobodan Marjanovic obviously do not drink water from...the same party fountain. In the Serbian socialists big nominating game, Marjanovic had to give up his place to Mihalj Kertes in the Kaludjerica...to Marjanovic is hinted at in part by the fact that Kertes was informed that he must personally go to Grocka to acknowledge his election as deputy
NASA Astrophysics Data System (ADS)
Harold, J. B.
2015-12-01
Starchitect (www.starchitect.net) is an online stellar and planetary evolution game developed for Facebook (though it can be played outside of Facebook as well). Funded through NASA and NSF, Starchitect was designed in part to explore the educational potential of a specific type of game design, in which players may only spend a few minutes with the game in a given sitting, but must come back repeatedly over days or weeks to make real progress. The intent was to determine if we could engage players and keep them "minds on" for longer periods of time, enhancing the educational value of the game. However this design leads to a variety of challenges and opportunities for the evaluation program. Players cannot easily be asked to "play through" the game while under observation, because the game is designed to be played over long periods. Even recruiting test players can be a challenge, since this particular game framework doesn't appeal to everyone, and we need players to stay engaged long enough to have a meaningful experience. On the other hand, the game itself collects large amounts of data automatically, and can be strategically designed to collect even more. N in this case is very large (in excess of 11,000 players to date), and Facebook enhances the data by providing information about players that is not generally available to online activities (e.g., gender and age). All told this provides us with an intriguing double edged sword: challenges for traditional, in-person evaluation strategies, combined with new opportunities for online recruitment and automated data collection. This paper will discuss the strategies we've used to evaluate the project, including interviews, online surveys dynamically triggered by the game, targeted Facebook advertising, game data evaluation, embedded pre/post quizzes, and more.
Larche, Chanel J; Musielak, Natalia; Dixon, Mike J
2017-06-01
Like many gambling games, the exceedingly popular and lucrative smartphone game "Candy Crush" features near-miss outcomes. In slot machines, a near-miss involves getting two of the needed three high-paying symbols on the pay-line (i.e., just missing the big win). In Candy Crush, the game signals when you just miss getting to the next level by one or two moves. Because near-misses in gambling games have consistently been shown to invigorate play despite being frustrating outcomes, the goal of the present study was to examine whether such near-misses trigger increases in player arousal, frustration and urge to continue play in Candy Crush. Sixty avid Candy Crush players were recruited to play the game for 30 min while having their Heart Rate, Skin Conductance Level, subjective arousal, frustration and urge to play recorded for three types of outcomes: wins (where they level up), losses (where they don't come close to levelling up), and near-misses (where they just miss levelling up). Near-misses were more arousing than losses as indexed by increased heart rate and greater subjective arousal. Near-misses were also subjectively rated as the most frustrating of all outcomes. Most importantly, of any type of outcome, near-misses triggered the most substantial urge to continue play. These findings suggest that near-misses in Candy Crush play a role in player commitment to the game, and may contribute to players playing longer than intended.
Harrigan, K; Dixon, M; Brown, D
2015-06-01
We simulated the commercially available multi-line slot machine game "Money Storm," including its bonus wins. Our results show that after a specified amount of time (such as 1 or 50 h), when players played a single line, there were marked differences between one player and the next-a few won a lot, others lost far more than average. When playing 20 lines there were fewer big winners and fewer players quickly losing a large percentage of their money. We simulated a Gambler's Ruin scenario whereby players arrived with $100 and made $1 wagers until broke. Again we saw a reduction in the variability among player as the number of lines wagered increased, fewer players lost their entire bankroll quickly, and fewer players had big wins. The bonus wins in Money Storm contribute approximately 24% to the payback of the game, and our simulations of bonus wins shows that with 20 lines wagered the players spend approximately 11% of their time in bonus wins. With one line wagered, there are no losses disguised as wins while with 20 lines wagered the majority of hits are losses disguised as wins. Players using multi-line machines can thus tune the characteristics of the machine gambling experience to match their preferred pattern, though most seem in practice to bet on the most possible lines. Our results serve to inform researchers, counsellors, gamblers and others about how slot machines are designed, and the effect that wagering on multiple lines has on short-term and long-term play, bonus wins, and losses disguised as wins.
DOE Office of Scientific and Technical Information (OSTI.GOV)
Mumpower, J.L.
There are strong structural similarities between risks from technological hazards and big-purse state lottery games. Risks from technological hazards are often described as low-probability, high-consequence negative events. State lotteries could be equally well characterized as low-probability, high-consequence positive events. Typical communications about state lotteries provide a virtual strategic textbook for opponents of risky technologies. The same techniques can be used to sell lottery tickets or sell opposition to risky technologies. Eight basic principles are enumerated.
Game theoretical framework in determining house prices
NASA Astrophysics Data System (ADS)
Saiddin, Nor Syuhadah; Zaibidi, Nerda Zura; Sulaiman, Nor Intan Saniah; Abidin, Norhaslinda Zainal
2017-11-01
Housing is a vital component in world's economic development as it provides big contribution of the wealth. The issue of high house prices, worrying several parties, especially middle income buyers in Malaysia. Basically, in housing, there are three main parties involved; buyer, property developer and government. Interaction between those parties will give an impact to the housing market, specifically house prices. The complexity of the interaction has increased due to the differences in each party's preferences and interest. In this research, the main objective is to develop the framework of the interactions among those parties using game theoretical approach. To do so, the preferences and target of each party are investigated and their constraints are established. From the framework, it offers some ideas on how the interaction occurs and how it affect the house prices.
Corr, Philip J.; Hargreaves Heap, Shaun P.; Seger, Charles R.; Tsutsui, Kei
2015-01-01
Is parochial altruism an attribute of individual behavior? This is the question we address with an experiment. We examine whether the individual pro-sociality that is revealed in the public goods and trust games when interacting with fellow group members helps predict individual parochialism, as measured by the in-group bias (i.e., the difference in these games in pro-sociality when interacting with own group members as compared with members of another group). We find that it is not. An examination of the Big-5 personality predictors of each behavior reinforces this result: they are different. In short, knowing how pro-social individuals are with respect to fellow group members does not help predict their parochialism. PMID:26347703
Art, science, and immersion: data-driven experiences
NASA Astrophysics Data System (ADS)
West, Ruth G.; Monroe, Laura; Ford Morie, Jacquelyn; Aguilera, Julieta
2013-03-01
This panel and dialog-paper explores the potentials at the intersection of art, science, immersion and highly dimensional, "big" data to create new forms of engagement, insight and cultural forms. We will address questions such as: "What kinds of research questions can be identified at the intersection of art + science + immersive environments that can't be expressed otherwise?" "How is art+science+immersion distinct from state-of-the art visualization?" "What does working with immersive environments and visualization offer that other approaches don't or can't?" "Where does immersion fall short?" We will also explore current trends in the application of immersion for gaming, scientific data, entertainment, simulation, social media and other new forms of big data. We ask what expressive, arts-based approaches can contribute to these forms in the broad cultural landscape of immersive technologies.
JPRS Report, Soviet Union, Political Affairs, Preparations for the 19th Party Conference.
1988-10-30
Russia’s trade union movement in 1910. The secret police, whose agent he was, was preparing him for a big game. Unfortunately, it largely succeeded in... agent of the secret police department. In the fall of 1918 Malinovskiy returned to Petrograd and, after being sentenced by the All-Russian Central...structures which would give authorized agents (the workers and peasants themselves) an opportunity to inspect any documents and materials concerning
Isotopic Survey of Lake Davis and the Local Groundwater
DOE Office of Scientific and Technical Information (OSTI.GOV)
Ridley, M N; Moran, J E; Singleton, M J
2007-08-21
In September 2007, California Fish and Game (CAFG) plans to eradicate the northern pike from Lake Davis. As a result of the eradication treatment, local residents have concerns that the treatment might impact the local groundwater quality. To address the concerns of the residents, Lawrence Livermore National Laboratory (LLNL) recommended measuring the naturally occurring stable oxygen isotopes in local groundwater wells, Lake Davis, and the Lake Davis tributaries. The purpose of these measurements is to determine if the source of the local groundwater is either rain/snowmelt, Lake Davis/Big Grizzly Creek water or a mixture of Lake Davis/Big Grizzly Creek andmore » rain/snowmelt. As a result of natural evaporation, Lake Davis and the water flowing into Big Grizzly Creek are naturally enriched in {sup 18}oxygen ({sup 18}O), and if a source of a well's water is Lake Davis or Big Grizzly Creek, the well water will contain a much higher concentration of {sup 18}O. This survey will allow for the identification of groundwater wells whose water source is Lake Davis or Big Grizzly Creek. The results of this survey will be useful in the development of a water-quality monitoring program for the upcoming Lake Davis treatment. LLNL analyzed 167 groundwater wells (Table 1), 12 monthly samples from Lake Davis (Table 2), 3 samples from Lake Davis tributaries (Table 2), and 8 Big Grizzly Creek samples (Table 2). Of the 167 groundwater wells sampled and analyzed, only 2 wells contained a significant component of evaporated water, with an isotope composition similar to Lake Davis water. The other 163 groundwater wells have isotope compositions which indicate that their water source is rain/snowmelt.« less
Tree planters` notes, Volume 46, Number 1, Winter 1995
DOE Office of Scientific and Technical Information (OSTI.GOV)
Nisley, R.
1995-12-31
;Contents: Will We Run Out of Wood in the South; Effectiveness of Big Game Repellent - Powder(R) (BGR-P) and Garlic in Inhibiting Browsing of Western Redclear by Black-Tailed Deer; Germinant Sowing in South Africa; A New Greenhouse Photoperiod Lighting System for Prevention of Seedling Dormancy; Nitrogen Fertilization Requirements of Douglas-fir Container Seedlings Vary by Seed Source; Legume Seeding Trials in a Forested Area of North-Central Washington; and Survival and Growth of Planted Loblolly Pine Seedlings on a Severely Rutted Site.
2008-09-01
massive, organically-rich, clayey silts and silty clays that contain ostracods, the remains of fiddler crabs and crayfish, and gastropods such as...that big game hunting was a dominant adaptive strategy in the southeast is less certain because of the regional environmental...evidence suggests that a degree of continuity existed between the adaptations of prehistoric peoples living in northern forests and those who lived in
The Coast Artillery Journal. Volume 57, Number 3, September 1922
1922-09-01
program is available here. The big games are basket-ball and baseball. The Army and Xavy have a fine baseball league. Rugby football is popular with...Panama are largely confined to the Union and Century Clubs, also the National and Ce- cilia Theatres. The Union Club is a Panamanian club that extends...in some, has a screw thread. Fuzes of iron or copper were in use before Langside, some of them screwed. They appear to have contained a match of
Who Is Still Playing Pokémon Go? A Web-Based Survey.
Rasche, Peter; Schlomann, Anna; Mertens, Alexander
2017-04-05
Poor physical activity is one of the major health care problems in Western civilizations. Various digital gadgets aiming to increase physical activity, such as activity trackers or fitness apps, have been introduced over recent years. The newest products are serious games that incorporate real-life physical activity into their game concept. Recent studies have shown that such games increase the physical activity of their users over the short term. In this study, we investigated the motivational effects of the digital game "Pokémon Go" leading to continued use or abandonment of the game. The aim of the study was to determine aspects that motivate individuals to play augmented reality exergames and how this motivation can be used to strengthen the initial interest in physical activity. A total of 199 participants completed an open self-selected Web-based survey. On the basis of their self-indicated assignment to one of three predefined user groups (active, former, and nonuser of Pokémon Go), participants answered various questions regarding game experience, physical activity, motivation, and personality as measured by the Big Five Inventory. In total, 81 active, 56 former, and 62 nonusers of Pokémon Go were recruited. When asked about the times they perform physical activity, active users stated that they were less physically active in general than former and nonusers. However, based on a subjective rating, active users were more motivated to be physically active due to playing Pokémon Go. Motivational aspects differed for active and former users, whereas fan status was the same within both groups. Active users are more motivated by features directly related to Pokémon, such as catching all possible Pokémon and reaching higher levels, whereas former users stress the importance of general game quality, such as better augmented reality and more challenges in the game. Personality did not affect whether a person started to play Pokémon Go nor their abandonment of the game. The results show various motivating elements that should be incorporated into augmented reality exergames based on the game Pokémon Go. We identified different user types for whom different features of the game contribute to maintained motivation or abandonment. Our results show aspects that augmented reality exergame designers should keep in mind to encourage individuals to start playing their game and facilitate long-term user engagement, resulting in a greater interest in physical activity. ©Peter Rasche, Anna Schlomann, Alexander Mertens. Originally published in JMIR Serious Games (http://games.jmir.org), 05.04.2017.
DOE Office of Scientific and Technical Information (OSTI.GOV)
Not Available
1982-07-01
A draft environmental impact statement (EPA No. 820505D) on a proposed land and resources management plan for 1.8 million acres of land in Montana describes the effects of increasing the development of forest resources and dispersed recreational activities and limiting oil and gas leases. The plan would increase employment and expand timber and grazing industries of the area, which would benefit economic growth and productivity. It would assure continuation of the current method for handling oil and gas leases. Negative impacts would result from a decline in forest and primitive camping capacity, a decrease in big game populations and huntingmore » opportunities, and their would be a loss of habitat. The Montana Wilderness Study Act of 1977, Forest Management Act of 1976, and Wilderness Act of 1964 require the impact study.« less
NASA Astrophysics Data System (ADS)
Dong, Lin-Rong; Li, Yong-Ming; Yang, Guang-Can
2010-06-01
The co-evolutionary dynamics of a cyclic game system is investigated in a two-dimensional square lattice with the asymmetrical rates for three species. Different with the well-mixed system, coexistence and extinction emerge alternately in the system, where a “zero-one" behavior is robust for a small population size, whereas, the system is predominated by coexistence for a big population one. We study in detail the influence about the fluctuation to the change of the state, and find that the difference between the maximal amplitude about the fluctuation and the average intensity determines which state the system is ultimately. In addition, we introduce Potts energy to explain the reason of the “zero-one" behavior. It is shown that the average Potts energy per site is the distance to the “zero-one" behavior in the model.
"Which pass is better?" Novel approaches to assess passing effectiveness in elite soccer.
Rein, Robert; Raabe, Dominik; Memmert, Daniel
2017-10-01
Passing behaviour is a key property of successful performance in team sports. Previous investigations however have mainly focused on notational measurements like total passing frequencies which provide little information about what actually constitutes successful passing behaviour. Consequently, this has hampered the transfer of research findings into applied settings. Here we present two novel approaches to assess passing effectiveness in elite soccer by evaluating their effects on majority situations and space control in front of the goal. Majority situations are assessed by calculating the number of defenders between the ball carrier and the goal. Control of space is estimated using Voronoi-diagrams based on the player's positions on the pitch. Both methods were applied to position data from 103 German First division games from the 2011/2012, 2012/2013 and 2014/2015 seasons using a big data approach. The results show that both measures are significantly related to successful game play with respect to the number of goals scored and to the probability of winning a game. The results further show that on average passes from the mid-field into the attacking area are most effective. The presented passing efficiency measures thereby offer new opportunities for future applications in soccer and other sports disciplines whilst maintaining practical relevance with respect to tactical training regimes or game performances analysis. Copyright © 2017 Elsevier B.V. All rights reserved.
Who Is Still Playing Pokémon Go? A Web-Based Survey
Mertens, Alexander
2017-01-01
Background Poor physical activity is one of the major health care problems in Western civilizations. Various digital gadgets aiming to increase physical activity, such as activity trackers or fitness apps, have been introduced over recent years. The newest products are serious games that incorporate real-life physical activity into their game concept. Recent studies have shown that such games increase the physical activity of their users over the short term. Objective In this study, we investigated the motivational effects of the digital game “Pokémon Go” leading to continued use or abandonment of the game. The aim of the study was to determine aspects that motivate individuals to play augmented reality exergames and how this motivation can be used to strengthen the initial interest in physical activity. Methods A total of 199 participants completed an open self-selected Web-based survey. On the basis of their self-indicated assignment to one of three predefined user groups (active, former, and nonuser of Pokémon Go), participants answered various questions regarding game experience, physical activity, motivation, and personality as measured by the Big Five Inventory. Results In total, 81 active, 56 former, and 62 nonusers of Pokémon Go were recruited. When asked about the times they perform physical activity, active users stated that they were less physically active in general than former and nonusers. However, based on a subjective rating, active users were more motivated to be physically active due to playing Pokémon Go. Motivational aspects differed for active and former users, whereas fan status was the same within both groups. Active users are more motivated by features directly related to Pokémon, such as catching all possible Pokémon and reaching higher levels, whereas former users stress the importance of general game quality, such as better augmented reality and more challenges in the game. Personality did not affect whether a person started to play Pokémon Go nor their abandonment of the game. Conclusions The results show various motivating elements that should be incorporated into augmented reality exergames based on the game Pokémon Go. We identified different user types for whom different features of the game contribute to maintained motivation or abandonment. Our results show aspects that augmented reality exergame designers should keep in mind to encourage individuals to start playing their game and facilitate long-term user engagement, resulting in a greater interest in physical activity. PMID:28381393
2006-05-01
harassment, it was not until the Allied ground forces over- ran the launch areas that the threat truly came to an end.21 By becoming mobile, the Germans had...SS-6 “ Sapwood .”28 Korolev’s RD-105/RD-106 propulsion concept for this missile involved a total of five engines—a simple design based on German...to-air missiles mobile because we had a big area to de- fend. Our stationary surface-to-air missile sites were primarily around Moscow and others
DOE Office of Scientific and Technical Information (OSTI.GOV)
Roush, D.E. Jr.; Beaver, D.E.
1998-06-01
Property-owners (N = 220) around the Idaho National Engineering and Environmental Laboratory (INEEL) in southeastern Idaho were surveyed about depredation, control methods and economic issues related to use of the area by elk (Cervus elaphus), mule deer (Odocoileus hemionus), and pronghorn antelope (Antilocapra americana). Depredation was defined as damage to privately-owned crops, forage, and fences and irrigation equipment by these animals. The focus on the three ungulate species was prompted by concerns that elk, which had recolonized the INEEL since 1984, were responsible for an inordinate amount of unprecedented damage to agricultural operations. As the INEEL is a US Departmentmore » of Energy (DOE) reserve with little public hunting access, there have been calls for removal of elk from this land. This study`s objective was to quantify the wildlife damage occurring on agricultural operations adjacent to the INEEL and to characterize the damage attributed to each big game species. Responses from 70.2% of the target population indicate an evenness of opinion, by which the authors mean that various opinions were represented equitably, toward these animals and wildlife damage Total estimated wildlife damage in 1996 was between $140,000 and $180,000 It was attributed foremost to elk, although pronghorn antelope were viewed nearly as damaging. Respondents placed high values in big game animals and wished to see them continue to inhabit these lands. For managing depredation, adjusting hunting seasons was preferred.« less
Norwegians led the way in training wartime weather officers
NASA Astrophysics Data System (ADS)
Levin, Sheldon M.
The physics majors at The University of California at Los Angeles (UCLA) were fond of “Big Joe,” as he was called behind his back. There was an air of boyishness about him when playing in the annual faculty-student softball game. Yet Dr. Joseph Kaplan (Figure 1) could be formal and imposing when discussing a thesis or a research project. He had been the popular chairman of the Physics Department since 1936, when he was 34. The pipe clenched between his teeth was ever present, even when he was sliding into third base.
The Development of Performance-Based Auditory Aviation Classification Standards in the U.S. Navy,
1987-12-01
Gerontology, Vol. 24(2), pp. 189-192, 1969. 10. Palva, A. and Jokinen, K., ’The Role of the Binaural Test in Filtered Speech Audiometry." Acta Oto...BEAD BEAT BEAN REEL HEEL EEL PAVE PALE PAY WIG RIG FIG GALE MALE TALE PAGE PANE PACE PIG BIG DIG PALE SALE BALE DID DIN DIP SAP SAG SAD SIN WIN...SEEN SEED SEEK CAME GAME SAME NEAT BEAT SEAT SEEM SEETHE SEEP PAD PASS PATH PARK MARK HARK SIP RIP TIP PACK PAN PAT DARK LARK BARK LIP HIP DIP LED
NASA Technical Reports Server (NTRS)
Brass, J. A.; Likens, W. C.; Thornhill, R. R.
1983-01-01
The potential of using LANDSAT satellite imagery to map and inventory pinyon-juniper desert forest types in Douglas and Carson City Counties, Nevada was demonstrated. Specific map and statistical products produced include land cover, mechanical operations capability, big game winter range habitat, fire hazard, and forest harvestability. The Nevada Division of Forestry determined that LANDSAT can produce a reliable and low-cost resource data. Added benefits become apparent when the data are linked to a geographical information system (GIS) containing existing ownership, planning, elevation, slope, and aspect information.
Protecting western redcedar from deer browsing—with a passing reference to TRP channels
Romanovsky, Andrej A
2015-01-01
This editorial is about tree farming. It proposes to test in an experiment whether co-planting (in the same hole) western redcedar (WRC, Thuja plicata) with Sitka spruce (Picea sitchensis) protects WRC seedlings from wildlife browsing. This sustainable protection method is an alternative to the traditional use of mechanical devices and big-game repellents. Many repellents contain transient receptor potential (TRP) agonists, such as capsaicin, a TRP vanilloid-1 agonist. This editorial also delivers a puzzle: while herbivores avoid capsaicin, why do people living in hot climates consume large quantities of it (in chili peppers)? PMID:27227013
Experiential Avoidance and Technological Addictions in Adolescents
García-Oliva, Carlos; Piqueras, José A.
2016-01-01
Background and aims This study focuses on the use of popular information and communication technologies (ICTs) by adolescents: the Internet, mobile phones, and video games. The relationship of ICT use and experiential avoidance (EA), a construct that has emerged as underlying and transdiagnostic to a wide variety of psychological problems, including behavioral addictions, is examined. EA refers to a self-regulatory strategy involving efforts to control or escape from negative stimuli such as thoughts, feelings, or sensations that generate strong distress. This strategy, which may be adaptive in the short term, is problematic if it becomes an inflexible pattern. Thus, the aim of this study was to explore whether EA patterns were associated with addictive or problematic use of ICT in adolescents. Methods A total of 317 students of the Spanish southeast between 12 and 18 years old were recruited to complete a questionnaire that included questions about general use of each ICTs, an experiential avoidance questionnaire, a brief inventory of the Big Five personality traits, and specific questionnaires on problematic use of the Internet, mobile phones, and video games. Results Correlation analysis and linear regression showed that EA largely explained results regarding the addictive use of the Internet, mobile phones, and video games, but not in the same way. As regards gender, boys showed a more problematic use of video games than girls. Concerning personality factors, conscientiousness was related to all addictive behaviors. Discussion and conclusions We conclude that EA is an important construct that should be considered in future models that attempt to explain addictive behaviors. PMID:27363463
Experiential Avoidance and Technological Addictions in Adolescents.
García-Oliva, Carlos; Piqueras, José A
2016-06-01
Background and aims This study focuses on the use of popular information and communication technologies (ICTs) by adolescents: the Internet, mobile phones, and video games. The relationship of ICT use and experiential avoidance (EA), a construct that has emerged as underlying and transdiagnostic to a wide variety of psychological problems, including behavioral addictions, is examined. EA refers to a self-regulatory strategy involving efforts to control or escape from negative stimuli such as thoughts, feelings, or sensations that generate strong distress. This strategy, which may be adaptive in the short term, is problematic if it becomes an inflexible pattern. Thus, the aim of this study was to explore whether EA patterns were associated with addictive or problematic use of ICT in adolescents. Methods A total of 317 students of the Spanish southeast between 12 and 18 years old were recruited to complete a questionnaire that included questions about general use of each ICTs, an experiential avoidance questionnaire, a brief inventory of the Big Five personality traits, and specific questionnaires on problematic use of the Internet, mobile phones, and video games. Results Correlation analysis and linear regression showed that EA largely explained results regarding the addictive use of the Internet, mobile phones, and video games, but not in the same way. As regards gender, boys showed a more problematic use of video games than girls. Concerning personality factors, conscientiousness was related to all addictive behaviors. Discussion and conclusions We conclude that EA is an important construct that should be considered in future models that attempt to explain addictive behaviors.
Solomon, Marjorie; Ragland, J. Daniel; Niendam, Tara A.; Lesh, Tyler A.; Beck, Jonathan S.; Matter, John C.; Frank, Michael J.; Carter, Cameron S.
2015-01-01
Objective To investigate the neural mechanisms underlying impairments in generalizing learning shown by adolescents with autism spectrum disorder (ASD). Method Twenty-one high-functioning individuals with ASD aged 12–18 years, and 23 gender, IQ, and age-matched adolescents with typical development (TYP) completed a transitive inference (TI) task implemented using rapid event-related functional magnetic resonance imaging (fMRI). They were trained on overlapping pairs in a stimulus hierarchy of colored ovals where A>B>C>D>E>F and then tested on generalizing this training to new stimulus pairings (AF, BD, BE) in a “Big Game.” Whole-brain univariate, region of interest, and functional connectivity analyses were used. Results During training, TYP exhibited increased recruitment of the prefrontal cortex (PFC), while the group with ASD showed greater functional connectivity between the PFC and the anterior cingulate cortex (ACC). Both groups recruited the hippocampus and caudate comparably; however, functional connectivity between these regions was positively associated with TI performance for only the group with ASD. During the Big Game, TYP showed greater recruitment of the PFC, parietal cortex, and the ACC. Recruitment of these regions increased with age in the group with ASD. Conclusion During TI, TYP recruited cognitive control-related brain regions implicated in mature problem solving/reasoning including the PFC, parietal cortex, and ACC, while the group with ASD showed functional connectivity of the hippocampus and the caudate that was associated with task performance. Failure to reliably engage cognitive control-related brain regions may produce less integrated flexible learning in those with ASD unless they are provided with task support that in essence provides them with cognitive control, but this pattern may normalize with age. PMID:26506585
High risk of lead contamination for scavengers in an area with high moose hunting success.
Legagneux, Pierre; Suffice, Pauline; Messier, Jean-Sébastien; Lelievre, Frédérick; Tremblay, Junior A; Maisonneuve, Charles; Saint-Louis, Richard; Bêty, Joël
2014-01-01
Top predators and scavengers are vulnerable to pollutants, particularly those accumulated along the food chain. Lead accumulation can induce severe disorders and alter survival both in mammals (including humans) and in birds. A potential source of lead poisoning in wild animals, and especially in scavengers, results from the consumption of ammunition residues in the tissues of big game killed by hunters. For two consecutive years we quantified the level lead exposure in individuals of a sentinel scavenger species, the common raven (Corvus corax), captured during the moose (Alces alces) hunting season in eastern Quebec, Canada. The source of the lead contamination was also determined using stable isotope analyses. Finally, we identified the different scavenger species that could potentially be exposed to lead by installing automatic cameras targeting moose gut piles. Blood lead concentration in ravens increased over time, indicating lead accumulation over the moose-hunting season. Using a contamination threshold of 100 µg x L(-1), more than 50% of individuals were lead-contaminated during the moose hunting period. Lead concentration was twice as high in one year compared to the other, matching the number of rifle-shot moose in the area. Non-contaminated birds exhibited no ammunition isotope signatures. The isotope signature of the lead detected in contaminated ravens tended towards the signature from lead ammunition. We also found that black bears (Ursus americanus), golden eagles and bald eagles (Aquila chrysaetos and Haliaeetus leucocephalus, two species of conservation concern) scavenged heavily on moose viscera left by hunters. Our unequivocal results agree with other studies and further motivate the use of non-toxic ammunition for big game hunting.
High Risk of Lead Contamination for Scavengers in an Area with High Moose Hunting Success
Legagneux, Pierre; Suffice, Pauline; Messier, Jean-Sébastien; Lelievre, Frédérick; Tremblay, Junior A.; Maisonneuve, Charles; Saint-Louis, Richard; Bêty, Joël
2014-01-01
Top predators and scavengers are vulnerable to pollutants, particularly those accumulated along the food chain. Lead accumulation can induce severe disorders and alter survival both in mammals (including humans) and in birds. A potential source of lead poisoning in wild animals, and especially in scavengers, results from the consumption of ammunition residues in the tissues of big game killed by hunters. For two consecutive years we quantified the level lead exposure in individuals of a sentinel scavenger species, the common raven (Corvus corax), captured during the moose (Alces alces) hunting season in eastern Quebec, Canada. The source of the lead contamination was also determined using stable isotope analyses. Finally, we identified the different scavenger species that could potentially be exposed to lead by installing automatic cameras targeting moose gut piles. Blood lead concentration in ravens increased over time, indicating lead accumulation over the moose-hunting season. Using a contamination threshold of 100 µg.L−1, more than 50% of individuals were lead-contaminated during the moose hunting period. Lead concentration was twice as high in one year compared to the other, matching the number of rifle-shot moose in the area. Non-contaminated birds exhibited no ammunition isotope signatures. The isotope signature of the lead detected in contaminated ravens tended towards the signature from lead ammunition. We also found that black bears (Ursus americanus), golden eagles and bald eagles (Aquila chrysaetos and Haliaeetus leucocephalus, two species of conservation concern) scavenged heavily on moose viscera left by hunters. Our unequivocal results agree with other studies and further motivate the use of non-toxic ammunition for big game hunting. PMID:25389754
Ruth, T.E.; Smith, D.W.; Haroldson, M.A.; Buotte, P.C.; Schwartz, C.C.; Quigley, H.B.; Cherry, S.; Tyres, D.; Frey, K.
2003-01-01
The Greater Yellowstone Ecosystem contains the rare combination of an intact guild of native large carnivores, their prey, and differing land management policies (National Park versus National Forest; no hunting versus hunting). Concurrent field studies on large carnivores allowed us to investigate activities of humans and carnivores on Yellowstone National Park's (YNP) northern boundary. Prior to and during the backcountry big-game hunting season, we monitored movements of grizzly bears (Ursus arctos), wolves (Canis lupus), and cougars (Puma concolor) on the northern boundary of YNP. Daily aerial telemetry locations (September 1999), augmented with weekly telemetry locations (August and October 1999), were obtained for 3 grizzly bears, 7 wolves in 2 groups of 1 pack, and 3 cougars in 1 family group. Grizzly bears were more likely located inside the YNP boundary during the pre-hunt period and north of the boundary once hunting began. The cougar family tended to be found outside YNP during the pre-hunt period and moved inside YNP when hunting began. Wolves did not significantly change their movement patterns during the pre-hunt and hunting periods. Qualitative information on elk (Cervus elaphus) indicated they moved into YNP once hunting started, suggesting that cougars followed living prey or responded to hunting activity, grizzly bears focused on dead prey (e.g., gut piles, crippled elk), and wolves may have taken advantage of both. Measures of association (Jacob's Index) were positive within carnivore species but inconclusive among species. Further collaborative research and the use of new technologies such as Global Positioning System (GPS) telemetry collars will advance our ability to understand these species, the carnivore community and its interactions, and human influences on carnivores.
Thielmann, Isabel; Hilbig, Benjamin E
2015-11-01
Trustworthiness is a vital pillar of various social interactions hinging upon trust. However, the underlying determinants of trustworthiness-especially in terms of (basic) personality traits-are insufficiently understood. Specifically, three mechanisms underlying trustworthiness have been proposed: unconditional kindness, positive reciprocity, and negative reciprocity. The present research aims to disentangle these mechanisms using a trait-based approach, relying on the HEXACO (Honesty-Humility, Emotionality, eXtraversion, Agreeableness, Conscientiousness, and Openness to Experience) model of personality. In three studies, participants acted as the trustee in the trust game. All studies revealed consistent support for the unconditional kindness mechanism, showing an exclusive link between Honesty-Humility and trustworthiness, irrespective of the level of prior trust. In turn, positive and negative reciprocity could not account for the pattern of results. In addition, our results reconcile the inconsistent evidence on the relation between Big Five-Agreeableness and trustworthiness: Unconditional kindness only refers to one component of the broad Big Five-Agreeableness factor (which subsumes various cooperative tendencies). © 2015 by the Society for Personality and Social Psychology, Inc.
Lister, Jamey J; Wohl, Michael J A; Davis, Christopher G
2015-09-01
Engaging in activities that make people feel authentic or real is typically associated with a host of positive psychological and physiological outcomes (i.e., being authentic serves to increase well-being). In the current study, we tested the idea that authenticity might have a dark side among people engaged in an addictive or risky behavior (gambling). To test this possibility, we assessed gamblers (N = 61) who were betting on the National Hockey League playoff games at a sports bar. As predicted, people who felt authentic when gambling reported behavior associated with problem gambling (high frequency of betting) as well as problematic play (a big monetary loss and a big monetary win). Moreover, such behavior and gambling outcomes were particularly high among people who were motivated to gamble for the purpose of enhancement. The interaction of feeling authentic when betting and gambling for purposes of enhancing positive emotions proved especially troublesome for problematic forms of play. Implications of authenticity as a potential vulnerability factor for sports betting and other types of gambling are discussed.
Molecular dynamics simulations through GPU video games technologies
Loukatou, Styliani; Papageorgiou, Louis; Fakourelis, Paraskevas; Filntisi, Arianna; Polychronidou, Eleftheria; Bassis, Ioannis; Megalooikonomou, Vasileios; Makałowski, Wojciech; Vlachakis, Dimitrios; Kossida, Sophia
2016-01-01
Bioinformatics is the scientific field that focuses on the application of computer technology to the management of biological information. Over the years, bioinformatics applications have been used to store, process and integrate biological and genetic information, using a wide range of methodologies. One of the most de novo techniques used to understand the physical movements of atoms and molecules is molecular dynamics (MD). MD is an in silico method to simulate the physical motions of atoms and molecules under certain conditions. This has become a state strategic technique and now plays a key role in many areas of exact sciences, such as chemistry, biology, physics and medicine. Due to their complexity, MD calculations could require enormous amounts of computer memory and time and therefore their execution has been a big problem. Despite the huge computational cost, molecular dynamics have been implemented using traditional computers with a central memory unit (CPU). A graphics processing unit (GPU) computing technology was first designed with the goal to improve video games, by rapidly creating and displaying images in a frame buffer such as screens. The hybrid GPU-CPU implementation, combined with parallel computing is a novel technology to perform a wide range of calculations. GPUs have been proposed and used to accelerate many scientific computations including MD simulations. Herein, we describe the new methodologies developed initially as video games and how they are now applied in MD simulations. PMID:27525251
[Unusual aspects in the creative pictures of a retarded, ineducable boy].
Lehmann, W
1976-04-01
Drawings and sculptures of an 11-year-old retarded boy are presented, who was not capable of school education. His low-level of lingual-logic thinking contrasts with his almost age-corresponding capability of optic differentiation. His pictorial creations are impressive in their accurate presentation of animals, which are reminiscent of the artistic figures of paleolithic big game hunters. Parallels with the paleolithic hunting magics as characterized by Mirimanow are obvious. The presentation of men in the form of acting head-feeters might be based on an undifferentiated idea of their own body, of partially disabled children with impaired sensorial recognition.
Bhat; Bergstrom; Teasley; Bowker; Cordell
1998-01-01
/ This paper describes a framework for estimating the economic value of outdoor recreation across different ecoregions. Ten ecoregions in the continental United States were defined based on similarly functioning ecosystem characters. The individual travel cost method was employed to estimate recreation demand functions for activities such as motor boating and waterskiing, developed and primitive camping, coldwater fishing, sightseeing and pleasure driving, and big game hunting for each ecoregion. While our ecoregional approach differs conceptually from previous work, our results appear consistent with the previous travel cost method valuation studies.KEY WORDS: Recreation; Ecoregion; Travel cost method; Truncated Poisson model
Social Media as Catalyzer for Connected Health: Hype or Hope? Perspectives from IMIA Working Groups.
Fernandez-Luque, Luis; Vilmarlund, Vivian; Borycki, Elizabeth; Schulz, Stefan; Kuziemsky, Craig; Marschollek, Michael; Kulikowski, Casimir A
2016-01-01
The Internet and social media are becoming ubiquitous technologies that are transforming the health sector. Social media has become an avenue for accessing, creating and sharing health information among patients and healthcare professionals. Furthermore, social media has become a key feature in many eHealth solutions, including wearable technologies, Big Data solutions, eLearning systems, Serious Games, Medical imaging, etc. These hyper-connected technologies are facilitating a paradigm shift towards more connected health. In this panel, representatives of different IMIA Working Groups will explore how both hope and hype contribute to social media's catalyzing role in creating connected health solutions.
Why humans might help strangers
Raihani, Nichola J.; Bshary, Redouan
2015-01-01
Humans regularly help strangers, even when interactions are apparently unobserved and unlikely to be repeated. Such situations have been simulated in the laboratory using anonymous one-shot games (e.g., prisoner’s dilemma) where the payoff matrices used make helping biologically altruistic. As in real-life, participants often cooperate in the lab in these one-shot games with non-relatives, despite that fact that helping is under negative selection under these circumstances. Two broad explanations for such behavior prevail. The “big mistake” or “mismatch” theorists argue that behavior is constrained by psychological mechanisms that evolved predominantly in the context of repeated interactions with known individuals. In contrast, the cultural group selection theorists posit that humans have been selected to cooperate in anonymous one-shot interactions due to strong between-group competition, which creates interdependence among in-group members. We present these two hypotheses before discussing alternative routes by which humans could increase their direct fitness by cooperating with strangers under natural conditions. In doing so, we explain why the standard lab games do not capture real-life in various important aspects. First, asymmetries in the cost of perceptual errors regarding the context of the interaction (one-shot vs. repeated; anonymous vs. public) might have selected for strategies that minimize the chance of making costly behavioral errors. Second, helping strangers might be a successful strategy for identifying other cooperative individuals in the population, where partner choice can turn strangers into interaction partners. Third, in contrast to the assumptions of the prisoner’s dilemma model, it is possible that benefits of cooperation follow a non-linear function of investment. Non-linear benefits result in negative frequency dependence even in one-shot games. Finally, in many real-world situations individuals are able to parcel investments such that a one-shot interaction is turned into a repeated game of many decisions. PMID:25750619
D Modelling and Visualization Based on the Unity Game Engine - Advantages and Challenges
NASA Astrophysics Data System (ADS)
Buyuksalih, I.; Bayburt, S.; Buyuksalih, G.; Baskaraca, A. P.; Karim, H.; Rahman, A. A.
2017-11-01
3D City modelling is increasingly popular and becoming valuable tools in managing big cities. Urban and energy planning, landscape, noise-sewage modelling, underground mapping and navigation are among the applications/fields which really depend on 3D modelling for their effectiveness operations. Several research areas and implementation projects had been carried out to provide the most reliable 3D data format for sharing and functionalities as well as visualization platform and analysis. For instance, BIMTAS company has recently completed a project to estimate potential solar energy on 3D buildings for the whole Istanbul and now focussing on 3D utility underground mapping for a pilot case study. The research and implementation standard on 3D City Model domain (3D data sharing and visualization schema) is based on CityGML schema version 2.0. However, there are some limitations and issues in implementation phase for large dataset. Most of the limitations were due to the visualization, database integration and analysis platform (Unity3D game engine) as highlighted in this paper.
Biological and societal dimensions of lead poisoning in birds in the USA
Friend, Milton; Franson, J. Christian; Anderson, William L.
2008-01-01
The ingestion of spent lead shot was known to cause mortality in wild waterfowl in the US a century before the implementation of nontoxic shot regulations began in 1972. The biological foundation for this transition was strongly supported by both field observations and structured scientific investigations. Despite the overwhelming evidence, various societal factors forestalled the full transition to nontoxic shot for waterfowl hunting until 1991. Now, nearly 20 years later, these same factors weigh heavily in current debates about nontoxic shot requirements for hunting other game birds, requiring nontoxic bullets for big game hunting in California Condor range and for restricting the use of small lead sinkers and jig heads for sport-fishing. As with waterfowl, a strong science-based foundation is requisite for further transitions to nontoxic ammunition and fishing weights. Our experiences have taught us that the societal aspects of this transition are as important as the biological components and must be adequately addressed before alternatives to toxic lead ammunition, fishing weights, and other materials will be accepted as an investment in wildlife conservation.
Maciejewski, Kristine; Kerley, Graham I H
2014-01-01
Private Protected Areas (PPAs) often use wildlife-based ecotourism as their primary means of generating business. Achieving tourist satisfaction has become a strong driving goal in the management of many PPAs, often at the expense of biodiversity. Many extralimitral species, those which historically did not occur in an area, are stocked in PPAs with the intention of increasing ecotourism attractions. Even though the ecological and economic costs of stocking these species are high, the social benefits are not understood and little information exists globally on the ecotourism role of extralimital species. This study assessed the value of stocking extralimital species using questionnaire-based surveys and observing tourists in Shamwari Private Game Reserve in the Eastern Cape Province of South Africa. No difference was found between indigenous and extralimital species with regards to the tourists' weighted scoring system, average amount tourists were willing to pay, total viewing time, average viewing time or the likelihood of stopping to view species when encountered on game drives. During game drives a strong preference was found for the elephant (Loxodonta africana), lion (Panthera leo), leopard (Panthera pardus) and cheetah (Acynonix jubatus). With the exception of the cheetah, these species are all members of the "big five" and are indigenous. Species availability and visibility, however, may influence the amount of time tourists spend at an animal sighting. Our analysis suggests that certain extralimital species (typically larger and charismatic species) contribute to tourist satisfaction, while particularly the smaller extralimital species add little to the game viewing experience, but add to the costs and risks of the PPAs. We recommend that extralimital species introductions for ecotourism purposes should be approached with caution with regards to the risks to the sustainability of PPAs.
Maciejewski, Kristine; Kerley, Graham I. H.
2014-01-01
Private Protected Areas (PPAs) often use wildlife-based ecotourism as their primary means of generating business. Achieving tourist satisfaction has become a strong driving goal in the management of many PPAs, often at the expense of biodiversity. Many extralimitral species, those which historically did not occur in an area, are stocked in PPAs with the intention of increasing ecotourism attractions. Even though the ecological and economic costs of stocking these species are high, the social benefits are not understood and little information exists globally on the ecotourism role of extralimital species. This study assessed the value of stocking extralimital species using questionnaire-based surveys and observing tourists in Shamwari Private Game Reserve in the Eastern Cape Province of South Africa. No difference was found between indigenous and extralimital species with regards to the tourists’ weighted scoring system, average amount tourists were willing to pay, total viewing time, average viewing time or the likelihood of stopping to view species when encountered on game drives. During game drives a strong preference was found for the elephant (Loxodonta africana), lion (Panthera leo), leopard (Panthera pardus) and cheetah (Acynonix jubatus). With the exception of the cheetah, these species are all members of the “big five” and are indigenous. Species availability and visibility, however, may influence the amount of time tourists spend at an animal sighting. Our analysis suggests that certain extralimital species (typically larger and charismatic species) contribute to tourist satisfaction, while particularly the smaller extralimital species add little to the game viewing experience, but add to the costs and risks of the PPAs. We recommend that extralimital species introductions for ecotourism purposes should be approached with caution with regards to the risks to the sustainability of PPAs. PMID:24505426
Lead intoxication in dogs: risk assessment of feeding dogs trimmings of lead-shot game.
Høgåsen, Helga R; Ørnsrud, Robin; Knutsen, Helle K; Bernhoft, Aksel
2016-07-25
Expanding lead-based bullets, commonly used for hunting of big game, produce a scattering of lead particles in the carcass around the wound channel. Trimmings around this channel, which are sometimes fed to dogs, may contain lead particles. The aim of this study was to assess potential health effects of feeding dogs such trimmings. Lead ingestion most commonly causes gastrointestinal and neurological clinical signs, although renal, skeletal, haematological, cardiovascular and biochemical effects have also been reported. Experimental data indicate that a daily dose of around 1 mg lead as lead acetate/kg body weight for ten days may be considered as a Lowest Observed Effect Level in dogs. Acute toxicity documentation from the Centers for Disease Control and Prevention indicates 300 mg/kg body weight as the lowest dose of lead acetate causing death in dogs after oral ingestion. Our assessment suggests that dogs fed trimmings of lead-shot game may be affected by the amounts of lead present, and that even deadly exposure could occasionally occur. The intestinal absorption of lead from bullets was assumed to be 10-80 % of that of lead acetate, reflecting both the variability in particle size and uncertainty about the bioavailability of metallic lead in dogs. Despite data gaps, this study indicates that feeding dogs trimmings of lead-shot game may represent a risk of lead intoxication. More research is needed to assess the exact consequences, if lead-based bullets are still to be used. Meanwhile, we recommend that trimmings close to the wound channel should be made inaccessible to dogs, as well as to other domestic or wild animals.
Improved Vote Aggregation Techniques for the Geo-Wiki Cropland Capture Crowdsourcing Game
NASA Astrophysics Data System (ADS)
Baklanov, Artem; Fritz, Steffen; Khachay, Michael; Nurmukhametov, Oleg; Salk, Carl; See, Linda; Shchepashchenko, Dmitry
2016-04-01
Crowdsourcing is a new approach for solving data processing problems for which conventional methods appear to be inaccurate, expensive, or time-consuming. Nowadays, the development of new crowdsourcing techniques is mostly motivated by so called Big Data problems, including problems of assessment and clustering for large datasets obtained in aerospace imaging, remote sensing, and even in social network analysis. By involving volunteers from all over the world, the Geo-Wiki project tackles problems of environmental monitoring with applications to flood resilience, biomass data analysis and classification of land cover. For example, the Cropland Capture Game, which is a gamified version of Geo-Wiki, was developed to aid in the mapping of cultivated land, and was used to gather 4.5 million image classifications from the Earth's surface. More recently, the Picture Pile game, which is a more generalized version of Cropland Capture, aims to identify tree loss over time from pairs of very high resolution satellite images. Despite recent progress in image analysis, the solution to these problems is hard to automate since human experts still outperform the majority of machine learning algorithms and artificial systems in this field on certain image recognition tasks. The replacement of rare and expensive experts by a team of distributed volunteers seems to be promising, but this approach leads to challenging questions such as: how can individual opinions be aggregated optimally, how can confidence bounds be obtained, and how can the unreliability of volunteers be dealt with? In this paper, on the basis of several known machine learning techniques, we propose a technical approach to improve the overall performance of the majority voting decision rule used in the Cropland Capture Game. The proposed approach increases the estimated consistency with expert opinion from 77% to 86%.
NASA Astrophysics Data System (ADS)
Campbell, M. R.; Salditch, L.; Brooks, E. M.; Stein, S.; Spencer, B. D.
2017-12-01
Much recent media attention focuses on Cascadia's earthquake hazard. A widely cited magazine article starts "An earthquake will destroy a sizable portion of the coastal Northwest. The question is when." Stories include statements like "a massive earthquake is overdue", "in the next 50 years, there is a 1-in-10 chance a "really big one" will erupt," or "the odds of the big Cascadia earthquake happening in the next fifty years are roughly one in three." These lead students to ask where the quoted probabilities come from and what they mean. These probability estimates involve two primary choices: what data are used to describe when past earthquakes happened and what models are used to forecast when future earthquakes will happen. The data come from a 10,000-year record of large paleoearthquakes compiled from subsidence data on land and turbidites, offshore deposits recording submarine slope failure. Earthquakes seem to have happened in clusters of four or five events, separated by gaps. Earthquakes within a cluster occur more frequently and regularly than in the full record. Hence the next earthquake is more likely if we assume that we are in the recent cluster that started about 1700 years ago, than if we assume the cluster is over. Students can explore how changing assumptions drastically changes probability estimates using easy-to-write and display spreadsheets, like those shown below. Insight can also come from baseball analogies. The cluster issue is like deciding whether to assume that a hitter's performance in the next game is better described by his lifetime record, or by the past few games, since he may be hitting unusually well or in a slump. The other big choice is whether to assume that the probability of an earthquake is constant with time, or is small immediately after one occurs and then grows with time. This is like whether to assume that a player's performance is the same from year to year, or changes over their career. Thus saying "the chance of getting a hit is N%" or "the probability of an earthquake is N%" involves specifying the assumptions made. Different plausible assumptions yield a wide range of estimates. In both seismology and sports, how to better predict future performance remains an important question.
Rein, Robert; Memmert, Daniel
2016-01-01
Until recently tactical analysis in elite soccer were based on observational data using variables which discard most contextual information. Analyses of team tactics require however detailed data from various sources including technical skill, individual physiological performance, and team formations among others to represent the complex processes underlying team tactical behavior. Accordingly, little is known about how these different factors influence team tactical behavior in elite soccer. In parts, this has also been due to the lack of available data. Increasingly however, detailed game logs obtained through next-generation tracking technologies in addition to physiological training data collected through novel miniature sensor technologies have become available for research. This leads however to the opposite problem where the shear amount of data becomes an obstacle in itself as methodological guidelines as well as theoretical modelling of tactical decision making in team sports is lacking. The present paper discusses how big data and modern machine learning technologies may help to address these issues and aid in developing a theoretical model for tactical decision making in team sports. As experience from medical applications show, significant organizational obstacles regarding data governance and access to technologies must be overcome first. The present work discusses these issues with respect to tactical analyses in elite soccer and propose a technological stack which aims to introduce big data technologies into elite soccer research. The proposed approach could also serve as a guideline for other sports science domains as increasing data size is becoming a wide-spread phenomenon.
Lindboe, M; Henrichsen, E N; Høgåsen, H R; Bernhoft, A
2012-01-01
Lead-based hunting ammunitions are still common in most countries. On impact such ammunition releases fragments which are widely distributed within the carcass. In Norway, wild game is an important meat source for segments of the population and 95% of hunters use lead-based bullets. In this paper, we have investigated the lead content of ground meat from moose (Alces alces) intended for human consumption in Norway, and have predicted human exposure through this source. Fifty-two samples from different batches of ground meat from moose killed with lead-based bullets were randomly collected. The lead content was measured by atomic absorption spectroscopy. The lead intake from exposure to moose meat over time, depending on the frequency of intake and portion size, was predicted using Monte Carlo simulation. In 81% of the batches, lead levels were above the limit of quantification of 0.03 mg kg(-1), ranging up to 110 mg kg(-1). The mean lead concentration was 5.6 mg kg(-1), i.e. 56 times the European Commission limit for lead in meat. For consumers eating a moderate meat serving (2 g kg(-1) bw), a single serving would give a lead intake of 11 µg kg(-1) bw on average, with maximum of 220 µg kg(-1) bw. Using Monte Carlo simulation, the median (and 97.5th percentile) predicted weekly intake of lead from moose meat was 12 µg kg(-1) bw (27 µg kg(-1) bw) for one serving per week and 25 µg kg(-1) bw (45 µg kg(-1) bw) for two servings per week. The results indicate that the intake of meat from big game shot with lead-based bullets imposes a significant contribution to the total human lead exposure. The provisional tolerable weekly intake set by the World Health Organization (WHO) of 25 µg kg(-1) bw is likely to be exceeded in people eating moose meat on a regular basis. The European Food Safety Authority (EFSA) has recently concluded that adverse effects may be present at even lower exposure doses. Hence, even occasional consumption of big game meat with lead levels as those found in the present study may imply an increased risk for adverse health effects. Children and women of child-bearing age are of special concern due to the neurodevelopmental effects of lead.
Applications of remote sensor data by state and Federal user agencies in Arizona
NASA Technical Reports Server (NTRS)
Schumann, H. H.
1972-01-01
The use of NASA high altitude aerial photography of south eastern Arizona to develop a natural resources information system for Federal lands is discussed. The data are to be used by local, State, and Federal agencies in connection with geologic mapping projects, water resources investigations, and land use studies to determine the alignment of a proposed major aqueduct. In addition, the data are used to confirm land ownership boundaries, detect changes in land use, and legislative reappointment mapping. Other applications include mapping vegetive cover, evaluation of changes in wildlife habitat, location of deer kills, and as a base for recording telemetry data from radio-collared big game animals.
Calculating Solar Energy Potential of Buildings and Visualization Within Unity 3d Game Engine
NASA Astrophysics Data System (ADS)
Buyuksalih, G.; Bayburt, S.; Baskaraca, A. P.; Karim, H.; Rahman, A. Abdul
2017-10-01
Solar energy modelling is increasingly popular, important, and economic significant in solving energy crisis for big cities. It is a clean and renewable resource of energy that can be utilized to accommodate individual or group of buildings electrical power as well as for indoor heating. Implementing photovoltaic system (PV) in urban areas is one of the best options to solve power crisis over expansion of urban and the growth of population. However, as the spaces for solar panel installation in cities are getting limited nowadays, the available strategic options are only at the rooftop and façade of the building. Thus, accurate information and selecting building with the highest potential solar energy amount collected is essential in energy planning, environmental conservation, and sustainable development of the city. Estimating the solar energy/radiation from rooftop and facade are indeed having a limitation - the shadows from other neighbouring buildings. The implementation of this solar estimation project for Istanbul uses CityGML LoD2-LoD3. The model and analyses were carried out using Unity 3D Game engine with development of several customized tools and functionalities. The results show the estimation of potential solar energy received for the whole area per day, week, month and year thus decision for installing the solar panel could be made. We strongly believe the Unity game engine platform could be utilized for near future 3D mapping visualization purposes.
Using Spatial, Economic, and Ecological Opinion Data to Inform Gray Wolf Conservation
Berry, Meredith S.; Nickerson, Norma P.; Metcalf, Elizabeth Covelli
2018-01-01
Public opinion can be an influential factor in wildlife management decisions. Evaluating public opinions can help legitimize, or delegitimize, management and facilitate long-term conservation goals. This is especially true for the controversial issues surrounding the management of predators. We surveyed Montana, USA, residents during summer of 2013 to measure public opinion regarding economic and ecological impacts of the gray wolf (Canis lupus), and current management of this species. Although opinions were polarized in some areas, a greater percentage of Montanans think that wolves negatively affect the economy, but impact tourism (which contributes to the economy) positively. These differences may reflect the belief that rancher economic losses from wolf predation of cattle is greater than overall tourism gains related to wolves (e.g., wolf-watching), in addition to the perception of wolves negatively affecting big game (e.g., elk [Cervus canadensis]). Results also show that a slightly greater percentage of Montanans feel that wolves positively rather than negatively affect the ecosystem. Regarding specific practices, more Montanans than not have a positive opinion of maintaining wolves on the landscape and also support hunting of wolves. More Montanans hold negative rather than positive opinions, however, regarding wolf trapping. This result was most evident in western Montana as assessed by a spatial distribution of opinions by county and has implications for current wolf management and nontarget species. Results of ordinal regression analyses revealed that big game hunters, males, and those who held negative opinions of the effect of wolves on the Montana ecosystem and economy were significantly more likely to support both hunting and trapping practices. Living in western Montana predicted positive opinions of hunting, but alternatively, negative opinions of trapping. These results provide an understanding of public opinion of wolf management by county as well as statistical inferences that can be useful for informing more regionally oriented management practices. PMID:29706677
Using Spatial, Economic, and Ecological Opinion Data to Inform Gray Wolf Conservation.
Berry, Meredith S; Nickerson, Norma P; Metcalf, Elizabeth Covelli
2016-09-01
Public opinion can be an influential factor in wildlife management decisions. Evaluating public opinions can help legitimize, or delegitimize, management and facilitate long-term conservation goals. This is especially true for the controversial issues surrounding the management of predators. We surveyed Montana, USA, residents during summer of 2013 to measure public opinion regarding economic and ecological impacts of the gray wolf ( Canis lupus ), and current management of this species. Although opinions were polarized in some areas, a greater percentage of Montanans think that wolves negatively affect the economy, but impact tourism (which contributes to the economy) positively. These differences may reflect the belief that rancher economic losses from wolf predation of cattle is greater than overall tourism gains related to wolves (e.g., wolf-watching), in addition to the perception of wolves negatively affecting big game (e.g., elk [ Cervus canadensis ]). Results also show that a slightly greater percentage of Montanans feel that wolves positively rather than negatively affect the ecosystem. Regarding specific practices, more Montanans than not have a positive opinion of maintaining wolves on the landscape and also support hunting of wolves. More Montanans hold negative rather than positive opinions, however, regarding wolf trapping. This result was most evident in western Montana as assessed by a spatial distribution of opinions by county and has implications for current wolf management and nontarget species. Results of ordinal regression analyses revealed that big game hunters, males, and those who held negative opinions of the effect of wolves on the Montana ecosystem and economy were significantly more likely to support both hunting and trapping practices. Living in western Montana predicted positive opinions of hunting, but alternatively, negative opinions of trapping. These results provide an understanding of public opinion of wolf management by county as well as statistical inferences that can be useful for informing more regionally oriented management practices.
Solomon, Marjorie; Ragland, J Daniel; Niendam, Tara A; Lesh, Tyler A; Beck, Jonathan S; Matter, John C; Frank, Michael J; Carter, Cameron S
2015-11-01
To investigate the neural mechanisms underlying impairments in generalizing learning shown by adolescents with autism spectrum disorder (ASD). A total of 21 high-functioning individuals with ASD aged 12 to 18 years, and 23 gender-, IQ-, and age-matched adolescents with typical development (TYP), completed a transitive inference (TI) task implemented using rapid event-related functional magnetic resonance imaging (fMRI). Participants were trained on overlapping pairs in a stimulus hierarchy of colored ovals where A>B>C>D>E>F and then tested on generalizing this training to new stimulus pairings (AF, BD, BE) in a "Big Game." Whole-brain univariate, region of interest, and functional connectivity analyses were used. During training, the TYP group exhibited increased recruitment of the prefrontal cortex (PFC), whereas the group with ASD showed greater functional connectivity between the PFC and the anterior cingulate cortex (ACC). Both groups recruited the hippocampus and caudate comparably; however, functional connectivity between these regions was positively associated with TI performance for only the group with ASD. During the Big Game, the TYP group showed greater recruitment of the PFC, parietal cortex, and the ACC. Recruitment of these regions increased with age in the group with ASD. During TI, TYP individuals recruited cognitive control-related brain regions implicated in mature problem solving/reasoning including the PFC, parietal cortex, and ACC, whereas the group with ASD showed functional connectivity of the hippocampus and the caudate that was associated with task performance. Failure to reliably engage cognitive control-related brain regions may produce less integrated flexible learning in individuals with ASD unless they are provided with task support that, in essence, provides them with cognitive control; however, this pattern may normalize with age. Copyright © 2015 American Academy of Child and Adolescent Psychiatry. Published by Elsevier Inc. All rights reserved.
Agile Datacube Analytics (not just) for the Earth Sciences
NASA Astrophysics Data System (ADS)
Misev, Dimitar; Merticariu, Vlad; Baumann, Peter
2017-04-01
Metadata are considered small, smart, and queryable; data, on the other hand, are known as big, clumsy, hard to analyze. Consequently, gridded data - such as images, image timeseries, and climate datacubes - are managed separately from the metadata, and with different, restricted retrieval capabilities. One reason for this silo approach is that databases, while good at tables, XML hierarchies, RDF graphs, etc., traditionally do not support multi-dimensional arrays well. This gap is being closed by Array Databases which extend the SQL paradigm of "any query, anytime" to NoSQL arrays. They introduce semantically rich modelling combined with declarative, high-level query languages on n-D arrays. On Server side, such queries can be optimized, parallelized, and distributed based on partitioned array storage. This way, they offer new vistas in flexibility, scalability, performance, and data integration. In this respect, the forthcoming ISO SQL extension MDA ("Multi-dimensional Arrays") will be a game changer in Big Data Analytics. We introduce concepts and opportunities through the example of rasdaman ("raster data manager") which in fact has pioneered the field of Array Databases and forms the blueprint for ISO SQL/MDA and further Big Data standards, such as OGC WCPS for querying spatio-temporal Earth datacubes. With operational installations exceeding 140 TB queries have been split across more than one thousand cloud nodes, using CPUs as well as GPUs. Installations can easily be mashed up securely, enabling large-scale location-transparent query processing in federations. Federation queries have been demonstrated live at EGU 2016 spanning Europe and Australia in the context of the intercontinental EarthServer initiative, visualized through NASA WorldWind.
Agile Datacube Analytics (not just) for the Earth Sciences
NASA Astrophysics Data System (ADS)
Baumann, P.
2016-12-01
Metadata are considered small, smart, and queryable; data, on the other hand, are known as big, clumsy, hard to analyze. Consequently, gridded data - such as images, image timeseries, and climate datacubes - are managed separately from the metadata, and with different, restricted retrieval capabilities. One reason for this silo approach is that databases, while good at tables, XML hierarchies, RDF graphs, etc., traditionally do not support multi-dimensional arrays well.This gap is being closed by Array Databases which extend the SQL paradigm of "any query, anytime" to NoSQL arrays. They introduce semantically rich modelling combined with declarative, high-level query languages on n-D arrays. On Server side, such queries can be optimized, parallelized, and distributed based on partitioned array storage. This way, they offer new vistas in flexibility, scalability, performance, and data integration. In this respect, the forthcoming ISO SQL extension MDA ("Multi-dimensional Arrays") will be a game changer in Big Data Analytics.We introduce concepts and opportunities through the example of rasdaman ("raster data manager") which in fact has pioneered the field of Array Databases and forms the blueprint for ISO SQL/MDA and further Big Data standards, such as OGC WCPS for querying spatio-temporal Earth datacubes. With operational installations exceeding 140 TB queries have been split across more than one thousand cloud nodes, using CPUs as well as GPUs. Installations can easily be mashed up securely, enabling large-scale location-transparent query processing in federations. Federation queries have been demonstrated live at EGU 2016 spanning Europe and Australia in the context of the intercontinental EarthServer initiative, visualized through NASA WorldWind.
Collecting, analyzing and assessing big land use data: Results from the cropland capture game
NASA Astrophysics Data System (ADS)
Salk, C.; Sturn, T.; Fritz, S.; See, L. M.; McCallum, I.; Fuss, S.; Perger, C.; Duerauer, M.; Obersteiner, M.
2014-12-01
The International Institute for Applied Systems Analysis (IIASA) has developed a number of tools for assessing the socioeconomic benefit of Earth Observation such as quantifying the monetary benefit of improved land cover information for mitigation policies. Recently, IIASA has been assessing the benefit of an improved global carbon observation system in the GEOCARBON Project. Because traditional ground-based land cover validation is expensive, IIASA has developed crowdsourcing projects such as Geo-Wiki which to contribute to land-cover validation. A recent activity is the 'Cropland Capture' game which can be played in a browser or mobile device. It can be downloaded or played online at http://www.geo-wiki.org/games/croplandcapture/. In the game, players see an image (from a satellite or ground-based camera) and are asked if they see any cropland in it. They can answer "yes", "no" or "maybe" if they are unsure. The game had over 3,000 players who made about 4,500,000 classifications on 190,000 unique images. The benefits delivered by crowdsourcing relative to conventional data acquisition depends critically on the quality of the data received. Players' rating quality was compared by assessing their agreement with the crowd, consistency on images rated more than once, and agreement with expert validators. These metrics were compared with one another and with potential predictors of user quality: the total number of images rated by a player, and their professional background in land-cover science. Individual users' agreement with the crowd and self-agreement were highly positively correlated. The frequency of admitting uncertainty about an image was a good measure of user caution, showing a negative relationship with self-contradiction rate. Many users were more reliable in either identifying cropland or non-cropland, and these two skills were uncorrelated. Overall, user reliability increased with number of images rated, although among the top decile of users, this trend was reversed. Surprisingly, professional background had little influence on quality of ratings. We explore implications of these results for assessing potential benefits of user contributed data in the context of differential user quality and compare this with conventional data collection methods.
Special effects used in creating 3D animated scenes-part 1
NASA Astrophysics Data System (ADS)
Avramescu, A. M.
2015-11-01
In present, with the help of computer, we can create special effects that look so real that we almost don't perceive them as being different. These special effects are somehow hard to differentiate from the real elements like those on the screen. With the increasingly accesible 3D field that has more and more areas of application, the 3D technology goes easily from architecture to product designing. Real like 3D animations are used as means of learning, for multimedia presentations of big global corporations, for special effects and even for virtual actors in movies. Technology, as part of the movie art, is considered a prerequisite but the cinematography is the first art that had to wait for the correct intersection of technological development, innovation and human vision in order to attain full achievement. Increasingly more often, the majority of industries is using 3D sequences (three dimensional). 3D represented graphics, commercials and special effects from movies are all designed in 3D. The key for attaining real visual effects is to successfully combine various distinct elements: characters, objects, images and video scenes; like all these elements represent a whole that works in perfect harmony. This article aims to exhibit a game design from these days. Considering the advanced technology and futuristic vision of designers, nowadays we have different and multifarious game models. Special effects are decisively contributing in the creation of a realistic three-dimensional scene. These effects are essential for transmitting the emotional state of the scene. Creating the special effects is a work of finesse in order to achieve high quality scenes. Special effects can be used to get the attention of the onlooker on an object from a scene. Out of the conducted study, the best-selling game of the year 2010 was Call of Duty: Modern Warfare 2. This way, the article aims for the presented scene to be similar with many locations from this type of games, more precisely, a place from the Middle East, a very popular subject among game developers.
Black Hole Safari: Tracking Populations and Hunting Big Game
NASA Astrophysics Data System (ADS)
McConnell, N. J.
2013-10-01
Understanding the physical connection, or lack thereof, between the growth of galaxies and supermassive black holes is a key challenge in extragalactic astronomy. Dynamical studies of nearby galaxies are building a census of black hole masses across a broad range of galaxy types and uncovering statistical correlations between galaxy bulge properties and black hole masses. These local correlations provide a baseline for studying galaxies and black holes at higher redshifts. Recent measurements have probed the extremes of the supermassive black hole population and introduced surprises that challenge simple models of black hole and galaxy co-evolution. Future advances in the quality and quantity of dynamical black hole mass measurements will shed light upon the growth of massive galaxies and black holes in different cosmic environments.
U. S. fusion programs: Struggling to stay in the game
DOE Office of Scientific and Technical Information (OSTI.GOV)
Crawford, M.
Funding for the US fusion energy program has suffered and will probably continue to suffer major cuts. A committee hand-picked by Energy Secretary James Watkins urged the Department of Energy to mount an aggressive program to develop fusion power, but congress cut funding from $323 million in 1990 to $275 million in 1991. This portends dire conditions for fusion research and development. Projects to receive top priority are concerned with the tokamaks and to keep the next big machine, the Burning Plasma Experiment, scheduled for beginning of construction in 1993 on schedule. Secretary Watkins is said to want to keepmore » the International Thermonuclear Energy Reactor (ITER) on schedule. ITER would follow the Burning Plasma Experiment.« less
Segal, Nancy L
2014-12-01
There is a lack of research findings addressing the unique college admissions issues faced by twins and other multiples. The advantages and disadvantage twins face, as reported by college administrators, twins and families are reviewed. Next, recent research addressing twins' birth weight and neuromotor performance, transfusion syndrome markers, the vanishing twin syndrome and monozygotic (MZ) twin discordance for Wilson's disease is described. News items concerning the birth of unusually large twins, the planned separation of conjoined twins, twin participants in the X Factor games and a film, The Identical, are also summarized.
Target size matters: target errors contribute to the generalization of implicit visuomotor learning.
Reichenthal, Maayan; Avraham, Guy; Karniel, Amir; Shmuelof, Lior
2016-08-01
The process of sensorimotor adaptation is considered to be driven by errors. While sensory prediction errors, defined as the difference between the planned and the actual movement of the cursor, drive implicit learning processes, target errors (e.g., the distance of the cursor from the target) are thought to drive explicit learning mechanisms. This distinction was mainly studied in the context of arm reaching tasks where the position and the size of the target were constant. We hypothesize that in a dynamic reaching environment, where subjects have to hit moving targets and the targets' dynamic characteristics affect task success, implicit processes will benefit from target errors as well. We examine the effect of target errors on learning of an unnoticed perturbation during unconstrained reaching movements. Subjects played a Pong game, in which they had to hit a moving ball by moving a paddle controlled by their hand. During the game, the movement of the paddle was gradually rotated with respect to the hand, reaching a final rotation of 25°. Subjects were assigned to one of two groups: The high-target error group played the Pong with a small ball, and the low-target error group played with a big ball. Before and after the Pong game, subjects performed open-loop reaching movements toward static targets with no visual feedback. While both groups adapted to the rotation, the postrotation reaching movements were directionally biased only in the small-ball group. This result provides evidence that implicit adaptation is sensitive to target errors. Copyright © 2016 the American Physiological Society.
Kaurin, Aleksandra; Sauerberger, Kyle S; Funder, David C
2018-03-02
Diagnoses of personality disorders (PD) must rely on judgments of observers-either clinicians or acquaintances-because personality disorders are primarily defined in terms of maladaptive interpersonal behavior. Little is known, however, about how closely acquaintances' judgments of PD traits relate to self-reports of theoretically relevant Big Five traits or directly observed behavioral outcomes in interpersonal situations. The present study examines associations between judgments of the 10 PD traits provided by close acquaintances, self-reports of PD-relevant Big Five personality traits, and observed interpersonal behaviors across three different three-person laboratory interactions (i.e., unstructured chat, cooperative task, competitive game). The sample consisted of 256 undergraduate students (130 females; M age = 19.83, SD = 1.25). Four unacquainted observers independently rated participants' behaviors from video recordings. In line with previous work, informant reports of PD traits demonstrate strong convergent validity with relevant self-reported Big Five traits (as identified by Lynam & Widiger, 2001). Directly observed behavior is meaningfully associated with acquaintances' judgments and self-reports of PD-relevant traits, and the associations between these judgments and behavior are strongest for traits associated with histrionic and schizoid PD. Vector correlations between behavioral profiles associated with informant and self-reports show that both assessments have similar behavioral correlates. Associations between PD trait ratings and behavior appeared to differ as a function of gender, with males showing more and stronger correlations. Informants' ratings of PD traits are impressively accurate, converging both with self-reports of relevant traits and directly observed interpersonal behavior. Therefore, a comprehensive understanding of PDs and associated traits can be augmented by information from multiple acquaintances who have the opportunity to observe how an individual interacts with others on a daily basis across diverse contexts. © 2018 Wiley Periodicals, Inc.
Clark, Joseph F; Ellis, James K; Bench, Johnny; Khoury, Jane; Graman, Pat
2012-01-01
Baseball requires an incredible amount of visual acuity and eye-hand coordination, especially for the batters. The learning objective of this work is to observe that traditional vision training as part of injury prevention or conditioning can be added to a team's training schedule to improve some performance parameters such as batting and hitting. All players for the 2010 to 2011 season underwent normal preseason physicals and baseline testing that is standard for the University of Cincinnati Athletics Department. Standard vision training exercises were implemented 6 weeks before the start of the season. Results are reported as compared to the 2009 to 2010 season. Pre season conditioning was followed by a maintenance program during the season of vision training. The University of Cincinnati team batting average increased from 0.251 in 2010 to 0.285 in 2011 and the slugging percentage increased by 0.033. The rest of the Big East's slugging percentage fell over that same time frame 0.082. This produces a difference of 0.115 with 95% confidence interval (0.024, 0.206). As with the batting average, the change for University of Cincinnati is significantly different from the rest of the Big East (p = 0.02). Essentially all batting parameters improved by 10% or more. Similar differences were seen when restricting the analysis to games within the Big East conference. Vision training can combine traditional and technological methodologies to train the athletes' eyes and improve batting. Vision training as part of conditioning or injury prevention can be applied and may improve batting performance in college baseball players. High performance vision training can be instituted in the pre-season and maintained throughout the season to improve batting parameters.
NASA Astrophysics Data System (ADS)
Harteveld, Casper
A building will more likely collapse if it does not have any proper foundations. Similarly, the design philosophy of Triadic Game Design (TGD) needs to reside on solid building blocks, otherwise the concept will collapse as well. In this level I will elaborate on these building blocks. First I will explain what the general idea of TGD is. It is a design philosophy, for sure, but one which stresses that an “optimum” needs to be found in a design space constituted by three different worlds: Reality, Meaning, and Play. Additionally, these worlds need to be considered simultaneously and be treated equally. The latter requires balancing the worlds which may result in different tensions, within and between two or three of the worlds. I continue by discussing each of the worlds and showing their perspective on the field of games with a meaningful purpose. From this, we clearly see that it is feasible to think of each world and that the idea makes sense. I substantiate this further by relating the notion of player and similar approaches to this framework. This level is quite a tough pill to swallow yet essential for finishing the other levels. Do not cheat or simply skip this level, but just take a big cup of coffee or tea and start reading it.
Human behaviours in evacuation crowd dynamics: From modelling to "big data" toward crisis management
NASA Astrophysics Data System (ADS)
Bellomo, N.; Clarke, D.; Gibelli, L.; Townsend, P.; Vreugdenhil, B. J.
2016-09-01
This paper proposes an essay concerning the understanding of human behaviours and crisis management of crowds in extreme situations, such as evacuation through complex venues. The first part focuses on the understanding of the main features of the crowd viewed as a living, hence complex system. The main concepts are subsequently addressed, in the second part, to a critical analysis of mathematical models suitable to capture them, as far as it is possible. Then, the third part focuses on the use, toward safety problems, of a model derived by the methods of the mathematical kinetic theory and theoretical tools of evolutionary game theory. It is shown how this model can depict critical situations and how these can be managed with the aim of minimizing the risk of catastrophic events.
DOE Office of Scientific and Technical Information (OSTI.GOV)
Childs, Allen B.
This Executive Summary provides an overview of the Draft Rainwater Wildlife Area Management Plan. The comprehensive plan can be viewed on the Confederated Tribes of the Umatilla Indian Reservation (CTUIR) website at: www.umatilla.nsn.us or requested in hard copy from the CTUIR at the address below. The wildlife area was established in September 1998 when the CTUIR purchased the Rainwater Ranch through Bonneville Power Administration (BPA) for purposes of fish and wildlife mitigation for the McNary and John Day dams. The Management Plan has been developed under a standardized planning process developed by BPA for Columbia River Basin Wildlife Mitigation Projectsmore » (See Guiding Policies Section below). The plan outlines the framework for managing the project area, provides an assessment of existing conditions and key resource issues, and presents an array of habitat management and enhancement strategies. The plan culminates into a 5-Year Action Plan that will focus management actions and prioritize funding during the 2002-2006 planning period. Since acquisition of the property in late 1998, the CTUIR has conducted an extensive baseline resource assessment in preparation for the management plan, initiated habitat restoration in the Griffin Fork drainage to address road-related resource damage caused by roads constructed for forest practices and an extensive flood event in 1996, and initiated infrastructure developments associated with the Access and Travel Management Plan (i.e., installed parking areas, gates, and public information signs). In addition to these efforts, the CTUIR has worked to set up a long-term funding mechanism with BPA through the NPPC Fish and Wildlife Program. The CTUIR has also continued to coordinate closely with local and state government organizations to ensure consistency with local land use laws and maintain open lines of communication regarding important issues such as big game hunting, tribal member exercise of treaty rights, and public access. During the past two years, non-Indian public concern over big game hunting issues has at times overwhelmed other issues related to the wildlife area. In 2001, the CTUIR Fish and Wildlife Committee closed the wildlife area to tribal branch antlered bull elk harvest in response to harvest data that indicated harvest rates were greater than expected. In addition, illegal harvest of mature bull elk in southeastern Washington during the 2001 season exceeded the legal tribal and nontribal harvest combined which has created a potential significant regression in the bull;cow ratio in the Blue Mountain Elk herd. CTUIR Fish and Wildlife Committee and staff and Washington Department of Fish and Wildlife Regional Director and staff have been coordinating regularly to develop strategies to address harvest rates and ensure protection of viable big game herds in southeastern Washington. The CTUIR Fish and Wildlife Committee and WDFW has jointly agreed to continue close coordination on this and other issues and continue working together to ensure the long-term vigor of the elk herd on the Rainwater Wildlife Area. The purpose of the project is to protect, enhance, and mitigate fish and wildlife resources impacted by Columbia River Basin hydroelectric development. The effort is one of several wildlife mitigation projects in the region developed to compensate for terrestrial habitat losses resulting from the construction of McNary and John Day Hydroelectric facilities located on the mainstem Columbia River. While this project is driven primarily by the purpose and need to mitigate for wildlife habitat losses, it is also recognized that management strategies will also benefit many other non-target fish and wildlife species and associated natural resources.« less
Assessing impacts of oil-shale development on the Piceance Basin mule deer herd
DOE Office of Scientific and Technical Information (OSTI.GOV)
White, G.C.; Garrott, R.A.
Development of energy resources on big game ranges generally negatively impacts these important wildlife resources. Although habitat disturbance is generally important, this impact is overshadowed by the negative impacts due to an increasing human population in the area. Increased human activities particularly stress animals during winter periods when inadequate nutrition levels may have already severely impacted the population. Increased road traffic and poaching causes additional deaths, which a decline in survival rates expected, or at least changes in the cause of mortality. This paper describes the experimental design to monitor and mitigate the impact of oil shale development in northwesternmore » Colorado on the Piceance Basin mule deer herd. Biotelemetry techniques are used to measure changes through time in movements, habitat utilization, and survival rates between control and treatment areas. 2 figures.« less
Weather severity index on a mule deer winter range. [Odocoileus hemionus hemionus
DOE Office of Scientific and Technical Information (OSTI.GOV)
Leckenby, D.A.; Adams, A.W.
1986-05-01
Temperature, wind, and snow conditions predictably affect the nutrition, behavior, distribution, productivity, and mortality of free-ranging cattle and big game in winter. Indexing of data obtained with commonly available weather instruments to reflect episodes of positive and negative energy balances of free-ranging ruminants could aid scheduling of feeding programs and planning of cover-forage manipulations. Such a weather severity index was developed and tested over 11 winters. Plausible levels of stress and episodes of relative severity were depicted during winters when mule deer exhibited low, moderate, and high mortality. The index curves mirrored over-winter declines of fat reserves probably sustained bymore » mule deer. Lesser weather severity was predicted and measured in a western juniper woodland than in an adjacent rabbitbrush steppe community in southcentral Oregon. 32 references, 3 figures, 2 tables.« less
ERIC Educational Resources Information Center
Wilson, Steve; Wise, Suzanne; Koonts, Russell S.; Sumner, Jim; Meier, James R.; Gonzalez, Lena; Ruszczyk, James R.; Fiedler, Stephanie; Mayo, Kim P.; Holmes, Gerald
2001-01-01
Eight articles in this section focus on sports: the baseball mystique and scholarly publishing; importance of archiving sporting activities; museums and libraries partner to make sport history live; online resources for sports information; Webliography of general sports sites; public libraries responding to changing needs; sports fiction; and…
NASA Astrophysics Data System (ADS)
O'Connell, E. A.
2017-12-01
The Frontier Scientists National Science Foundation project titled Science in Alaska: Using Multimedia to Support Science Education produced research products in several formats: videos short and long, blogs, social media, a computer game, and a pop-up book. These formats reached distinctly different audiences. Internet users, public TV viewers, gamers, schools, and parents & young children were drawn to Frontier Scientists' research in direct and indirect ways. The analytics (our big data) derived from this media broadcast has given us insight into what works, what doesn't, next steps. We have evidence for what is needed to present science as an interesting, vital, and a necessary component for the general public's daily information diet and as an important tool for scientists to publicize research and to thrive in their careers. Collaborations with scientists at several Universities, USGS, Native organizations, tourism organizations, and Alaska Museums promoted accuracy of videos and increased viewing. For example, Erin Marbarger, at Anchorage Museum, edited, and provided Spark!Lab to test parents & child's interest in the pop-up book titled: The Adventures of Apun the Arctic Fox. Without a marketing budget Frontier Scientist's minimum publicity, during the three year project, still drew an audience. Frontier Scientists was awarded Best Website 2016 by the Alaska Press Club, and won a number of awards for short videos and TV programs.
Econophysics of a ranked demand and supply resource allocation problem
NASA Astrophysics Data System (ADS)
Priel, Avner; Tamir, Boaz
2018-01-01
We present a two sided resource allocation problem, between demands and supplies, where both parties are ranked. For example, in Big Data problems where a set of different computational tasks is divided between a set of computers each with its own resources, or between employees and employers where both parties are ranked, the employees by their fitness and the employers by their package benefits. The allocation process can be viewed as a repeated game where in each iteration the strategy is decided by a meta-rule, based on the ranks of both parties and the results of the previous games. We show the existence of a phase transition between an absorbing state, where all demands are satisfied, and an active one where part of the demands are always left unsatisfied. The phase transition is governed by the ratio between supplies and demand. In a job allocation problem we find positive correlation between the rank of the workers and the rank of the factories; higher rank workers are usually allocated to higher ranked factories. These all suggest global emergent properties stemming from local variables. To demonstrate the global versus local relations, we introduce a local inertial force that increases the rank of employees in proportion to their persistence time in the same factory. We show that such a local force induces non trivial global effects, mostly to benefit the lower ranked employees.
The Black Hole Safari: Big Game Hunting in 30+ Massive Galaxies
NASA Astrophysics Data System (ADS)
McConnell, Nicholas J.; Ma, Chung-Pei; Janish, Ryan; Gebhardt, Karl; Lauer, Tod R.; Graham, James R.
2015-01-01
The current census of the most massive black holes in the local universe turns up an odd variety of galaxy hosts: central galaxies in rich clusters, second- or lower-ranked cluster members, and compact relics from the early universe. More extensive campaigns are required to explore the number density and environmental distribution of these monsters. Over the past three years we have collected a large set of stellar kinematic data with sufficient resolution to detect the gravitational signatures of supermassive black holes with MBH > 109 MSun. This Black Hole Safari targets enormous galaxies at the centers of nearby galaxy clusters, as well as their similarly luminous counterparts in weaker galaxy groups. To date we have observed more than 30 early-type galaxies with integral-field spectrographs on the Keck, Gemini North, and Gemini South telescopes. Here I present preliminary stellar kinematics from 10 objects.
Dark matter influence on black objects thermodynamics
NASA Astrophysics Data System (ADS)
Rogatko, Marek; Wojnar, Aneta
2018-05-01
Physical process version of the first law of black hole thermodynamics in Einstein-Maxwell dark matter gravity was derived. The dark matter sector is mimicked by the additional U(1)-gauge field coupled to the ordinary Maxwell one. By considering any cross section of the black hole event horizon to the future of the bifurcation surface, the equilibrium state version of the first law of black hole mechanics was achieved. The considerations were generalized to the case of Einstein-Yang-Mills dark matter gravity theory. The main conclusion is that the influence of dark matter is crucial in the formation process of black objects. This fact may constitute the explanation of the recent observations of the enormous mass of the super luminous quasars formed in a relatively short time after Big Bang. We also pay attention to the compact binaries thermodynamics, when dark matter sector enters the game.
Personality predicts obedience in a Milgram paradigm.
Bègue, Laurent; Beauvois, Jean-Léon; Courbet, Didier; Oberlé, Dominique; Lepage, Johan; Duke, Aaron A
2015-06-01
This study investigates how obedience in a Milgram-like experiment is predicted by interindividual differences. Participants were 35 males and 31 females aged 26-54 from the general population who were contacted by phone 8 months after their participation in a study transposing Milgram's obedience paradigm to the context of a fake television game show. Interviews were presented as opinion polls with no stated ties to the earlier experiment. Personality was assessed by the Big Five Mini-Markers questionnaire (Saucier, 1994). Political orientation and social activism were also measured. Results confirmed hypotheses that Conscientiousness and Agreeableness would be associated with willingness to administer higher-intensity electric shocks to a victim. Political orientation and social activism were also related to obedience. Our results provide empirical evidence suggesting that individual differences in personality and political variables matter in the explanation of obedience to authority. © 2014 Wiley Periodicals, Inc.
Shopping in the healthcare information systems market--a search for well-camouflaged land mines.
Grams, R R
1998-10-01
The selection of a healthcare information system is analogous to a big game hunt. The buyers perceive themselves as the hunters while the truth is just the opposite. To strip away the carefully crafted facade of corporate marketing is an art form and requires due diligence on the part of the shopper. Suggestions are offered to the consumer on how to pierce the shell of corporate silence and find the facts that will make a significant difference in product selection. The objectives on the seller's side are to make as much profit as possible and give as little as required to make the sale. The buyer is looking for the best product, the best company, and the most painless installation. The ground between these two vastly different goals is the battlefield of healthcare computer procurement. May the best shopper win! Caveat emptor.
Coevolutionary dynamics with clustering behaviors on cyclic competition
NASA Astrophysics Data System (ADS)
Dong, Linrong; Yang, Guangcan
2012-05-01
We propose a dynamic model for describing clustering behaviors on a cyclic game, in which the same species form a cluster to compete. The rates of consuming the prey depend not only on the individual competing ability v, but also on the two interacting cluster’s sizes. The fragmentation and coagulation rates of the clusters are related to the cohesive strength among the individuals. A new parameter u is introduced to indicate the uniting degree. We find that the probability distribution of the clustering sizes is almost a power law in a large regime specified by the two parameters, which reflects the scale-free behavior in complex systems. In addition, the exponential magnitudes are mostly in the range of real social systems. Our simulation shows that clustering promotes biodiversity. At steady state, the amounts about the three species evolve tempestuously with asymmetric period; the aggregations about big size’s clusters to compete are obvious and on-off intermittence.
NASA Technical Reports Server (NTRS)
1978-01-01
Fans of the National Football League s Detroit Lions don't worry about game day weather. Their magnificent new Pontiac Stadium has a domed, air-supported, fabric roof that admits light but protects the playing field and patrons from the elements. The 80,000-seat Silverdome is the world s largest fabric-covered structure-and aerospace technology played an important part in its construction. The key to economical construction of the Silverdome--and many other types of buildings--is a spinoff of fiber glass Beta yarn coated with Teflon TFE fluorocarbon resin. The big advance it offers is permanency.The team of DuPont, Chemical Fabrics and Birdair have collaborated on a number of fabric structures. Some are supported by air pressure, others by cables alone. Most of the structures are in the recreational category. With conventional construction costs still on the upswing, you're likely to see a great many more permanent facilities enclosed by the aerospace spinoff fabric.
Celestial-themed Cartoons Captivate Children
NASA Astrophysics Data System (ADS)
Cappelli, V.; di Benedetto, C.
2010-12-01
Attivamente: Big discoveries with Galileo and Phineas & Ferb, an educational entertainment project for children, was a collaboration between Disney Television Italy and the Education and Public Outreach office of the INAF Astronomical Observatory of Padua, Italy. The project started during the International Year of Astronomy 2009 and came to an end in June 2010. It consisted of a cartoon series, several articles in a Disney magazine and an educational kit focused on Galileo Galilei and the Moon. The kit, called the First Astronomical Kit, was distributed to 30 000 children in Italy, and included a board game about the Moon, an observation diary and a lunar fact card. The aim of the kit was to give children some basic astronomical knowledge and to demonstrate the essential role that observation plays in understanding the heavens. This article discusses how a research institute and a major entertainment company -- each with very different working practices -- were able to work together to form a successful partnership.
Crowdsourcing in biomedicine: challenges and opportunities
Khare, Ritu; Good, Benjamin M.; Leaman, Robert; Su, Andrew I.
2016-01-01
The use of crowdsourcing to solve important but complex problems in biomedical and clinical sciences is growing and encompasses a wide variety of approaches. The crowd is diverse and includes online marketplace workers, health information seekers, science enthusiasts and domain experts. In this article, we review and highlight recent studies that use crowdsourcing to advance biomedicine. We classify these studies into two broad categories: (i) mining big data generated from a crowd (e.g. search logs) and (ii) active crowdsourcing via specific technical platforms, e.g. labor markets, wikis, scientific games and community challenges. Through describing each study in detail, we demonstrate the applicability of different methods in a variety of domains in biomedical research, including genomics, biocuration and clinical research. Furthermore, we discuss and highlight the strengths and limitations of different crowdsourcing platforms. Finally, we identify important emerging trends, opportunities and remaining challenges for future crowdsourcing research in biomedicine. PMID:25888696
Fachehoun, Richard Coovi; Lévesque, Benoit; Dumas, Pierre; St-Louis, Antoine; Dubé, Marjolaine; Ayotte, Pierre
2015-01-01
Game meat from animals killed by lead ammunition may expose consumers to lead. We assessed the risk related to lead intake from meat consumption of white-tailed deer and moose killed by lead ammunition and documented the perception of hunters and butchers regarding this potential contamination. Information on cervid meat consumption and risk perception were collected using a mailed self-administrated questionnaire which was addressed to a random sample of Quebec hunters. In parallel, 72 samples of white-tailed deer (n = 35) and moose (n = 37) meats were collected from voluntary hunters and analysed for lead content using inductively coupled plasma-mass spectrometry. A risk assessment for people consuming lead shot game meat was performed using Monte Carlo simulations. Mean lead levels in white-tailed deer and moose killed by lead ammunition were 0.28 and 0.17 mg kg(-1) respectively. Risk assessment based on declared cervid meat consumption revealed that 1.7% of the surveyed hunters would exceed the dose associated with a 1 mmHg increase in systolic blood pressure (SBP). For consumers of moose meat once, twice or three times a week, simulations predicted that 0.5%, 0.9% and 1.5% of adults would be exposed to a dose associated with a 1 mmHg increase in SBP, whereas 0.9%, 1.9% and 3.3% of children would be exposed to a dose associated with 1 point intelligence quotient (IQ) decrease, respectively. For consumers of deer meat once, twice or three times a week, the proportions were 1.6%, 2.9% and 4% for adults and 2.9%, 5.8% and 7.7% for children, respectively. The consumption of meat from cervids killed with lead ammunition may increase lead exposure and its associated health risks. It would be important to inform the population, particularly hunters, about this potential risk and promote the use of lead-free ammunition.
Neural correlates of gender differences in reputation building.
Garbarini, Francesca; Boero, Riccardo; D'Agata, Federico; Bravo, Giangiacomo; Mosso, Cristina; Cauda, Franco; Duca, Sergio; Geminiani, Giuliano; Sacco, Katiuscia
2014-01-01
Gender differences in cooperative choices and their neural correlates were investigated in a situation where reputation represented a crucial issue. Males and females were involved in an economic exchange (trust game) where economic and reputational payoffs had to be balanced in order to increase personal welfare. At the behavioral level, females showed a stronger reaction to negative reputation judgments that led to higher cooperation than males, measured by back transfers in the game. The neuroanatomical counterpart of this gender difference was found within the reward network (engaged in producing expectations of positive results) and reputation-related brain networks, such as the self-control network (engaged in strategically resisting the temptation to defect) and the mentalizing network (engaged in thinking about how one is viewed by others), in which the dorsolateral prefrontal cortex (DLPFC) and the medial (M)PFC respectively play a crucial role. Furthermore, both DLPFC and MPFC activity correlated with the amount of back transfer, as well as with the personality dimensions assessed with the Big-Five Questionnaire (BFQ-2). Males, according to their greater DLPFC recruitment and their higher level of the BFQ-2 subscale of Dominance, were more focused on implementing a profit-maximizing strategy, pursuing this target irrespectively of others' judgments. On the contrary, females, according to their greater MPFC activity and their lower level of Dominance, were more focused on the reputation per se and not on the strategic component of reputation building. These findings shed light on the sexual dimorphism related to cooperative behavior and its neural correlates.
Expanding Access to Large-Scale Genomic Data While Promoting Privacy: A Game Theoretic Approach.
Wan, Zhiyu; Vorobeychik, Yevgeniy; Xia, Weiyi; Clayton, Ellen Wright; Kantarcioglu, Murat; Malin, Bradley
2017-02-02
Emerging scientific endeavors are creating big data repositories of data from millions of individuals. Sharing data in a privacy-respecting manner could lead to important discoveries, but high-profile demonstrations show that links between de-identified genomic data and named persons can sometimes be reestablished. Such re-identification attacks have focused on worst-case scenarios and spurred the adoption of data-sharing practices that unnecessarily impede research. To mitigate concerns, organizations have traditionally relied upon legal deterrents, like data use agreements, and are considering suppressing or adding noise to genomic variants. In this report, we use a game theoretic lens to develop more effective, quantifiable protections for genomic data sharing. This is a fundamentally different approach because it accounts for adversarial behavior and capabilities and tailors protections to anticipated recipients with reasonable resources, not adversaries with unlimited means. We demonstrate this approach via a new public resource with genomic summary data from over 8,000 individuals-the Sequence and Phenotype Integration Exchange (SPHINX)-and show that risks can be balanced against utility more effectively than with traditional approaches. We further show the generalizability of this framework by applying it to other genomic data collection and sharing endeavors. Recognizing that such models are dependent on a variety of parameters, we perform extensive sensitivity analyses to show that our findings are robust to their fluctuations. Copyright © 2017 American Society of Human Genetics. Published by Elsevier Inc. All rights reserved.
Gaudino, Paolo; Alberti, Giampietro; Iaia, F Marcello
2014-08-01
The present study examined the extent to which game format (possession play, SSG-P and game with regular goals and goalkeepers, SSG-G) and the number of players (5, 7 and 10 a-side) influence the physical demands of small-sided soccer games (SSGs) in elite soccer players. Training data were collected during the in-season period from 26 English Premier League outfield players using global positioning system technology. Total distance covered, distance at different speed categories and maximal speed were calculated. In addition, we focused on changes in velocity by reporting the number of accelerations and decelerations carried out during the SSGs (divided in two categories: moderate and high) and the absolute maximal values of acceleration and deceleration achieved. By taking into account these parameters besides speed and distance values, estimated energy expenditure and average metabolic power and distance covered at different metabolic power categories were calculated. All variables were normalized by time (i.e., 4min). The main findings were that the total distance, distances run at high speed (>14.4kmh(-1)) as well as absolute maximum velocity, maximum acceleration and maximum deceleration increased with pitch size (10v10>7v7>5v5; p<.05). Furthermore, total distance, very high (19.8-25.2kmh(-1)) and maximal (>25.2kmh(-1)) speed distances, absolute maximal velocity and maximum acceleration and deceleration were higher in SSG-G than in SSG-P (p<.001). On the other hand, the number of moderate (2-3ms(-2)) accelerations and decelerations as well as the total number of changes in velocity were greater as the pitch dimensions decreased (i.e., 5v5>7v7>10v10; p<.001) in both SSG-G and SSG-P. In addition, predicted energy cost, average metabolic power and distance covered at every metabolic power categories were higher in SSG-P compared to SSG-G and in big than in small pitch areas (p<.05). A detailed analysis of these drills is pivotal in contemporary football as it enables an in depth understanding of the workload imposed on each player which consequently has practical implications for the prescription of the adequate type and amount of stimulus during exercise training. Copyright © 2014 Elsevier B.V. All rights reserved.
Children's Privacy in the Big Data Era: Research Opportunities.
Montgomery, Kathryn C; Chester, Jeff; Milosevic, Tijana
2017-11-01
This article focuses on the privacy implications of advertising on social media, mobile apps, and games directed at children. Academic research on children's privacy has primarily focused on the safety risks involved in sharing personal information on the Internet, leaving market forces (such as commercial data collection) as a less discussed aspect of children's privacy. Yet, children's privacy in the digital era cannot be fully understood without examining marketing practices, especially in the context of "big data." As children increasingly consume content on an ever-expanding variety of digital devices, media and advertising industries are creating new ways to track their behaviors and target them with personalized content and marketing messages based on individual profiles. The advent of the so-called Internet of Things, with its ubiquitous sensors, is expanding these data collection and profiling practices. These trends raise serious concerns about digital dossiers that could follow young people into adulthood, affecting their access to education, employment, health care, and financial services. Although US privacy law provides some safeguards for children younger than 13 years old online, adolescents are afforded no such protections. Moreover, scholarship on children and privacy continues to lag behind the changes taking place in global media, advertising, and technology. This article proposes collaboration among researchers from a range of fields that will enable cross-disciplinary studies addressing not only the developmental issues related to different age groups but also the design of digital media platforms and the strategies used to influence young people. Copyright © 2017 by the American Academy of Pediatrics.
Play, Make, Know, Keep up, Watch, Dream, and Teach: A Kids-eye View of Climate Change
NASA Astrophysics Data System (ADS)
Fisher, D. K.; Leon, N.; Fitzpatrick, A. J.; Jackson, R.; Greene, M. P.
2012-12-01
No matter the subject, the best way of dealing with doubters or deniers is to present the scientific evidence in a clear, concise, non-threatening, and compelling way. NASA's Climate Kids website--written for upper-elementary age kids and their teachers and parent--explains the basic science behind the evidence that Earth's climate is changing much more rapidly than can be accounted for by natural cycles, and that human activity is responsible. Climate science is complex, and most non-scientists are in what, for some, is the uncomfortable position of accepting scientists at their word. For young children, this is not the best approach to learning. They need to learn to think critically and evaluate the evidence for themselves. Climate Kids debuted in January 2011. It was redesigned and reorganized this year. From the beginning, educator feedback has been very positive. Teachers are grateful to have these difficult concepts simplified, yet still comprehensively covered to present the compelling evidence for anthropogenic global warming and its current and predicted effects. Climate Kids explains the "big questions" of climate science simply and clearly, giving teachers a valuable resource to supplement the science units they normally teach. The site extends science lessons in a very specific way, presenting understandable, real-world examples of scientific evidence of the changes happening on our planet. The new site design organizes content by topic and by type of presentation. Topics are shown in a left-side menu. They are Weather & Climate, Air, Ocean, Fresh Water, Carbon Travels (carbon cycle), Energy, Plants & Animals, and Technology. Presentation types are shown in a top menu. They are Play games, Make stuff (hands-on activities), Know your world (answers to big questions), Catch the latest (climate-related news), Watch videos, Dream of a career (profiles of individuals in green careers), and Teach climate science (resources for educators and parents). So, for example, if a child is interested in the ocean, she can select it and get an "Ocean" menu, with links to the interactive "Planet Health Report" (including sea ice extent and sea level rise stats), the interactive "Climate Time Machine" (including sea level and sea ice history), "Big Questions" discussion of the ocean (heat storage, CO2 absorption and sea creature health, salinity, currents, sea ice), "Oceans of Climate Change" video, and an animated cartoon story about threatened phytoplankton. Thus, each menu topic is carried in a variety of vehicles. Even if a visitor to Climate Kids just wants to play games, he just might learn something about the importance of recycling ("Recycle This!"), how solar and wind energy can power a city ("Power Up"), how and why to save energy in daily activities ("Leaps and Flutters" and "Go Green"), endangered and threatened species ("Migration Concentration" and "Animal Jeanie"), and more. The site is well-indexed and has a search capability that creates customized menus on the fly. NASA's Climate Kids fills a niche for free, non-commercial, reliable, inspiring, and understandable information on the science of climate change for children in grades 4-6.
Exemplar-based human action pose correction.
Shen, Wei; Deng, Ke; Bai, Xiang; Leyvand, Tommer; Guo, Baining; Tu, Zhuowen
2014-07-01
The launch of Xbox Kinect has built a very successful computer vision product and made a big impact on the gaming industry. This sheds lights onto a wide variety of potential applications related to action recognition. The accurate estimation of human poses from the depth image is universally a critical step. However, existing pose estimation systems exhibit failures when facing severe occlusion. In this paper, we propose an exemplar-based method to learn to correct the initially estimated poses. We learn an inhomogeneous systematic bias by leveraging the exemplar information within a specific human action domain. Furthermore, as an extension, we learn a conditional model by incorporation of pose tags to further increase the accuracy of pose correction. In the experiments, significant improvements on both joint-based skeleton correction and tag prediction are observed over the contemporary approaches, including what is delivered by the current Kinect system. Our experiments for the facial landmark correction also illustrate that our algorithm can improve the accuracy of other detection/estimation systems.
Trustworthiness and Negative Affect Predict Economic Decision-Making.
Nguyen, Christopher M; Koenigs, Michael; Yamada, Torricia H; Teo, Shu Hao; Cavanaugh, Joseph E; Tranel, Daniel; Denburg, Natalie L
2011-09-01
The Ultimatum Game (UG) is a widely used and well-studied laboratory model of economic decision-making. Here, we studied 129 healthy adults and compared demographic (i.e., age, gender, education), cognitive (i.e., intelligence, attention/working memory, speed, language, visuospatial, memory, executive functions), and personality (i.e., "Big Five", positive affect, negative affect) variables between those with a "rational" versus an "irrational" response pattern on the UG. Our data indicated that participants with "rational" UG performance (accepting any offer, no matter the fairness) endorsed higher levels of trust, or the belief in the sincerity and good intentions of others, while participants with "irrational" UG performance (rejecting unfair offers) endorsed higher levels of negative affect, such as anger and contempt. These personality variables were the only ones that differentiated the two response patterns-demographic and cognitive factors did not differ between rational and irrational players. The results indicate that the examination of personality and affect is crucial to our understanding of the individual differences that underlie decision-making.
Trustworthiness and Negative Affect Predict Economic Decision-Making
Nguyen, Christopher M.; Koenigs, Michael; Yamada, Torricia H.; Teo, Shu Hao; Cavanaugh, Joseph E.; Tranel, Daniel; Denburg, Natalie L.
2012-01-01
The Ultimatum Game (UG) is a widely used and well-studied laboratory model of economic decision-making. Here, we studied 129 healthy adults and compared demographic (i.e., age, gender, education), cognitive (i.e., intelligence, attention/working memory, speed, language, visuospatial, memory, executive functions), and personality (i.e., “Big Five”, positive affect, negative affect) variables between those with a “rational” versus an “irrational” response pattern on the UG. Our data indicated that participants with “rational” UG performance (accepting any offer, no matter the fairness) endorsed higher levels of trust, or the belief in the sincerity and good intentions of others, while participants with “irrational” UG performance (rejecting unfair offers) endorsed higher levels of negative affect, such as anger and contempt. These personality variables were the only ones that differentiated the two response patterns—demographic and cognitive factors did not differ between rational and irrational players. The results indicate that the examination of personality and affect is crucial to our understanding of the individual differences that underlie decision-making. PMID:23493494
Crowdsourcing in biomedicine: challenges and opportunities.
Khare, Ritu; Good, Benjamin M; Leaman, Robert; Su, Andrew I; Lu, Zhiyong
2016-01-01
The use of crowdsourcing to solve important but complex problems in biomedical and clinical sciences is growing and encompasses a wide variety of approaches. The crowd is diverse and includes online marketplace workers, health information seekers, science enthusiasts and domain experts. In this article, we review and highlight recent studies that use crowdsourcing to advance biomedicine. We classify these studies into two broad categories: (i) mining big data generated from a crowd (e.g. search logs) and (ii) active crowdsourcing via specific technical platforms, e.g. labor markets, wikis, scientific games and community challenges. Through describing each study in detail, we demonstrate the applicability of different methods in a variety of domains in biomedical research, including genomics, biocuration and clinical research. Furthermore, we discuss and highlight the strengths and limitations of different crowdsourcing platforms. Finally, we identify important emerging trends, opportunities and remaining challenges for future crowdsourcing research in biomedicine. Published by Oxford University Press 2015. This work is written by US Government employees and is in the public domain in the US.
NASA Astrophysics Data System (ADS)
Outada, Nisrine
2016-09-01
I have read with great interest the paper [5] where the authors present an overview and critical analysis of the literature on the modeling of the crowd dynamics with special attention to evacuation dynamics. The approach developed is based on suitable development of methods of the kinetic theory. Interactions, which lead to the decision choice, are modeled by theoretical tools of stochastic evolutionary game theory [11,12]. However, the paper [5] provides not only a survey focused on topics of great interest for our society, but also it looks ahead to a variety of interesting and challenging mathematical problems. Specifically, I am interested in the derivation of macroscopic (hydrodynamic) models from the underlying description given from the kinetic theory approach, more specifically by the kinetic theory for active particles [8]. A general reference on crowd modeling is the recently published book [10].
A Game Theoretic Framework for Analyzing Re-Identification Risk
Wan, Zhiyu; Vorobeychik, Yevgeniy; Xia, Weiyi; Clayton, Ellen Wright; Kantarcioglu, Murat; Ganta, Ranjit; Heatherly, Raymond; Malin, Bradley A.
2015-01-01
Given the potential wealth of insights in personal data the big databases can provide, many organizations aim to share data while protecting privacy by sharing de-identified data, but are concerned because various demonstrations show such data can be re-identified. Yet these investigations focus on how attacks can be perpetrated, not the likelihood they will be realized. This paper introduces a game theoretic framework that enables a publisher to balance re-identification risk with the value of sharing data, leveraging a natural assumption that a recipient only attempts re-identification if its potential gains outweigh the costs. We apply the framework to a real case study, where the value of the data to the publisher is the actual grant funding dollar amounts from a national sponsor and the re-identification gain of the recipient is the fine paid to a regulator for violation of federal privacy rules. There are three notable findings: 1) it is possible to achieve zero risk, in that the recipient never gains from re-identification, while sharing almost as much data as the optimal solution that allows for a small amount of risk; 2) the zero-risk solution enables sharing much more data than a commonly invoked de-identification policy of the U.S. Health Insurance Portability and Accountability Act (HIPAA); and 3) a sensitivity analysis demonstrates these findings are robust to order-of-magnitude changes in player losses and gains. In combination, these findings provide support that such a framework can enable pragmatic policy decisions about de-identified data sharing. PMID:25807380
Neural Correlates of Gender Differences in Reputation Building
Garbarini, Francesca; Boero, Riccardo; D'Agata, Federico; Bravo, Giangiacomo; Mosso, Cristina; Cauda, Franco; Duca, Sergio; Geminiani, Giuliano; Sacco, Katiuscia
2014-01-01
Gender differences in cooperative choices and their neural correlates were investigated in a situation where reputation represented a crucial issue. Males and females were involved in an economic exchange (trust game) where economic and reputational payoffs had to be balanced in order to increase personal welfare. At the behavioral level, females showed a stronger reaction to negative reputation judgments that led to higher cooperation than males, measured by back transfers in the game. The neuroanatomical counterpart of this gender difference was found within the reward network (engaged in producing expectations of positive results) and reputation-related brain networks, such as the self-control network (engaged in strategically resisting the temptation to defect) and the mentalizing network (engaged in thinking about how one is viewed by others), in which the dorsolateral prefrontal cortex (DLPFC) and the medial (M)PFC respectively play a crucial role. Furthermore, both DLPFC and MPFC activity correlated with the amount of back transfer, as well as with the personality dimensions assessed with the Big-Five Questionnaire (BFQ-2). Males, according to their greater DLPFC recruitment and their higher level of the BFQ-2 subscale of Dominance, were more focused on implementing a profit-maximizing strategy, pursuing this target irrespectively of others' judgments. On the contrary, females, according to their greater MPFC activity and their lower level of Dominance, were more focused on the reputation per se and not on the strategic component of reputation building. These findings shed light on the sexual dimorphism related to cooperative behavior and its neural correlates. PMID:25180581
First Born amplitude for transitions from a circular state to a state of large (l, m)
NASA Astrophysics Data System (ADS)
Dewangan, D. P.
2005-01-01
The use of cylindrical polar coordinates instead of the conventional spherical polar coordinates enables us to derive compact expressions of the first Born amplitude for some selected sets of transitions from an arbitrary initial circular \\big|\\psi_{n_i,n_i-1,n_i-1}\\big\\rangle state to a final \\big|\\psi_{n_f,l_f,m_f}\\big\\rangle state of large (lf, mf). The formulae for \\big|\\psi_{n_i,n_i-1,n_i-1}\\big\\rangle \\longrightarrow \\big|\\psi_{n_f,n_f-1,n_f-2}\\big\\rangle and \\big|\\psi_{n_i,n_i-1,n_i-1}\\big\\rangle \\longrightarrow \\big|\\psi_{n_f,n_f-1,n_f-3}\\big\\rangle transitions are expressed in terms of the Jacobi polynomials which serve as suitable starting points for constructing complete solutions over the bound energy levels of hydrogen-like atoms. The formulae for \\big|\\psi_{n_i,n_i-1,n_i-1}\\big\\rangle \\longrightarrow \\big|\\psi_{n_f,n_f-1,-(n_f-2)}\\big\\rangle and \\big|\\psi_{n_i,n_i-1,n_i-1}\\big\\rangle \\longrightarrow \\big|\\psi_{n_f,n_f-1,-(n_f-3)}\\big\\rangle transitions are in simple algebraic forms and are directly applicable to all possible values of ni and nf. It emerges that the method can be extended to evaluate the first Born amplitude for many other transitions involving states of large (l, m).
Cano-Terriza, D; Risalde, M A; Jiménez-Ruiz, S; Vicente, J; Isla, J; Paniagua, J; Moreno, I; Gortázar, C; Infantes-Lorenzo, J A; García-Bocanegra, I
2018-03-13
In recent decades, habitat change and the intensive management of wild ungulates for hunting have led to an increase in their populations in south-central Spain. This implies a higher generation of hunting waste, which can favour the transmission of infectious diseases, including tuberculosis (TB). The aim of this study was to assess the usefulness of the proper disposal of hunting waste as TB control measure in wild boar (Sus scrofa) and red deer (Cervus elaphus) during the 2008/2009 to 2016/2017 hunting seasons. Blood samples from 664 wild boar and 934 red deer were obtained in 14 game estates in two provinces in Andalusia (Area 1), where the disposal of hunting waste was implemented since the 2012/2013 hunting season. Besides, six game estates in the province of Ciudad Real, in Castilla-La Mancha (Area 2), an adjacent region where this management measure was not implemented during the studied period, were used as controls, sampling 277 wild boar and 427 red deer sera. The Mycobacterium tuberculosis complex (MTC), seroprevalence detected in wild boar from Area 1, was significantly higher before the disposal of big game hunting by-products (82.8%; 2008/2009-2012/2013) compared to the second period (61.8%; 2013/2014-2016/2017) (p < .001), after this control measure became established. By contrast, no significant differences between periods were found in wild boar (41.3% versus 44.8%; p = .33) and red deer (14.9% versus 11.6%; p = .19) from Area 2 as well as in red deer (10.8% versus 10.5%; p = .48) from Area 1. The proper disposal of hunting waste contributed to achieve a 25% reduction in MTC seroprevalence in wild boar. These results are of particular relevance regarding wild boar in the current context of re-emerging and emerging diseases such as TB and African Swine Fever in Europe. Further studies are needed to assess the effect of this measure on the health status of livestock and other wildlife species. © 2018 Blackwell Verlag GmbH.
Big Opportunities and Big Concerns of Big Data in Education
ERIC Educational Resources Information Center
Wang, Yinying
2016-01-01
Against the backdrop of the ever-increasing influx of big data, this article examines the opportunities and concerns over big data in education. Specifically, this article first introduces big data, followed by delineating the potential opportunities of using big data in education in two areas: learning analytics and educational policy. Then, the…
Big Data and Heath Impacts of Drinking Water Quality Violation
NASA Astrophysics Data System (ADS)
Allaire, M.; Zheng, S.; Lall, U.
2017-12-01
Health impacts of drinking water quality violations are only understood at a coarse level in the United States. This limits identification of threats to water security in communities across the country. Substantial under-reporting is suspected due to requirements at U.S. public health institutes that water borne illnesses be confirmed by health providers. In the era of `big data', emerging information sources could offer insight into waterborne disease trends. In this study, we explore the use of fine-resolution sales data for over-the-counter medicine to estimate the health impacts of drinking water quality violations. We also demonstrate how unreported water quality issues can be detected by observing market behavior. We match a panel of supermarket sales data for the U.S. at the weekly level with geocoded violations data from 2006-2015. We estimate the change in anti-diarrheal medicine sale due to drinking water violations using a fixed effects model. We find that water quality violations have considerable effects on medicine sales. Sales nearly double due to Tier 1 violations, which pose an immediate health risk, and sales increase 15.1 percent due to violations related to microorganisms. Furthermore, our estimate of diarrheal illness cases associated with water quality violations indicates that the Centers for Disease Control and Prevention (CDC) reporting system may only capture about one percent of diarrheal cases due to impaired water. Incorporating medicine sales data could offer national public health institutes a game-changing way to improve monitoring of disease outbreaks. Since many disease cases are not formally diagnosed by health providers, consumption information could provide additional information to remedy under-reporting issues and improve water security in communities across the United States.
NASA Astrophysics Data System (ADS)
Trenti, Michele
2017-08-01
Hubble's WFC3 has been a game changer for the study of early galaxy formation in the first 700 Myr after the Big Bang. Reliable samples of sources to redshift z 11, which can be discovered only from space, are now constraining the evolution of the galaxy luminosity function into the epoch of reionization. Unexpectedly but excitingly, the recent spectroscopic confirmations of L>L* galaxies at z>8.5 demonstrate that objects brighter than our own Galaxy are already present 500 Myr after the Big Bang, creating a challenge to current theoretical/numerical models that struggle to explain how galaxies can grow so luminous so quickly. Yet, the existing HST observations do not cover sufficient area, nor sample a large enough diversity of environments to provide an unbiased sample of sources, especially at z 9-11 where only a handful of bright candidates are known. To double this currently insufficient sample size, to constrain effectively the bright-end of the galaxy luminosity function at z 9-10, and to provide targets for follow-up imaging and spectroscopy with JWST, we propose a large-area pure-parallel survey that will discover the Brightest of Reionizing Galaxies (BoRG[4JWST]). We will observe 580 arcmin^2 over 125 sightlines in five WFC3 bands (0.35 to 1.7 micron) using high-quality pure-parallel opportunities available in the cycle (3 orbits or longer). These public observations will identify more than 80 intrinsically bright galaxies at z 8-11, investigate the connection between halo mass, star formation and feedback in progenitors of groups and clusters, and build HST lasting legacy of large-area, near-IR imaging.
Miyauchi, Yumi; Sakai, Satoshi; Maeda, Seiji; Shimojo, Nobutake; Watanabe, Shigeyuki; Honma, Satoshi; Kuga, Keisuke; Aonuma, Kazutaka; Miyauchi, Takashi
2012-10-15
Big endothelins (pro-endothelin; inactive-precursor) are converted to biologically active endothelins (ETs). Mammals and humans produce three ET family members: ET-1, ET-2 and ET-3, from three different genes. Although ET-1 is produced by vascular endothelial cells, these cells do not produce ET-3, which is produced by neuronal cells and organs such as the thyroid, salivary gland and the kidney. In patients with end-stage renal disease, abnormal vascular endothelial cell function and elevated plasma ET-1 and big ET-1 levels have been reported. It is unknown whether big ET-2 and big ET-3 plasma levels are altered in these patients. The purpose of the present study was to determine whether endogenous ET-1, ET-2, and ET-3 systems including big ETs are altered in patients with end-stage renal disease. We measured plasma levels of ET-1, ET-3 and big ET-1, big ET-2, and big ET-3 in patients on chronic hemodialysis (n=23) and age-matched healthy subjects (n=17). In patients on hemodialysis, plasma levels (measured just before hemodialysis) of both ET-1 and ET-3 and big ET-1, big ET-2, and big ET-3 were markedly elevated, and the increase was higher for big ETs (Big ET-1, 4-fold; big ET-2, 6-fold; big ET-3: 5-fold) than for ETs (ET-1, 1.7-fold; ET-3, 2-fold). In hemodialysis patients, plasma levels of the inactive precursors big ET-1, big ET-2, and big ET-3 levels are markedly increased, yet there is only a moderate increase in plasma levels of the active products, ET-1 and ET-3. This suggests that the activity of endothelin converting enzyme contributing to circulating levels of ET-1 and ET-3 may be decreased in patients on chronic hemodialysis. Copyright © 2012 Elsevier Inc. All rights reserved.
Big Data: Implications for Health System Pharmacy
Stokes, Laura B.; Rogers, Joseph W.; Hertig, John B.; Weber, Robert J.
2016-01-01
Big Data refers to datasets that are so large and complex that traditional methods and hardware for collecting, sharing, and analyzing them are not possible. Big Data that is accurate leads to more confident decision making, improved operational efficiency, and reduced costs. The rapid growth of health care information results in Big Data around health services, treatments, and outcomes, and Big Data can be used to analyze the benefit of health system pharmacy services. The goal of this article is to provide a perspective on how Big Data can be applied to health system pharmacy. It will define Big Data, describe the impact of Big Data on population health, review specific implications of Big Data in health system pharmacy, and describe an approach for pharmacy leaders to effectively use Big Data. A few strategies involved in managing Big Data in health system pharmacy include identifying potential opportunities for Big Data, prioritizing those opportunities, protecting privacy concerns, promoting data transparency, and communicating outcomes. As health care information expands in its content and becomes more integrated, Big Data can enhance the development of patient-centered pharmacy services. PMID:27559194
Big Data: Implications for Health System Pharmacy.
Stokes, Laura B; Rogers, Joseph W; Hertig, John B; Weber, Robert J
2016-07-01
Big Data refers to datasets that are so large and complex that traditional methods and hardware for collecting, sharing, and analyzing them are not possible. Big Data that is accurate leads to more confident decision making, improved operational efficiency, and reduced costs. The rapid growth of health care information results in Big Data around health services, treatments, and outcomes, and Big Data can be used to analyze the benefit of health system pharmacy services. The goal of this article is to provide a perspective on how Big Data can be applied to health system pharmacy. It will define Big Data, describe the impact of Big Data on population health, review specific implications of Big Data in health system pharmacy, and describe an approach for pharmacy leaders to effectively use Big Data. A few strategies involved in managing Big Data in health system pharmacy include identifying potential opportunities for Big Data, prioritizing those opportunities, protecting privacy concerns, promoting data transparency, and communicating outcomes. As health care information expands in its content and becomes more integrated, Big Data can enhance the development of patient-centered pharmacy services.
Collective benefits in traffic during mega events via the use of information technologies
Xu, Yanyan; González, Marta C.
2017-01-01
Information technologies today can inform each of us about the route with the shortest time, but they do not contain incentives to manage travellers such that we all get collective benefits in travel times. To that end we need travel demand estimates and target strategies to reduce the traffic volume from the congested roads during peak hours in a feasible way. During large events, the traffic inconveniences in large cities are unusually high, yet temporary, and the entire population may be more willing to adopt collective recommendations for collective benefits in traffic. In this paper, we integrate, for the first time, big data resources to estimate the impact of events on traffic and propose target strategies for collective good at the urban scale. In the context of the Olympic Games in Rio de Janeiro, we first predict the expected increase in traffic. To that end, we integrate data from mobile phones, Airbnb, Waze and transit information, with game schedules and expected attendance in each venue. Next, we evaluate different route choice scenarios for drivers during the peak hours. Finally, we gather information on the trips that contribute the most to the global congestion which could be redirected from vehicles to transit. Interestingly, we show that (i) following new route alternatives during the event with individual shortest times can save more collective travel time than keeping the routine routes used before the event, uncovering the positive value of information technologies during events; (ii) with only a small proportion of people selected from specific areas switching from driving to public transport, the collective travel time can be reduced to a great extent. Results are presented online for evaluation by the public and policymakers (www.flows-rio2016.com (last accessed 3 September 2017)). PMID:28404868
Collective benefits in traffic during mega events via the use of information technologies.
Xu, Yanyan; González, Marta C
2017-04-01
Information technologies today can inform each of us about the route with the shortest time, but they do not contain incentives to manage travellers such that we all get collective benefits in travel times. To that end we need travel demand estimates and target strategies to reduce the traffic volume from the congested roads during peak hours in a feasible way. During large events, the traffic inconveniences in large cities are unusually high, yet temporary, and the entire population may be more willing to adopt collective recommendations for collective benefits in traffic. In this paper, we integrate, for the first time, big data resources to estimate the impact of events on traffic and propose target strategies for collective good at the urban scale. In the context of the Olympic Games in Rio de Janeiro, we first predict the expected increase in traffic. To that end, we integrate data from mobile phones, Airbnb, Waze and transit information, with game schedules and expected attendance in each venue. Next, we evaluate different route choice scenarios for drivers during the peak hours. Finally, we gather information on the trips that contribute the most to the global congestion which could be redirected from vehicles to transit. Interestingly, we show that (i) following new route alternatives during the event with individual shortest times can save more collective travel time than keeping the routine routes used before the event, uncovering the positive value of information technologies during events; (ii) with only a small proportion of people selected from specific areas switching from driving to public transport, the collective travel time can be reduced to a great extent. Results are presented online for evaluation by the public and policymakers (www.flows-rio2016.com (last accessed 3 September 2017)). © 2017 The Author(s).
ERIC Educational Resources Information Center
Walford, Rex
Six games designed for classroom use are described in this book: 1) Shopping Game; 2) Bus Service Game; 3) North Sea Gas Game; 4) Railway Pioneers Game; 5) Development Game; and 6) Export Drive Game. The description of each game comprises a separate chapter, and includes information about the general aims of the game, how the various game elements…
How Big Are "Martin's Big Words"? Thinking Big about the Future.
ERIC Educational Resources Information Center
Gardner, Traci
"Martin's Big Words: The Life of Dr. Martin Luther King, Jr." tells of King's childhood determination to use "big words" through biographical information and quotations. In this lesson, students in grades 3 to 5 explore information on Dr. King to think about his "big" words, then they write about their own…
Bird habitat relationships along a Great Basin elevational gradient
Dean E. Medin; Bruce L. Welch; Warren P. Clary
2000-01-01
Bird censuses were taken on 11 study plots along an elevational gradient ranging from 5,250 to 11,400 feet. Each plot represented a different vegetative type or zone: shadscale, shadscale-Wyoming big sagebrush, Wyoming big sagebrush, Wyoming big sagebrush-pinyon/juniper, pinyon/juniper, pinyon/juniper-mountain big sagebrush, mountain big sagebrush, mountain big...
Lyons, Elizabeth J.; Tate, Deborah F.; Komoski, Stephanie E.; Carr, Philip M.; Ward, Dianne S.
2012-01-01
Background Some active video games have been found to promote physical activity adherence because of enjoyment. However, many active games are exercise themed, which may interfere with the distracting properties that make game-based exercise more enjoyable than traditional exercise. This study compared exercise-themed and game-themed active games to investigate differences in energy expenditure and enjoyment. Method Young adults (N = 100, 50 female, 55 overweight, aged 18–35 years) played two of four Wii Fit games (one aerobic game and one balance game per person) for 10 min each. Of the two aerobic games, one was exercise themed (jogging) and the other was game themed (hula hooping). Both balance games were game themed. Energy expenditure and enjoyment were measured. Results After adjustment for gender and weight, aerobic games produced 2.70 kcal/kg-1/h-1 (95% confidence interval 2.41, 3.00) greater energy expenditure than balance games (p < .001), but balance games were more enjoyable (p < .001). In aerobic games, jogging produced greater energy expenditure than hula hooping in normal-weight and male participants (p < .001); in overweight and female participants, no differences were found (p > .17). Hula hooping was enjoyed more than jogging (p = .008). Enjoyment predicted energy expenditure in aerobic games (B = 0.767, p = .010). Conclusions Aerobic games produced greater energy expenditure but lower enjoyment than balance games, and a game-themed aerobic game was found more enjoyable than an exercise-themed aerobic game. Integrating more strenuous activity into entertaining games instead of games that simply simulate exercise may be a fruitful avenue for active game development. PMID:22920810
Lyons, Elizabeth J; Tate, Deborah F; Komoski, Stephanie E; Carr, Philip M; Ward, Dianne S
2012-07-01
Some active video games have been found to promote physical activity adherence because of enjoyment. However, many active games are exercise themed, which may interfere with the distracting properties that make game-based exercise more enjoyable than traditional exercise. This study compared exercise-themed and game-themed active games to investigate differences in energy expenditure and enjoyment. Young adults (N = 100, 50 female, 55 overweight, aged 18-35 years) played two of four Wii Fit games (one aerobic game and one balance game per person) for 10 min each. Of the two aerobic games, one was exercise themed (jogging) and the other was game themed (hula hooping). Both balance games were game themed. Energy expenditure and enjoyment were measured. After adjustment for gender and weight, aerobic games produced 2.70 kcal/kg(-1)/h(-1) (95% confidence interval 2.41, 3.00) greater energy expenditure than balance games (p < .001), but balance games were more enjoyable (p < .001). In aerobic games, jogging produced greater energy expenditure than hula hooping in normal-weight and male participants (p < .001); in overweight and female participants, no differences were found (p > .17). Hula hooping was enjoyed more than jogging (p = .008). Enjoyment predicted energy expenditure in aerobic games (B = 0.767, p = .010). Aerobic games produced greater energy expenditure but lower enjoyment than balance games, and a game-themed aerobic game was found more enjoyable than an exercise-themed aerobic game. Integrating more strenuous activity into entertaining games instead of games that simply simulate exercise may be a fruitful avenue for active game development. © 2012 Diabetes Technology Society.
The Uses of Teaching Games in Game Theory Classes and Some Experimental Games.
ERIC Educational Resources Information Center
Shubik, Martin
2002-01-01
Discusses the use of lightly controlled games, primarily in classes in game theory. Considers the value of such games from the viewpoint of both teaching and experimentation and discusses context; control; pros and cons of games in teaching; experimental games; and games in class, including cooperative game theory. (Author/LRW)
The prevalence of problematic video gamers in the Netherlands.
Haagsma, Maria C; Pieterse, Marcel E; Peters, Oscar
2012-03-01
This study surveyed Dutch adolescents and adults about their video gaming behavior to assess the prevalence of problematic gaming. A representative national panel of 902 respondents aged 14 to 81 took part in the study. The results show that gaming in general is a wide-spread and popular activity among the Dutch population. Browser games (small games played via the internet) and offline casual games (e.g., offline card games) were reported as most popular type of game. Online games (e.g., massively multiplayer online role-playing games) are played by a relatively small part of the respondents, yet considerably more time is spent on these online games than on browser games, offline casual games, and offline games (e.g., offline racing games). The prevalence of problematic gaming in the total sample is 1.3 percent. Among adolescents and young adults problematic gaming occurs in 3.3 percent of cases. Particularly male adolescents seem to be more vulnerable to developing problematic gaming habits.
Dutch children and parents' views on active and non-active video gaming.
De Vet, Emely; Simons, Monique; Wesselman, Maarten
2014-06-01
Active video games that require whole body movement to play the game may be an innovative health promotion tool to substitute sedentary pastime with more active time and may therefore contribute to children's health. To inform strategies aimed at reducing sedentary behavior by replacing non-active by active gaming, opinions about active and non-active video games are explored among 8- to 12-year-old children and their parents. Six qualitative, semi-structured focus groups were held with 8- to 12-year-old children (n = 46) and four with their parents (n = 19) at three different primary schools in The Netherlands. The focus groups with children discussed game preferences, gaming context and perceived game-related parenting. The focus groups with parents addressed considerations in purchasing video games, perceived positive and negative consequences of gaming, and game-related parenting. Both children and their parents were very positive about active video games and preferred active games over non-active games. Active video games were considered more social than non-active video games, and active games were played more often together with friends and family than non-active video games. Parenting practices did not differ for active and non-active video games, although some parents were less strict regarding active games. Two conditions for practical implementation were met: children enjoyed active video games, and parents were willing to buy active video games. Active video games were preferred to non-active video games, illustrating that using active video games is a promising health promotion tool to reduce sedentary pastime in youth.
Benis, Arriel; Notea, Amos; Barkan, Refael
2018-01-01
"Disaster" means some surprising and misfortunate event. Its definition is broad and relates to complex environments. Medical Informatics approaches, methodologies and systems are used as a part of Disaster and Emergency Management systems. At the Holon Institute of Technology - HIT, Israel, in 2016 a National R&D Center: AFRAN was established to study the disaster's reduction aspects. The Center's designation is to investigate and produce new approaches, methodologies and to offer recommendations in the fields of disaster mitigation, preparedness, response and recovery and to disseminate disaster's knowledge. Adjoint to the Center a "Smart, Intelligent, and Adaptive Systems" laboratory (SIAS) was established with the goal to study the applications of Information and Communication Technologies (ICT) and Artificial Intelligence (AI) to Risk and Disaster Management (RDM). In this paper, we are redefining the concept of Disaster, pointing-out how ICT, AI, in the Big Data era, are central players in the RDM game. In addition we show the merit of the Center and lab combination to the benefit of the performed research projects.
Establishing lunar resource viability
NASA Astrophysics Data System (ADS)
Carpenter, J.; Fisackerly, R.; Houdou, B.
2016-11-01
Recent research has highlighted the potential of lunar resources as an important element of space exploration but their viability has not been demonstrated. Establishing whether or not they can be considered in future plans is a multidisciplinary effort, requiring scientific expertise and delivering scientific results. To this end various space agencies and private entities are looking to lunar resources, extracted and processed in situ, as a potentially game changing element in future space architectures, with the potential to increase scale and reduce cost. However, before any decisions can be made on the inclusion of resources in exploration roadmaps or future scenarios some big questions need to be answered about the viability of different resource deposits and the processes for extraction and utilisation. The missions and measurements that will be required to answer these questions, and which are being prepared by agencies and others, can only be performed through the engagement and support of the science community. In answering questions about resources, data and knowledge will be generated that is of fundamental scientific importance. In supporting resource prospecting missions the science community will de facto generate new scientific knowledge. Science enables exploration and exploration enables science.
Casarin, Roberto; Squazzoni, Flaminio
2013-01-01
This paper looks at the relationship between negative news and stock markets in times of global crisis, such as the 2008/2009 period. We analysed one year of front page banner headlines of three financial newspapers, the Wall Street Journal, Financial Times, and Il Sole24ore to examine the influence of bad news both on stock market volatility and dynamic correlation. Our results show that the press and markets influenced each other in generating market volatility and in particular, that the Wall Street Journal had a crucial effect both on the volatility and correlation between the US and foreign markets. We also found significant differences between newspapers in their interpretation of the crisis, with the Financial Times being significantly pessimistic even in phases of low market volatility. Our results confirm the reflexive nature of stock markets. When the situation is uncertain and unpredictable, market behaviour may even reflect qualitative, big picture, and subjective information such as streamers in a newspaper, whose economic and informative value is questionable. PMID:23861791
Pacini, R; Epstein, S
1999-06-01
A new version of the Rational-Experiential Inventory (REI), which measures rational and experiential thinking styles and includes subscales of self-reported ability and engagement, was examined in two studies. In Study 1, the two main scales were independent, and they and their subscales exhibited discriminant validity and contributed to the prediction of a variety of measures beyond the contribution of the Big Five scales. A rational thinking style was most strongly and directly related to Ego Strength, Openness, Conscientiousness, and favorable basic beliefs about the self and the world, and it was most strongly inversely related to Neuroticism and Conservatism. An experiential thinking style was most strongly directly related to Extraversion, Agreeableness, Favorable Relationships Beliefs, and Emotional Expressivity, and it was most strongly inversely related to Categorical Thinking, Distrust of Others, and Intolerance. In Study 2, a rational thinking style was inversely related and an experiential thinking style was unrelated to nonoptimal responses in a game of chance. It was concluded that the new REI is a significant improvement over the previous version and measures unique aspects of personality.
``Staying in Focus'' - An Online Optics Tutorial on the Eye
NASA Astrophysics Data System (ADS)
Hoeling, Barbara M.
2011-02-01
The human eye and its vision problems are often used as an entry subject and attention grabber in the teaching of geometrical optics. While this is a real-life application students can relate to, it is difficult to visualize how the eye forms images by studying the still pictures and drawings in a textbook. How to draw a principal ray diagram or how to calculate the image distance from a given object distance and focal length might be clear to most students after studying the book, but even then they often lack an understanding of the "big picture." Where is the image of a very far away object located? How come we can see both far away and close-by objects focused (although not simultaneously)? Computer animations,2 popular with our computer-game savvy students, provide considerably more information than the still images, especially if they allow the user to manipulate parameters and to observe the outcome of a "virtual" experiment. However, as stand-alone learning tools, they often don't provide the students with the necessary physics background or instruction on how to use them.
Length-weight relationship of northern pike, Esox lucius, from East Harbor, Ohio
Brown, Edward H.; Clark, Clarence F.
1965-01-01
The northern pike is one of Ohio's largest game fish but is well known to comparatively few anglers. Large numbers of the big fish spawn in the Ohio marshes adjacent to Lake Erie. Movements related to spawning reach a peak in late March or early April. Later the spawning population disperses and is seldom represented in catches by experimental gear or by anglers. The short period of availability was used to obtain life history information in March of 1951 through 1953. No comprehensive length-weight data for this species have previously been published from this area. East Harbor is a sandspit pond separated from Lake Erie by a large sand bar. Waters and fish populations of the harbor and lake can mix freely through a permanent connecting channel. The larger part of the 850 surface acres of the harbor is normally less than 8 feet deep. The male northern pike averaged 20.5 inches in length and ranged from 13.5 to 28.5 inches. The conspicuously larger females averaged 26.0 inches and ranged from 15.5 to 37.5 inches.
Ulnar nerve lesion at the wrist and sport: A report of 8 cases compared with 45 non-sport cases.
Seror, P
2015-04-01
Reporting clinical and electrodiagnostic characteristics of sport-related ulnar neuropathies at the wrist. Eight sport-related and 45 non-sport-related cases from 53 ulnar neuropathies at the wrist cases over 14 years. Sport-related ulnar neuropathies at the wrist cases were due to cycling (5 cases), kayaking (2 cases), and big-game fishing (1 case). No patient had sensory complaints in ulnar digits, and all had motor impairment. Conduction across the wrist with recording on the first dorsal interosseous muscle was impaired in all cases, with conduction block in 5. Two cyclists showed bilateral ulnar neuropathies at the wrist. All cases recovered within 2 to 6 months with sport discontinuation. Distal lesions of the deep motor branch were more frequent in sport- than non-sport-related cases. The 8 sport-related ulnar neuropathies at the wrist cases involved the deep motor branch. Conduction study to the first dorsal interosseous muscle across the wrist is the key to electrodiagnostics. Bilateral cases in cyclists does not require wrist imaging. Copyright © 2015 Elsevier Masson SAS. All rights reserved.
Bamidis, Panagiotis D; Paraskevopoulos, Evangelos; Konstantinidis, Evdokimos; Spachos, Dimitris; Billis, Antonis
2017-01-01
Smoking is the largest avoidable cause of preventable morbidity worldwide. It causes most of the cases of lung cancer and chronic obstructive pulmonary disease (COPD) and contributes to the development of other lung diseases. SmokeFreeBrain aims to address the effectiveness of a multi-level variety of interventions aiming at smoking cessation in high risk target groups within High Middle Income Countries (HMIC) such as unemployed young adults, COPD and asthma patients, and within the general population in Low-Middle Income Countries (LMIC). The project addresses existing approaches aimed to prevent lung diseases caused by tobacco while developing new treatments and evaluating: (i) Public Service Announcement (PSA) against smoking, (ii) the use of electronic cigarettes, (iii) neurofeedback protocols against smoking addiction, (iv) a specifically developed intervention protocol based on behavioral therapy, social media/mobile apps and short text messages (sms) and (v) pharmacologic interventions. Emphasis in this paper, however, is placed on the e-heath, m-health, open (big) data, mobile game and neuroscientific challenges and developments upon facilitating the aforementioned interventions.
Casarin, Roberto; Squazzoni, Flaminio
2013-01-01
This paper looks at the relationship between negative news and stock markets in times of global crisis, such as the 2008/2009 period. We analysed one year of front page banner headlines of three financial newspapers, the Wall Street Journal, Financial Times, and Il Sole24ore to examine the influence of bad news both on stock market volatility and dynamic correlation. Our results show that the press and markets influenced each other in generating market volatility and in particular, that the Wall Street Journal had a crucial effect both on the volatility and correlation between the US and foreign markets. We also found significant differences between newspapers in their interpretation of the crisis, with the Financial Times being significantly pessimistic even in phases of low market volatility. Our results confirm the reflexive nature of stock markets. When the situation is uncertain and unpredictable, market behaviour may even reflect qualitative, big picture, and subjective information such as streamers in a newspaper, whose economic and informative value is questionable.
Männikkö, Niko; Ruotsalainen, Heidi; Demetrovics, Zsolt; Lopez-Fernandez, Olatz; Myllymäki, Laura; Miettunen, Jouko; Kääriäinen, Maria
2017-09-14
Multiplatform digital media use and gaming have been increased in recent years. The aim of this study was to examine associations between sociodemographics and digital gaming behavior characteristics (i.e., gaming time, medium, and genres) with problematic gaming behavior in adolescents. A convenience sample of Finnish junior high school students (n = 560; mean age 14 years, ranging from 12 to 16 years) participated in the cross-sectional survey, of which, 83% (n = 465) reported having played digital games regularly. Sociodemographic data, different forms of digital media use, gaming behavior characteristics and problematic gaming behavior was assessed. Study participants spent on average one hour per day playing digital games; casual games (23.9%), shooting games (19.8%), and sport games (12.9%), were the most popular games among participants. By using regression analysis, a blended family structure and gaming time related positively to problematic gaming behavior. Preferences for game genres such as solo, Massively Multiplayer Online Role-Playing and strategy-management games were also positively associated with problematic use of digital games. These findings provide knowledge that can be utilized in the prevention of the possible negative consequences of digital gaming.
Seeding considerations in restoring big sagebrush habitat
Scott M. Lambert
2005-01-01
This paper describes methods of managing or seeding to restore big sagebrush communities for wildlife habitat. The focus is on three big sagebrush subspecies, Wyoming big sagebrush (Artemisia tridentata ssp. wyomingensis), basin big sagebrush (Artemisia tridentata ssp. tridentata), and mountain...
Toward a Literature-Driven Definition of Big Data in Healthcare
Baro, Emilie; Degoul, Samuel; Beuscart, Régis; Chazard, Emmanuel
2015-01-01
Objective. The aim of this study was to provide a definition of big data in healthcare. Methods. A systematic search of PubMed literature published until May 9, 2014, was conducted. We noted the number of statistical individuals (n) and the number of variables (p) for all papers describing a dataset. These papers were classified into fields of study. Characteristics attributed to big data by authors were also considered. Based on this analysis, a definition of big data was proposed. Results. A total of 196 papers were included. Big data can be defined as datasets with Log(n∗p) ≥ 7. Properties of big data are its great variety and high velocity. Big data raises challenges on veracity, on all aspects of the workflow, on extracting meaningful information, and on sharing information. Big data requires new computational methods that optimize data management. Related concepts are data reuse, false knowledge discovery, and privacy issues. Conclusion. Big data is defined by volume. Big data should not be confused with data reuse: data can be big without being reused for another purpose, for example, in omics. Inversely, data can be reused without being necessarily big, for example, secondary use of Electronic Medical Records (EMR) data. PMID:26137488
Toward a Literature-Driven Definition of Big Data in Healthcare.
Baro, Emilie; Degoul, Samuel; Beuscart, Régis; Chazard, Emmanuel
2015-01-01
The aim of this study was to provide a definition of big data in healthcare. A systematic search of PubMed literature published until May 9, 2014, was conducted. We noted the number of statistical individuals (n) and the number of variables (p) for all papers describing a dataset. These papers were classified into fields of study. Characteristics attributed to big data by authors were also considered. Based on this analysis, a definition of big data was proposed. A total of 196 papers were included. Big data can be defined as datasets with Log(n∗p) ≥ 7. Properties of big data are its great variety and high velocity. Big data raises challenges on veracity, on all aspects of the workflow, on extracting meaningful information, and on sharing information. Big data requires new computational methods that optimize data management. Related concepts are data reuse, false knowledge discovery, and privacy issues. Big data is defined by volume. Big data should not be confused with data reuse: data can be big without being reused for another purpose, for example, in omics. Inversely, data can be reused without being necessarily big, for example, secondary use of Electronic Medical Records (EMR) data.
Donati, Maria Anna; Chiesi, Francesca; Ammannato, Giulio; Primi, Caterina
2015-02-01
This study tested the predictive power of gaming versatility (i.e., the number of video game genres engaged in) on game addiction in male adolescents, controlling for time spent on gaming. Participants were 701 male adolescents attending high school (Mage=15.6 years). Analyses showed that pathological gaming was predicted not only by higher time spent on gaming, but also by participation in a greater number of video game genres. Specifically, the wider the array of video game genres played, the higher were the negative consequences caused by gaming. Findings show that versatility can be considered as one of the behavioral risk factors related to gaming addiction, which may be characterized by a composite and diversified experience with video games. This study suggests that educational efforts designed to prevent gaming addiction among youth may also be focused on adolescents' engagement in different video games.
76 FR 54415 - Proposed Flood Elevation Determinations
Federal Register 2010, 2011, 2012, 2013, 2014
2011-09-01
... following flooding sources: Bear Creek (backwater effects from Cumberland River), Big Renox Creek (backwater effects from Cumberland River), Big Whetstone Creek (backwater effects from Cumberland River), Big Willis... River), Big Renox Creek (backwater effects from Cumberland River), Big Whetstone Creek (backwater...
Rethinking big data: A review on the data quality and usage issues
NASA Astrophysics Data System (ADS)
Liu, Jianzheng; Li, Jie; Li, Weifeng; Wu, Jiansheng
2016-05-01
The recent explosive publications of big data studies have well documented the rise of big data and its ongoing prevalence. Different types of ;big data; have emerged and have greatly enriched spatial information sciences and related fields in terms of breadth and granularity. Studies that were difficult to conduct in the past time due to data availability can now be carried out. However, big data brings lots of ;big errors; in data quality and data usage, which cannot be used as a substitute for sound research design and solid theories. We indicated and summarized the problems faced by current big data studies with regard to data collection, processing and analysis: inauthentic data collection, information incompleteness and noise of big data, unrepresentativeness, consistency and reliability, and ethical issues. Cases of empirical studies are provided as evidences for each problem. We propose that big data research should closely follow good scientific practice to provide reliable and scientific ;stories;, as well as explore and develop techniques and methods to mitigate or rectify those 'big-errors' brought by big data.
Fuller, Daniel; Buote, Richard; Stanley, Kevin
2017-11-01
The volume and velocity of data are growing rapidly and big data analytics are being applied to these data in many fields. Population and public health researchers may be unfamiliar with the terminology and statistical methods used in big data. This creates a barrier to the application of big data analytics. The purpose of this glossary is to define terms used in big data and big data analytics and to contextualise these terms. We define the five Vs of big data and provide definitions and distinctions for data mining, machine learning and deep learning, among other terms. We provide key distinctions between big data and statistical analysis methods applied to big data. We contextualise the glossary by providing examples where big data analysis methods have been applied to population and public health research problems and provide brief guidance on how to learn big data analysis methods. © Article author(s) (or their employer(s) unless otherwise stated in the text of the article) 2017. All rights reserved. No commercial use is permitted unless otherwise expressly granted.
Rosa, Rafael D; Santini, Adrien; Fievet, Julie; Bulet, Philippe; Destoumieux-Garzón, Delphine; Bachère, Evelyne
2011-01-01
Big defensin is an antimicrobial peptide composed of a highly hydrophobic N-terminal region and a cationic C-terminal region containing six cysteine residues involved in three internal disulfide bridges. While big defensin sequences have been reported in various mollusk species, few studies have been devoted to their sequence diversity, gene organization and their expression in response to microbial infections. Using the high-throughput Digital Gene Expression approach, we have identified in Crassostrea gigas oysters several sequences coding for big defensins induced in response to a Vibrio infection. We showed that the oyster big defensin family is composed of three members (named Cg-BigDef1, Cg-BigDef2 and Cg-BigDef3) that are encoded by distinct genomic sequences. All Cg-BigDefs contain a hydrophobic N-terminal domain and a cationic C-terminal domain that resembles vertebrate β-defensins. Both domains are encoded by separate exons. We found that big defensins form a group predominantly present in mollusks and closer to vertebrate defensins than to invertebrate and fungi CSαβ-containing defensins. Moreover, we showed that Cg-BigDefs are expressed in oyster hemocytes only and follow different patterns of gene expression. While Cg-BigDef3 is non-regulated, both Cg-BigDef1 and Cg-BigDef2 transcripts are strongly induced in response to bacterial challenge. Induction was dependent on pathogen associated molecular patterns but not damage-dependent. The inducibility of Cg-BigDef1 was confirmed by HPLC and mass spectrometry, since ions with a molecular mass compatible with mature Cg-BigDef1 (10.7 kDa) were present in immune-challenged oysters only. From our biochemical data, native Cg-BigDef1 would result from the elimination of a prepropeptide sequence and the cyclization of the resulting N-terminal glutamine residue into a pyroglutamic acid. We provide here the first report showing that big defensins form a family of antimicrobial peptides diverse not only in terms of sequences but also in terms of genomic organization and regulation of gene expression.
Rosa, Rafael D.; Santini, Adrien; Fievet, Julie; Bulet, Philippe; Destoumieux-Garzón, Delphine; Bachère, Evelyne
2011-01-01
Background Big defensin is an antimicrobial peptide composed of a highly hydrophobic N-terminal region and a cationic C-terminal region containing six cysteine residues involved in three internal disulfide bridges. While big defensin sequences have been reported in various mollusk species, few studies have been devoted to their sequence diversity, gene organization and their expression in response to microbial infections. Findings Using the high-throughput Digital Gene Expression approach, we have identified in Crassostrea gigas oysters several sequences coding for big defensins induced in response to a Vibrio infection. We showed that the oyster big defensin family is composed of three members (named Cg-BigDef1, Cg-BigDef2 and Cg-BigDef3) that are encoded by distinct genomic sequences. All Cg-BigDefs contain a hydrophobic N-terminal domain and a cationic C-terminal domain that resembles vertebrate β-defensins. Both domains are encoded by separate exons. We found that big defensins form a group predominantly present in mollusks and closer to vertebrate defensins than to invertebrate and fungi CSαβ-containing defensins. Moreover, we showed that Cg-BigDefs are expressed in oyster hemocytes only and follow different patterns of gene expression. While Cg-BigDef3 is non-regulated, both Cg-BigDef1 and Cg-BigDef2 transcripts are strongly induced in response to bacterial challenge. Induction was dependent on pathogen associated molecular patterns but not damage-dependent. The inducibility of Cg-BigDef1 was confirmed by HPLC and mass spectrometry, since ions with a molecular mass compatible with mature Cg-BigDef1 (10.7 kDa) were present in immune-challenged oysters only. From our biochemical data, native Cg-BigDef1 would result from the elimination of a prepropeptide sequence and the cyclization of the resulting N-terminal glutamine residue into a pyroglutamic acid. Conclusions We provide here the first report showing that big defensins form a family of antimicrobial peptides diverse not only in terms of sequences but also in terms of genomic organization and regulation of gene expression. PMID:21980497
Paik, Soo-Hyun; Cho, Hyun; Chun, Ji-Won; Jeong, Jo-Eun; Kim, Dai-Jin
2017-12-05
Gaming behaviors have been significantly influenced by smartphones. This study was designed to explore gaming behaviors and clinical characteristics across different gaming device usage patterns and the role of the patterns on Internet gaming disorder (IGD). Responders of an online survey regarding smartphone and online game usage were classified by different gaming device usage patterns: (1) individuals who played only computer games; (2) individuals who played computer games more than smartphone games; (3) individuals who played computer and smartphone games evenly; (4) individuals who played smartphone games more than computer games; (5) individuals who played only smartphone games. Data on demographics, gaming-related behaviors, and scales for Internet and smartphone addiction, depression, anxiety disorder, and substance use were collected. Combined users, especially those who played computer and smartphone games evenly, had higher prevalence of IGD, depression, anxiety disorder, and substance use disorder. These subjects were more prone to develop IGD than reference group (computer only gamers) (B = 0.457, odds ratio = 1.579). Smartphone only gamers had the lowest prevalence of IGD, spent the least time and money on gaming, and showed lowest scores of Internet and smartphone addiction. Our findings suggest that gaming device usage patterns may be associated with the occurrence, course, and prognosis of IGD.
Cho, Hyun; Chun, Ji-Won; Jeong, Jo-Eun; Kim, Dai-Jin
2017-01-01
Gaming behaviors have been significantly influenced by smartphones. This study was designed to explore gaming behaviors and clinical characteristics across different gaming device usage patterns and the role of the patterns on Internet gaming disorder (IGD). Responders of an online survey regarding smartphone and online game usage were classified by different gaming device usage patterns: (1) individuals who played only computer games; (2) individuals who played computer games more than smartphone games; (3) individuals who played computer and smartphone games evenly; (4) individuals who played smartphone games more than computer games; (5) individuals who played only smartphone games. Data on demographics, gaming-related behaviors, and scales for Internet and smartphone addiction, depression, anxiety disorder, and substance use were collected. Combined users, especially those who played computer and smartphone games evenly, had higher prevalence of IGD, depression, anxiety disorder, and substance use disorder. These subjects were more prone to develop IGD than reference group (computer only gamers) (B = 0.457, odds ratio = 1.579). Smartphone only gamers had the lowest prevalence of IGD, spent the least time and money on gaming, and showed lowest scores of Internet and smartphone addiction. Our findings suggest that gaming device usage patterns may be associated with the occurrence, course, and prognosis of IGD. PMID:29206183
Energy cost and game flow of 5 exer-games in trained players.
Bronner, Shaw; Pinsker, Russell; Noah, J Adam
2013-05-01
To determine energy expenditure and player experience in exer-games designed for novel platforms. Energy cost of 7 trained players was measured in 5 music-based exer-games. Participants answered a questionnaire about "game flow," experience of enjoyment, and immersion in game play. Energy expenditure during game play ranged from moderate to vigorous intensity (4 - 9 MET). Participant achieved highest MET levels and game flow while playing StepMania and lowest MET levels and game flow when playing Wii Just Dance 3(®) and Kinect Dance Central™. Game flow scores positively correlated with MET levels. Physiological measurement and game flow testing during game development may help to optimize exer-game player activity and experience.
Big Data Analytics in Medicine and Healthcare.
Ristevski, Blagoj; Chen, Ming
2018-05-10
This paper surveys big data with highlighting the big data analytics in medicine and healthcare. Big data characteristics: value, volume, velocity, variety, veracity and variability are described. Big data analytics in medicine and healthcare covers integration and analysis of large amount of complex heterogeneous data such as various - omics data (genomics, epigenomics, transcriptomics, proteomics, metabolomics, interactomics, pharmacogenomics, diseasomics), biomedical data and electronic health records data. We underline the challenging issues about big data privacy and security. Regarding big data characteristics, some directions of using suitable and promising open-source distributed data processing software platform are given.
BigBWA: approaching the Burrows-Wheeler aligner to Big Data technologies.
Abuín, José M; Pichel, Juan C; Pena, Tomás F; Amigo, Jorge
2015-12-15
BigBWA is a new tool that uses the Big Data technology Hadoop to boost the performance of the Burrows-Wheeler aligner (BWA). Important reductions in the execution times were observed when using this tool. In addition, BigBWA is fault tolerant and it does not require any modification of the original BWA source code. BigBWA is available at the project GitHub repository: https://github.com/citiususc/BigBWA. © The Author 2015. Published by Oxford University Press. All rights reserved. For Permissions, please e-mail: journals.permissions@oup.com.
Simons, Monique; de Vet, Emely; Chinapaw, Mai Jm; de Boer, Michiel; Seidell, Jacob C; Brug, Johannes
2014-04-04
Playing video games contributes substantially to sedentary behavior in youth. A new generation of video games-active games-seems to be a promising alternative to sedentary games to promote physical activity and reduce sedentary behavior. At this time, little is known about correlates of active and non-active gaming among adolescents. The objective of this study was to examine potential personal, social, and game-related correlates of both active and non-active gaming in adolescents. A survey assessing game behavior and potential personal, social, and game-related correlates was conducted among adolescents (12-16 years, N=353) recruited via schools. Multivariable, multilevel logistic regression analyses, adjusted for demographics (age, sex and educational level of adolescents), were conducted to examine personal, social, and game-related correlates of active gaming ≥1 hour per week (h/wk) and non-active gaming >7 h/wk. Active gaming ≥1 h/wk was significantly associated with a more positive attitude toward active gaming (OR 5.3, CI 2.4-11.8; P<.001), a less positive attitude toward non-active games (OR 0.30, CI 0.1-0.6; P=.002), a higher score on habit strength regarding gaming (OR 1.9, CI 1.2-3.2; P=.008) and having brothers/sisters (OR 6.7, CI 2.6-17.1; P<.001) and friends (OR 3.4, CI 1.4-8.4; P=.009) who spend more time on active gaming and a little bit lower score on game engagement (OR 0.95, CI 0.91-0.997; P=.04). Non-active gaming >7 h/wk was significantly associated with a more positive attitude toward non-active gaming (OR 2.6, CI 1.1-6.3; P=.035), a stronger habit regarding gaming (OR 3.0, CI 1.7-5.3; P<.001), having friends who spend more time on non-active gaming (OR 3.3, CI 1.46-7.53; P=.004), and a more positive image of a non-active gamer (OR 2, CI 1.07-3.75; P=.03). Various factors were significantly associated with active gaming ≥1 h/wk and non-active gaming >7 h/wk. Active gaming is most strongly (negatively) associated with attitude with respect to non-active games, followed by observed active game behavior of brothers and sisters and attitude with respect to active gaming (positive associations). On the other hand, non-active gaming is most strongly associated with observed non-active game behavior of friends, habit strength regarding gaming and attitude toward non-active gaming (positive associations). Habit strength was a correlate of both active and non-active gaming, indicating that both types of gaming are habitual behaviors. Although these results should be interpreted with caution because of the limitations of the study, they do provide preliminary insights into potential correlates of active and non-active gaming that can be used for further research as well as preliminary direction for the development of effective intervention strategies for replacing non-active gaming by active gaming among adolescents.
Big data processing in the cloud - Challenges and platforms
NASA Astrophysics Data System (ADS)
Zhelev, Svetoslav; Rozeva, Anna
2017-12-01
Choosing the appropriate architecture and technologies for a big data project is a difficult task, which requires extensive knowledge in both the problem domain and in the big data landscape. The paper analyzes the main big data architectures and the most widely implemented technologies used for processing and persisting big data. Clouds provide for dynamic resource scaling, which makes them a natural fit for big data applications. Basic cloud computing service models are presented. Two architectures for processing big data are discussed, Lambda and Kappa architectures. Technologies for big data persistence are presented and analyzed. Stream processing as the most important and difficult to manage is outlined. The paper highlights main advantages of cloud and potential problems.
Game injuries in relation to game schedules in the National Basketball Association.
Teramoto, Masaru; Cross, Chad L; Cushman, Daniel M; Maak, Travis G; Petron, David J; Willick, Stuart E
2017-03-01
Injury management is critical in the National Basketball Association (NBA), as players experience a wide variety of injuries. Recently, it has been suggested that game schedules, such as back-to-back games and four games in five days, increase the risk of injuries in the NBA. The aim of this study was to examine the association between game schedules and player injuries in the NBA. Descriptive epidemiology study. The present study analyzed game injuries and game schedules in the 2012-13 through 2014-15 regular seasons. Game injuries by game schedules and players' profiles were examined using an exact binomial test, the Fisher's exact test and the Mann-Whitney-Wilcoxon test. A Poisson regression analysis was performed to predict the number of game injuries sustained by each player from game schedules and injured players' profiles. There were a total of 681 cases of game injuries sustained by 280 different players during the three years (total N=1443 players). Playing back-to-back games or playing four games in five days alone was not associated with an increased rate of game injuries, whereas a significant positive association was found between game injuries and playing away from home (p<0.05). Playing back-to-back games and away games were significant predictors of frequent game injuries (p<0.05). Game schedules could be one factor that impacts the risk of game injuries in the NBA. The findings could be useful for designing optimal game schedules in the NBA as well as helping NBA teams make adjustments to minimize game injuries. Copyright © 2016 Sports Medicine Australia. Published by Elsevier Ltd. All rights reserved.
Kazakova, Snezhanka; Cauberghe, Veroline; Pandelaere, Mario; De Pelsmacker, Patrick
2014-01-01
The current study explores how competition and gaming expertise affect the satisfaction of competence needs and gaming gratifications. We demonstrate that competition moderates the effect of gaming expertise on the satisfaction of competence needs, which in turn affects game enjoyment and replay intention. Gaming expertise predicted players' need satisfaction, game enjoyment, and replay intention significantly better in a competitive compared to a noncompetitive context. The effect of gaming expertise on game enjoyment and replay intention was, furthermore, mediated by the satisfaction of competence needs. Finally, gaming expertise positively affected the importance of competition for players' self-esteem only in the competitive gaming context. The present findings demonstrate the importance of competition and gaming expertise for the satisfaction of competence needs, gaming gratifications, and the pursuit of self-esteem during gameplay, attesting to the applicability of self-determination theory to gaming contexts.
Peek, N; Holmes, J H; Sun, J
2014-08-15
To review technical and methodological challenges for big data research in biomedicine and health. We discuss sources of big datasets, survey infrastructures for big data storage and big data processing, and describe the main challenges that arise when analyzing big data. The life and biomedical sciences are massively contributing to the big data revolution through secondary use of data that were collected during routine care and through new data sources such as social media. Efficient processing of big datasets is typically achieved by distributing computation over a cluster of computers. Data analysts should be aware of pitfalls related to big data such as bias in routine care data and the risk of false-positive findings in high-dimensional datasets. The major challenge for the near future is to transform analytical methods that are used in the biomedical and health domain, to fit the distributed storage and processing model that is required to handle big data, while ensuring confidentiality of the data being analyzed.
Huang, Xiuzhen; Jennings, Steven F; Bruce, Barry; Buchan, Alison; Cai, Liming; Chen, Pengyin; Cramer, Carole L; Guan, Weihua; Hilgert, Uwe Kk; Jiang, Hongmei; Li, Zenglu; McClure, Gail; McMullen, Donald F; Nanduri, Bindu; Perkins, Andy; Rekepalli, Bhanu; Salem, Saeed; Specker, Jennifer; Walker, Karl; Wunsch, Donald; Xiong, Donghai; Zhang, Shuzhong; Zhang, Yu; Zhao, Zhongming; Moore, Jason H
2015-01-01
Whether your interests lie in scientific arenas, the corporate world, or in government, you have certainly heard the praises of big data: Big data will give you new insights, allow you to become more efficient, and/or will solve your problems. While big data has had some outstanding successes, many are now beginning to see that it is not the Silver Bullet that it has been touted to be. Here our main concern is the overall impact of big data; the current manifestation of big data is constructing a Maginot Line in science in the 21st century. Big data is not "lots of data" as a phenomena anymore; The big data paradigm is putting the spirit of the Maginot Line into lots of data. Big data overall is disconnecting researchers and science challenges. We propose No-Boundary Thinking (NBT), applying no-boundary thinking in problem defining to address science challenges.
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.
Zhou, C; Li, C; Li, D; Wang, Y; Shao, W; You, Y; Peng, J; Zhang, X; Lu, L; Shen, X
2013-12-19
The elongation of neuron is highly dependent on membrane trafficking. Brefeldin A (BFA)-inhibited guanine nucleotide-exchange protein 1 (BIG1) functions in the membrane trafficking between the Golgi apparatus and the plasma membrane. BFA, an uncompetitive inhibitor of BIG1 can inhibit neurite outgrowth and polarity development. In this study, we aimed to define the possible role of BIG1 in neurite development and to further investigate the potential mechanism. By immunostaining, we found that BIG1 was extensively colocalized with synaptophysin, a marker for synaptic vesicles in soma and partly in neurites. The amount of both protein and mRNA of BIG1 were up-regulated during rat brain development. BIG1 depletion significantly decreased the neurite length and inhibited the phosphorylation of phosphatidylinositide 3-kinase (PI3K) and protein kinase B (AKT). Inhibition of BIG1 guanine nucleotide-exchange factor (GEF) activity by BFA or overexpression of the dominant-negative BIG1 reduced PI3K and AKT phosphorylation, indicating regulatory effects of BIG1 on PI3K-AKT signaling pathway is dependent on its GEF activity. BIG1 siRNA or BFA treatment also significantly reduced extracellular signal-regulated kinase (ERK) phosphorylation. Overexpression of wild-type BIG1 significantly increased ERK phosphorylation, but the dominant-negative BIG1 had no effect on ERK phosphorylation, indicating the involvement of BIG1 in ERK signaling regulation may not be dependent on its GEF activity. Our result identified a novel function of BIG1 in neurite development. The newly recognized function integrates the function of BIG1 in membrane trafficking with the activation of PI3K-AKT and ERK signaling pathways which are critical in neurite development. Copyright © 2013 IBRO. Published by Elsevier Ltd. All rights reserved.
de Vet, Emely; Chinapaw, Mai JM; de Boer, Michiel; Seidell, Jacob C; Brug, Johannes
2014-01-01
Background Playing video games contributes substantially to sedentary behavior in youth. A new generation of video games—active games—seems to be a promising alternative to sedentary games to promote physical activity and reduce sedentary behavior. At this time, little is known about correlates of active and non-active gaming among adolescents. Objective The objective of this study was to examine potential personal, social, and game-related correlates of both active and non-active gaming in adolescents. Methods A survey assessing game behavior and potential personal, social, and game-related correlates was conducted among adolescents (12-16 years, N=353) recruited via schools. Multivariable, multilevel logistic regression analyses, adjusted for demographics (age, sex and educational level of adolescents), were conducted to examine personal, social, and game-related correlates of active gaming ≥1 hour per week (h/wk) and non-active gaming >7 h/wk. Results Active gaming ≥1 h/wk was significantly associated with a more positive attitude toward active gaming (OR 5.3, CI 2.4-11.8; P<.001), a less positive attitude toward non-active games (OR 0.30, CI 0.1-0.6; P=.002), a higher score on habit strength regarding gaming (OR 1.9, CI 1.2-3.2; P=.008) and having brothers/sisters (OR 6.7, CI 2.6-17.1; P<.001) and friends (OR 3.4, CI 1.4-8.4; P=.009) who spend more time on active gaming and a little bit lower score on game engagement (OR 0.95, CI 0.91-0.997; P=.04). Non-active gaming >7 h/wk was significantly associated with a more positive attitude toward non-active gaming (OR 2.6, CI 1.1-6.3; P=.035), a stronger habit regarding gaming (OR 3.0, CI 1.7-5.3; P<.001), having friends who spend more time on non-active gaming (OR 3.3, CI 1.46-7.53; P=.004), and a more positive image of a non-active gamer (OR 2, CI 1.07–3.75; P=.03). Conclusions Various factors were significantly associated with active gaming ≥1 h/wk and non-active gaming >7 h/wk. Active gaming is most strongly (negatively) associated with attitude with respect to non-active games, followed by observed active game behavior of brothers and sisters and attitude with respect to active gaming (positive associations). On the other hand, non-active gaming is most strongly associated with observed non-active game behavior of friends, habit strength regarding gaming and attitude toward non-active gaming (positive associations). Habit strength was a correlate of both active and non-active gaming, indicating that both types of gaming are habitual behaviors. Although these results should be interpreted with caution because of the limitations of the study, they do provide preliminary insights into potential correlates of active and non-active gaming that can be used for further research as well as preliminary direction for the development of effective intervention strategies for replacing non-active gaming by active gaming among adolescents. PMID:25654657
An Unofficial Guide to Web-Based Instructional Gaming and Simulation Resources.
ERIC Educational Resources Information Center
Kirk, James J.
Games and digital-based games and simulations are slowly becoming an accepted learning strategy. Public school teachers, college professors, corporate trainers, and military trainers are embracing games as an effective means of motivating learners and teaching complex concepts. Popular games include action games, adventure games,arcade games,…
Violence in Teen-Rated Video Games
Haninger, Kevin; Ryan, M. Seamus; Thompson, Kimberly M
2004-01-01
Context: Children's exposure to violence in the media remains a source of public health concern; however, violence in video games rated T (for “Teen”) by the Entertainment Software Rating Board (ESRB) has not been quantified. Objective: To quantify and characterize the depiction of violence and blood in T-rated video games. According to the ESRB, T-rated video games may be suitable for persons aged 13 years and older and may contain violence, mild or strong language, and/or suggestive themes. Design: We created a database of all 396 T-rated video game titles released on the major video game consoles in the United States by April 1, 2001 to identify the distribution of games by genre and to characterize the distribution of content descriptors for violence and blood assigned to these games. We randomly sampled 80 game titles (which included 81 games because 1 title included 2 separate games), played each game for at least 1 hour, and quantitatively assessed the content. Given the release of 2 new video game consoles, Microsoft Xbox and Nintendo GameCube, and a significant number of T-rated video games released after we drew our random sample, we played and assessed 9 additional games for these consoles. Finally, we assessed the content of 2 R-rated films, The Matrix and The Matrix: Reloaded, associated with the T-rated video game Enter the Matrix. Main Outcome Measures: Game genre; percentage of game play depicting violence; depiction of injury; depiction of blood; number of human and nonhuman fatalities; types of weapons used; whether injuring characters, killing characters, or destroying objects is rewarded or is required to advance in the game; and content that may raise concerns about marketing T-rated video games to children. Results: Based on analysis of the 396 T-rated video game titles, 93 game titles (23%) received content descriptors for both violence and blood, 280 game titles (71%) received only a content descriptor for violence, 9 game titles (2%) received only a content descriptor for blood, and 14 game titles (4%) received no content descriptors for violence or blood. In the random sample of 81 T-rated video games we played, 79 games (98%) involved intentional violence for an average of 36% of game play time, and 34 games (42%) contained blood. More than half of the games (51%) depicted 5 or more types of weapons, with players able to select weapons in 48 games (59%). We observed 37 games (46%) that rewarded or required the player to destroy objects, 73 games (90%) that rewarded or required the player to injure characters, and 56 games (69%) that rewarded or required the player to kill. We observed a total of 11,499 character deaths in the 81 games, occurring at an average rate of 122 deaths per hour of game play (range 0 to 1310). This included 5689 human deaths, occurring at an average rate of 61 human deaths per hour of game play (range 0 to 1291). Overall, we identified 44 games (54%) that depicted deaths to nonhuman characters and 51 games (63%) that depicted deaths to human characters, including the player. Conclusions: Content analysis suggests a significant amount of violence, injury, and death in T-rated video games. Given the large amount of violence involving guns and knives, the relative lack of blood suggests that many T-rated video games do not realistically portray the consequences of violence. Physicians and parents should appreciate that T-rated video games may be a source of exposure to violence and some unexpected content for children and adolescents, and that the majority of T-rated video games provide incentives to the players to commit simulated acts of violence. PMID:15208514
Violence in teen-rated video games.
Haninger, Kevin; Ryan, M Seamus; Thompson, Kimberly M
2004-03-11
Children's exposure to violence in the media remains a source of public health concern; however, violence in video games rated T (for "Teen") by the Entertainment Software Rating Board (ESRB) has not been quantified. To quantify and characterize the depiction of violence and blood in T-rated video games. According to the ESRB, T-rated video games may be suitable for persons aged 13 years and older and may contain violence, mild or strong language, and/or suggestive themes. We created a database of all 396 T-rated video game titles released on the major video game consoles in the United States by April 1, 2001 to identify the distribution of games by genre and to characterize the distribution of content descriptors for violence and blood assigned to these games. We randomly sampled 80 game titles (which included 81 games because 1 title included 2 separate games), played each game for at least 1 hour, and quantitatively assessed the content. Given the release of 2 new video game consoles, Microsoft Xbox and Nintendo GameCube, and a significant number of T-rated video games released after we drew our random sample, we played and assessed 9 additional games for these consoles. Finally, we assessed the content of 2 R-rated films, The Matrix and The Matrix: Reloaded, associated with the T-rated video game Enter the Matrix. Game genre; percentage of game play depicting violence; depiction of injury; depiction of blood; number of human and nonhuman fatalities; types of weapons used; whether injuring characters, killing characters, or destroying objects is rewarded or is required to advance in the game; and content that may raise concerns about marketing T-rated video games to children. Based on analysis of the 396 T-rated video game titles, 93 game titles (23%) received content descriptors for both violence and blood, 280 game titles (71%) received only a content descriptor for violence, 9 game titles (2%) received only a content descriptor for blood, and 14 game titles (4%) received no content descriptors for violence or blood. In the random sample of 81 T-rated video games we played, 79 games (98%) involved intentional violence for an average of 36% of game play time, and 34 games (42%) contained blood. More than half of the games (51%) depicted 5 or more types of weapons, with players able to select weapons in 48 games (59%). We observed 37 games (46%) that rewarded or required the player to destroy objects, 73 games (90%) that rewarded or required the player to injure characters, and 56 games (69%) that rewarded or required the player to kill. We observed a total of 11,499 character deaths in the 81 games, occurring at an average rate of 122 deaths per hour of game play (range 0 to 1310). This included 5689 human deaths, occurring at an average rate of 61 human deaths per hour of game play (range 0 to 1291). Overall, we identified 44 games (54%) that depicted deaths to nonhuman characters and 51 games (63%) that depicted deaths to human characters, including the player. Content analysis suggests a significant amount of violence, injury, and death in T-rated video games. Given the large amount of violence involving guns and knives, the relative lack of blood suggests that many T-rated video games do not realistically portray the consequences of violence. Physicians and parents should appreciate that T-rated video games may be a source of exposure to violence and some unexpected content for children and adolescents, and that the majority of T-rated video games provide incentives to the players to commit simulated acts of violence.
Measuring the Promise of Big Data Syllabi
ERIC Educational Resources Information Center
Friedman, Alon
2018-01-01
Growing interest in Big Data is leading industries, academics and governments to accelerate Big Data research. However, how teachers should teach Big Data has not been fully examined. This article suggests criteria for redesigning Big Data syllabi in public and private degree-awarding higher education establishments. The author conducted a survey…
Opportunity and Challenges for Migrating Big Data Analytics in Cloud
NASA Astrophysics Data System (ADS)
Amitkumar Manekar, S.; Pradeepini, G., Dr.
2017-08-01
Big Data Analytics is a big word now days. As per demanding and more scalable process data generation capabilities, data acquisition and storage become a crucial issue. Cloud storage is a majorly usable platform; the technology will become crucial to executives handling data powered by analytics. Now a day’s trend towards “big data-as-a-service” is talked everywhere. On one hand, cloud-based big data analytics exactly tackle in progress issues of scale, speed, and cost. But researchers working to solve security and other real-time problem of big data migration on cloud based platform. This article specially focused on finding possible ways to migrate big data to cloud. Technology which support coherent data migration and possibility of doing big data analytics on cloud platform is demanding in natute for new era of growth. This article also gives information about available technology and techniques for migration of big data in cloud.
What Older People Like to Play: Genre Preferences and Acceptance of Casual Games.
Chesham, Alvin; Wyss, Patric; Müri, René Martin; Mosimann, Urs Peter; Nef, Tobias
2017-04-18
In recent computerized cognitive training studies, video games have emerged as a promising tool that can benefit cognitive function and well-being. Whereas most video game training studies have used first-person shooter (FPS) action video games, subsequent studies found that older adults dislike this type of game and generally prefer casual video games (CVGs), which are a subtype of video games that are easy to learn and use simple rules and interfaces. Like other video games, CVGs are organized into genres (eg, puzzle games) based on the rule-directed interaction with the game. Importantly, game genre not only influences the ease of interaction and cognitive abilities CVGs demand, but also affects whether older adults are willing to play any particular genre. To date, studies looking at how different CVG genres resonate with older adults are lacking. The aim of this study was to investigate how much older adults enjoy different CVG genres and how favorably their CVG characteristics are rated. A total of 16 healthy adults aged 65 years and above playtested 7 CVGs from 4 genres: casual action, puzzle, simulation, and strategy video games. Thereafter, they rated casual game preference and acceptance of casual game characteristics using 4 scales from the Core Elements of the Gaming Experience Questionnaire (CEGEQ). For this, participants rated how much they liked the game (enjoyment), understood the rules of the game (game-play), learned to manipulate the game (control), and make the game their own (ownership). Overall, enjoyment and acceptance of casual game characteristics was high and significantly above the midpoint of the rating scale for all CVG genres. Mixed model analyses revealed that ratings of enjoyment and casual game characteristics were significantly influenced by CVG genre. Participants' mean enjoyment of casual puzzle games (mean 0.95 out of 1.00) was significantly higher than that for casual simulation games (mean 0.75 and 0.73). For casual game characteristics, casual puzzle and simulation games were given significantly higher game-play ratings than casual action games. Similarly, participants' control ratings for casual puzzle games were significantly higher than that for casual action and simulation games. Finally, ownership was rated significantly higher for casual puzzle and strategy games than for casual action games. The findings of this study show that CVGs have characteristics that are suitable and enjoyable for older adults. In addition, genre was found to influence enjoyment and ratings of CVG characteristics, indicating that puzzle games are particularly easy to understand, learn, and play, and are enjoyable. Future studies should continue exploring the potential of CVG interventions for older adults in improving cognitive function, everyday functioning, and well-being. We see particular potential for CVGs in people suffering from cognitive impairment due to dementia or brain injury. ©Alvin Chesham, Patric Wyss, René Martin Müri, Urs Peter Mosimann, Tobias Nef. Originally published in JMIR Serious Games (http://games.jmir.org), 18.04.2017.
Inclusive Competitive Game Play Through Balanced Sensory Feedback.
Westin, Thomas; Söderström, David; Karlsson, Olov; Peiris, Ranil
2017-01-01
While game accessibility has improved significantly the last few years, there are still barriers for equal participation and multiplayer issues have been less researched. Game balance is here about making the game fair in a player versus player competitive game. One difficult design task is to balance the game to be fair regardless of visual or hearing capabilities, with clearly different requirements. This paper explores a tentative design method for enabling inclusive competitive game-play without individual adaptations of game rules that could spoil the game. The method involved applying a unified design method to design an unbalanced game, then modifying visual feedback as a hypothetical balanced design, and testing the game with totally 52 people with and without visual or hearing disabilities in three workshops. Game balance was evaluated based on score differences and less structured qualitative data, and a redesign of the game was made. Conclusions are a tentative method for balancing a multiplayer, competitive game without changing game rules and how the method can be applied.
Mobile Game for Learning Bacteriology
ERIC Educational Resources Information Center
Sugimura, Ryo; Kawazu, Sotaro; Tamari, Hiroki; Watanabe, Kodai; Nishimura, Yohei; Oguma, Toshiki; Watanabe, Katsushiro; Kaneko, Kosuke; Okada, Yoshihiro; Yoshida, Motofumi; Takano, Shigeru; Inoue, Hitoshi
2014-01-01
This paper treats serious games. Recently, one of the game genres called serious game has become popular, which has other purposes besides enjoyments like education, training and so on. Especially, learning games of the serious games seem very attractive for the age of video games so that the authors developed a mobile game for learning…
Math Games for the Young Child.
ERIC Educational Resources Information Center
Azzolino, Agnes
This is a textbook of games for children of ages two through seven. In each section, games are listed from the basic to the more sophisticated and advanced. The book contains sections addressing: (1) counting and counting games; (2) travel games; (3) card games; (4) board games; and (5) games and activities with other things. (PK)
Kuss, Daria J; Louws, Jorik; Wiers, Reinout W
2012-09-01
Recently, there have been growing concerns about excessive online gaming. Playing Massively Multiplayer Online Role-Playing Games (MMORPGs) appears to be particularly problematic, because these games require a high degree of commitment and time investment from the players to the detriment of occupational, social, and other recreational activities and relations. A number of gaming motives have been linked to excessive online gaming in adolescents and young adults. We assessed 175 current MMORPG players and 90 nonplayers using a Web-based questionnaire regarding their gaming behavior, problems as consequences of gaming, and game motivations and tested their statistical associations. Results indicated that (a) MMORPG players are significantly more likely to experience gaming-related problems relative to nonplayers, and that (b) the gaming motivations escapism and mechanics significantly predicted excessive gaming and appeared as stronger predictors than time investment in game. The findings support the necessity of using measures that distinguish between different types of online games. In addition, this study proves useful regarding the current discussion on establishing (online) gaming addiction as a diagnosis in future categorizations of psychopathology.
The effect of online violent video games on levels of aggression.
Hollingdale, Jack; Greitemeyer, Tobias
2014-01-01
In recent years the video game industry has surpassed both the music and video industries in sales. Currently violent video games are among the most popular video games played by consumers, most specifically First-Person Shooters (FPS). Technological advancements in game play experience including the ability to play online has accounted for this increase in popularity. Previous research, utilising the General Aggression Model (GAM), has identified that violent video games increase levels of aggression. Little is known, however, as to the effect of playing a violent video game online. Participants (N = 101) were randomly assigned to one of four experimental conditions; neutral video game--offline, neutral video game--online, violent video game--offline and violent video game--online. Following this they completed questionnaires to assess their attitudes towards the game and engaged in a chilli sauce paradigm to measure behavioural aggression. The results identified that participants who played a violent video game exhibited more aggression than those who played a neutral video game. Furthermore, this main effect was not particularly pronounced when the game was played online. These findings suggest that both playing violent video games online and offline compared to playing neutral video games increases aggression.
Clinical predictors of gaming abstinence in help-seeking adult problematic gamers.
King, Daniel L; Adair, Cam; Saunders, John B; Delfabbro, Paul H
2018-03-01
Research into the effectiveness of interventions for problematic gaming has been limited by a lack of data concerning the clinical characteristics of voluntary treatment-seekers; the nature and history of their gaming problems; and, their reasons for seeking help. The study aimed to identify variables predictive of short-term commitment to gaming abstinence following initial voluntary contact with an online help service. A total of 186 adult gamers with gaming-related problems were recruited online. Participants completed the DSM-5 Internet gaming disorder (IGD) checklist, Depression Anxiety Stress Scales-21, Internet Gaming Cognition Scale, Gaming Craving Scale, and Gaming Quality of Life Scale. A one-week follow up survey assessed adherence with intended gaming abstinence. Abstainers were less likely to have withdrawal symptoms and less likely to play action shooting games. Participants with mood symptoms (40% of the total) reported significantly more IGD symptoms, stronger maladaptive gaming cognitions (e.g., overvaluing game rewards), more previous occurrences of gaming problems, and poorer quality of life. However, mood symptoms did not predict abstinence from or continuation of gaming. Adults with gaming disorder seeking help to reduce their gaming may benefit initially from strategies that manage withdrawal and psychoeducation about riskier gaming activities. Copyright © 2018 Elsevier B.V. All rights reserved.
The effect of big endothelin-1 in the proximal tubule of the rat kidney
Beara-Lasić, Lada; Knotek, Mladen; Čejvan, Kenan; Jakšić, Ozren; Lasić, Zoran; Skorić, Boško; Brkljačić, Vera; Banfić, Hrvoje
1997-01-01
An obligatory step in the biosynthesis of endothelin-1 (ET-1) is the conversion of its inactive precursor, big ET-1, into the mature form by the action of specific, phosphoramidon-sensitive, endothelin converting enzyme(s) (ECE). Disparate effects of big ET-1 and ET-1 on renal tubule function suggest that big ET-1 might directly influence renal tubule function. Therefore, the role of the enzymatic conversion of big ET-1 into ET-1 in eliciting the functional response (generation of 1,2-diacylglycerol) to big ET-1 was studied in the rat proximal tubules.In renal cortical slices incubated with big ET-1, pretreatment with phosphoramidon (an ECE inhibitor) reduced tissue immunoreactive ET-1 to a level similar to that of cortical tissue not exposed to big ET-1. This confirms the presence and effectiveness of ECE inhibition by phosphoramidon.In freshly isolated proximal tubule cells, big ET-1 stimulated the generation of 1,2-diacylglycerol (DAG) in a time- and dose-dependent manner. Neither phosphoramidon nor chymostatin, a chymase inhibitor, influenced the generation of DAG evoked by big ET-1.Big ET-1-dependent synthesis of DAG was found in the brush-border membrane. It was unaffected by BQ123, an ETA receptor antagonist, but was blocked by bosentan, an ETA,B-nonselective endothelin receptor antagonist.These results suggest that the proximal tubule is a site for the direct effect of big ET-1 in the rat kidney. The effect of big ET-1 is confined to the brush-border membrane of the proximal tubule, which may be the site of big ET-1-sensitive receptors. PMID:9051300
Walker, Mirella; Vetter, Thomas
2016-04-01
General, spontaneous evaluations of strangers based on their faces have been shown to reflect judgments of these persons' intention and ability to harm. These evaluations can be mapped onto a 2D space defined by the dimensions trustworthiness (intention) and dominance (ability). Here we go beyond general evaluations and focus on more specific personality judgments derived from the Big Two and Big Five personality concepts. In particular, we investigate whether Big Two/Big Five personality judgments can be mapped onto the 2D space defined by the dimensions trustworthiness and dominance. Results indicate that judgments of the Big Two personality dimensions almost perfectly map onto the 2D space. In contrast, at least 3 of the Big Five dimensions (i.e., neuroticism, extraversion, and conscientiousness) go beyond the 2D space, indicating that additional dimensions are necessary to describe more specific face-based personality judgments accurately. Building on this evidence, we model the Big Two/Big Five personality dimensions in real facial photographs. Results from 2 validation studies show that the Big Two/Big Five are perceived reliably across different samples of faces and participants. Moreover, results reveal that participants differentiate reliably between the different Big Two/Big Five dimensions. Importantly, this high level of agreement and differentiation in personality judgments from faces likely creates a subjective reality which may have serious consequences for those being perceived-notably, these consequences ensue because the subjective reality is socially shared, irrespective of the judgments' validity. The methodological approach introduced here might prove useful in various psychological disciplines. (PsycINFO Database Record (c) 2016 APA, all rights reserved).
Computer Games as Instructional Tools.
ERIC Educational Resources Information Center
Bright, George W.; Harvey, John G.
1984-01-01
Defines games, instructional games, and computer instructional games; discusses several unique capabilities that facilitate game playing and may make computer games more attractive to students than noncomputer alternatives; and examines the potential disadvantages of using instructional computer games on a regular basis. (MBR)
Remote gaming on resource-constrained devices
NASA Astrophysics Data System (ADS)
Reza, Waazim; Kalva, Hari; Kaufman, Richard
2010-08-01
Games have become important applications on mobile devices. A mobile gaming approach known as remote gaming is being developed to support games on low cost mobile devices. In the remote gaming approach, the responsibility of rendering a game and advancing the game play is put on remote servers instead of the resource constrained mobile devices. The games rendered on the servers are encoded as video and streamed to mobile devices. Mobile devices gather user input and stream the commands back to the servers to advance game play. With this solution, mobile devices with video playback and network connectivity can become game consoles. In this paper we present the design and development of such a system and evaluate the performance and design considerations to maximize the end user gaming experience.
Cryptography for Big Data Security
2015-07-13
Cryptography for Big Data Security Book Chapter for Big Data: Storage, Sharing, and Security (3S) Distribution A: Public Release Ariel Hamlin1 Nabil...Email: arkady@ll.mit.edu ii Contents 1 Cryptography for Big Data Security 1 1.1 Introduction...48 Chapter 1 Cryptography for Big Data Security 1.1 Introduction With the amount
Health Informatics Scientists' Perception About Big Data Technology.
Minou, John; Routsis, Fotios; Gallos, Parisis; Mantas, John
2017-01-01
The aim of this paper is to present the perceptions of the Health Informatics Scientists about the Big Data Technology in Healthcare. An empirical study was conducted among 46 scientists to assess their knowledge about the Big Data Technology and their perceptions about using this technology in healthcare. Based on the study findings, 86.7% of the scientists had knowledge of Big data Technology. Furthermore, 59.1% of the scientists believed that Big Data Technology refers to structured data. Additionally, 100% of the population believed that Big Data Technology can be implemented in Healthcare. Finally, the majority does not know any cases of use of Big Data Technology in Greece while 57,8% of the them mentioned that they knew use cases of the Big Data Technology abroad.
What Older People Like to Play: Genre Preferences and Acceptance of Casual Games
Chesham, Alvin; Wyss, Patric; Müri, René Martin
2017-01-01
Background In recent computerized cognitive training studies, video games have emerged as a promising tool that can benefit cognitive function and well-being. Whereas most video game training studies have used first-person shooter (FPS) action video games, subsequent studies found that older adults dislike this type of game and generally prefer casual video games (CVGs), which are a subtype of video games that are easy to learn and use simple rules and interfaces. Like other video games, CVGs are organized into genres (eg, puzzle games) based on the rule-directed interaction with the game. Importantly, game genre not only influences the ease of interaction and cognitive abilities CVGs demand, but also affects whether older adults are willing to play any particular genre. To date, studies looking at how different CVG genres resonate with older adults are lacking. Objective The aim of this study was to investigate how much older adults enjoy different CVG genres and how favorably their CVG characteristics are rated. Methods A total of 16 healthy adults aged 65 years and above playtested 7 CVGs from 4 genres: casual action, puzzle, simulation, and strategy video games. Thereafter, they rated casual game preference and acceptance of casual game characteristics using 4 scales from the Core Elements of the Gaming Experience Questionnaire (CEGEQ). For this, participants rated how much they liked the game (enjoyment), understood the rules of the game (game-play), learned to manipulate the game (control), and make the game their own (ownership). Results Overall, enjoyment and acceptance of casual game characteristics was high and significantly above the midpoint of the rating scale for all CVG genres. Mixed model analyses revealed that ratings of enjoyment and casual game characteristics were significantly influenced by CVG genre. Participants’ mean enjoyment of casual puzzle games (mean 0.95 out of 1.00) was significantly higher than that for casual simulation games (mean 0.75 and 0.73). For casual game characteristics, casual puzzle and simulation games were given significantly higher game-play ratings than casual action games. Similarly, participants’ control ratings for casual puzzle games were significantly higher than that for casual action and simulation games. Finally, ownership was rated significantly higher for casual puzzle and strategy games than for casual action games. Conclusions The findings of this study show that CVGs have characteristics that are suitable and enjoyable for older adults. In addition, genre was found to influence enjoyment and ratings of CVG characteristics, indicating that puzzle games are particularly easy to understand, learn, and play, and are enjoyable. Future studies should continue exploring the potential of CVG interventions for older adults in improving cognitive function, everyday functioning, and well-being. We see particular potential for CVGs in people suffering from cognitive impairment due to dementia or brain injury. PMID:28420601
An Overview of Structural Characteristics in Problematic Video Game Playing.
Griffiths, Mark D; Nuyens, Filip
2017-01-01
There are many different factors involved in how and why people develop problems with video game playing. One such set of factors concerns the structural characteristics of video games (i.e., the structure, elements, and components of the video games themselves). Much of the research examining the structural characteristics of video games was initially based on research and theorizing from the gambling studies field. The present review briefly overviews the key papers in the field to date. The paper examines a number of areas including (i) similarities in structural characteristics of gambling and video gaming, (ii) structural characteristics in video games, (iii) narrative and flow in video games, (iv) structural characteristic taxonomies for video games, and (v) video game structural characteristics and game design ethics. Many of the studies carried out to date are small-scale, and comprise self-selected convenience samples (typically using self-report surveys or non-ecologically valid laboratory experiments). Based on the small amount of empirical data, it appears that structural features that take a long time to achieve in-game are the ones most associated with problematic video game play (e.g., earning experience points, managing in-game resources, mastering the video game, getting 100% in-game). The study of video games from a structural characteristic perspective is of benefit to many different stakeholders including academic researchers, video game players, and video game designers, as well as those interested in prevention and policymaking by making the games more socially responsible. It is important that researchers understand and recognize the psycho-social effects and impacts that the structural characteristics of video games can have on players, both positive and negative.
Kim, Jun Won; Han, Doug Hyun; Park, Doo Byung; Min, Kyung Joon; Na, Churl; Won, Su Kyung; Park, Ga Na
2010-03-01
Psychobiological traits may be associated with excessive Internet use. This study assessed the relationships between biogenetic traits, the amount of time spent in online game playing, and the genre of the online game being played. Five hundred sixty five students who enjoyed one of the four types of games included in this study were recruited. The types of games examined included role playing games (RPG), real-time strategy games (RTS), first person shooting games (FPS), and sports games. Behavioral patterns of game play, academic performance, and player biogenetic characteristics were assessed. The amount of time that the participants spent playing online games was significantly greater on weekends than on weekdays. On weekends, the types of games with the largest numbers of participants who played games for more than three hours were ranked as follows: RPG and FPS, RTS, and sports games. The Young's Internet Addiction Scale (YIAS)score for the RPG group was the highest among the groups of the four types of game players. The time that participants spent playing games on weekdays was negatively associated with academic performance, especially for the RPG and FPS groups. Compared with the other groups, the RPG and RTS groups had higher novelty seeking (NS) scores and self-directedness (SD) scores, respectively. Additionally, the sports game group had higher reward dependency scores than the other groups. These results suggest that RPGs may have specific factors that are attractive to latent game addicts with higher NS scores. Additionally, excessive playing of online games is related to impaired academic performance.
Impact of Gamification of Vision Tests on the User Experience.
Bodduluri, Lakshmi; Boon, Mei Ying; Ryan, Malcolm; Dain, Stephen J
2017-08-01
Gamification has been incorporated into vision tests and vision therapies in the expectation that it may increase the user experience and engagement with the task. The current study aimed to understand how gamification affects the user experience, specifically during the undertaking of psychophysical tasks designed to estimate vision thresholds (chromatic and achromatic contrast sensitivity). Three tablet computer-based games were developed with three levels of gaming elements. Game 1 was designed to be a simple clinical test (no gaming elements), game 2 was similar to game 1 but with added gaming elements (i.e., feedback, scores, and sounds), and game 3 was a complete game. Participants (N = 144, age: 9.9-42 years) played three games in random order. The user experience for each game was assessed using a Short Feedback Questionnaire. The median (interquartile range) fun level for the three games was 2.5 (1.6), 3.9 (1.7), and 2.5 (2.8), respectively. Overall, participants reported greater fun level and higher preparedness to play the game again for game 2 than games 1 and 3 (P < 0.05). There were significant positive correlations observed between fun level and preparedness to play the game again for all the games (p < 0.05). Engagement (assessed as completion rates) did not differ between the games. Gamified version (game 2) was preferred to the other two versions. Over the short term, the careful application of gaming elements to vision tests was found to increase the fun level of users, without affecting engagement with the vision test.
Video game use in boys with autism spectrum disorder, ADHD, or typical development.
Mazurek, Micah O; Engelhardt, Christopher R
2013-08-01
The study objectives were to examine video game use in boys with autism spectrum disorder (ASD) compared with those with ADHD or typical development (TD) and to examine how specific symptoms and game features relate to problematic video game use across groups. Participants included parents of boys (aged 8-18) with ASD (n = 56), ADHD (n = 44), or TD (n = 41). Questionnaires assessed daily hours of video game use, in-room video game access, video game genres, problematic video game use, ASD symptoms, and ADHD symptoms. Boys with ASD spent more time than did boys with TD playing video games (2.1 vs 1.2 h/d). Both the ASD and ADHD groups had greater in-room video game access and greater problematic video game use than the TD group. Multivariate models showed that inattentive symptoms predicted problematic game use for both the ASD and ADHD groups; and preferences for role-playing games predicted problematic game use in the ASD group only. Boys with ASD spend much more time playing video games than do boys with TD, and boys with ASD and ADHD are at greater risk for problematic video game use than are boys with TD. Inattentive symptoms, in particular, were strongly associated with problematic video game use for both groups, and role-playing game preferences may be an additional risk factor for problematic video game use among children with ASD. These findings suggest a need for longitudinal research to better understand predictors and outcomes of video game use in children with ASD and ADHD.
Kim, Jun Won; Park, Doo Byung; Min, Kyung Joon; Na, Churl; Won, Su Kyung; Park, Ga Na
2010-01-01
Objective Psychobiological traits may be associated with excessive Internet use. This study assessed the relationships between biogenetic traits, the amount of time spent in online game playing, and the genre of the online game being played. Methods Five hundred sixty five students who enjoyed one of the four types of games included in this study were recruited. The types of games examined included role playing games (RPG), real-time strategy games (RTS), first person shooting games (FPS), and sports games. Behavioral patterns of game play, academic performance, and player biogenetic characteristics were assessed. Results The amount of time that the participants spent playing online games was significantly greater on weekends than on weekdays. On weekends, the types of games with the largest numbers of participants who played games for more than three hours were ranked as follows: RPG and FPS, RTS, and sports games. The Young's Internet Addiction Scale (YIAS)score for the RPG group was the highest among the groups of the four types of game players. The time that participants spent playing games on weekdays was negatively associated with academic performance, especially for the RPG and FPS groups. Compared with the other groups, the RPG and RTS groups had higher novelty seeking (NS) scores and self-directedness (SD) scores, respectively. Additionally, the sports game group had higher reward dependency scores than the other groups. Conclusion These results suggest that RPGs may have specific factors that are attractive to latent game addicts with higher NS scores. Additionally, excessive playing of online games is related to impaired academic performance. PMID:20396428
Aubin, P; Le Brun, G; Moldovan, F; Villette, J M; Créminon, C; Dumas, J; Homyrda, L; Soliman, H; Azizi, M; Fiet, J
1997-01-01
A sandwich-type enzyme immunoassay has been developed for measuring human big endothelin-1 (big ET-1) in human plasma and supernatant fluids from human cell cultures. Big ET-1 is the precursor of endothelin 1 (ET-1), the most potent vasoconstrictor known. A rabbit antibody raised against the big ET-1 COOH-terminus fragment was used as an immobilized antibody (anti-P16). The Fab' fragment of a monoclonal antibody (1B3) raised against the ET-1 loop fragment was used as the enzyme-labeled antibody, after being coupled to acetylcholinesterase. The lowest detectable value in the assay was 1.2 pg/mL (0.12 pg/well). The assay was highly specific for big ET-1, demonstrating no cross-reactivity with ET-1, <0.4% cross-reactivity with big endothelin-2 (big ET-2), and <0.1% with big endothelin-3 (big ET-3). We used this assay to evaluate the effect of two different postural positions (supine and standing) on plasma big ET-1 concentrations in 11 male and 11 female healthy subjects. Data analysis revealed that neither sex nor body position influenced plasma big ET-1 concentrations. This assay should thus permit the detection of possible variations in plasma concentrations of big ET-1 in certain pathologies and, in association with ET-1 assay, make possible in vitro study of endothelin-converting enzyme activity in cell models. Such studies could clarify the physiological and clinical roles of this family of peptides.
The Association Between Video Game Play and Cognitive Function: Does Gaming Platform Matter?
Huang, Vivian; Young, Michaelia; Fiocco, Alexandra J
2017-11-01
Despite consumer growth, few studies have evaluated the cognitive effects of gaming using mobile devices. This study examined the association between video game play platform and cognitive performance. Furthermore, the differential effect of video game genre (action versus nonaction) was explored. Sixty undergraduate students completed a video game experience questionnaire, and we divided them into three groups: mobile video game players (MVGPs), console/computer video game players (CVGPs), and nonvideo game players (NVGPs). Participants completed a cognitive battery to assess executive function, and learning and memory. Controlling for sex and ethnicity, analyses showed that frequent video game play is associated with enhanced executive function, but not learning and memory. MVGPs were significantly more accurate on working memory performances than NVGPs. Both MVGPs and CVGPs were similarly associated with enhanced cognitive function, suggesting that platform does not significantly determine the benefits of frequent video game play. Video game platform was found to differentially associate with preference for action video game genre and motivation for gaming. Exploratory analyses show that sex significantly effects frequent video game play, platform and genre preference, and cognitive function. This study represents a novel exploration of the relationship between mobile video game play and cognition and adds support to the cognitive benefits of frequent video game play.
Language Learners & Computer Games: From "Space Invaders" to "Second Life"
ERIC Educational Resources Information Center
Stanley, Graham; Mawer, Kyle
2008-01-01
The term serious game is often used to refer to "games used for training, advertising, simulation, or education." In this article, the authors use the term computer game in its broadest sense, believing it to encompass the broad spectrum of what is usually referred to now as all digital gaming (video games, console games, online games, etc.). They…
Games To Play with Babies. (Revised and Expanded).
ERIC Educational Resources Information Center
Silberg, Jackie
Aimed at parents with infants, this book is a collection of 250 simple, fun-filled games that can be played with children up to the age of 1. The games have been categorized into the following eight types: (1) growing and learning games; (2) special bonding games; (3) kitchen games; (4) laughing and having fun games; (5) art and singing games; (6)…
Cognitive behavioral game design: a unified model for designing serious games
Starks, Katryna
2014-01-01
Video games have a unique ability to engage, challenge, and motivate, which has led teachers, psychology specialists, political activists and health educators to find ways of using them to help people learn, grow and change. Serious games, as they are called, are defined as games that have a primary purpose other than entertainment. However, it is challenging to create games that both educate and entertain. While game designers have embraced some psychological concepts such as flow and mastery, understanding how these concepts work together within established psychological theory would assist them in creating effective serious games. Similarly, game design professionals have understood the propensity of video games to teach while lamenting that educators do not understand how to incorporate educational principles into game play in a way that preserves the entertainment. Bandura (2006) social cognitive theory (SCT) has been used successfully to create video games that create positive behavior outcomes, and teachers have successfully used Gardner’s (1983) theory of multiple intelligences (MIs) to create engaging, immersive learning experiences. Cognitive behavioral game design is a new framework that incorporates SCT and MI with game design principles to create a game design blueprint for serious games. PMID:24550858
Cognitive behavioral game design: a unified model for designing serious games.
Starks, Katryna
2014-01-01
Video games have a unique ability to engage, challenge, and motivate, which has led teachers, psychology specialists, political activists and health educators to find ways of using them to help people learn, grow and change. Serious games, as they are called, are defined as games that have a primary purpose other than entertainment. However, it is challenging to create games that both educate and entertain. While game designers have embraced some psychological concepts such as flow and mastery, understanding how these concepts work together within established psychological theory would assist them in creating effective serious games. Similarly, game design professionals have understood the propensity of video games to teach while lamenting that educators do not understand how to incorporate educational principles into game play in a way that preserves the entertainment. Bandura (2006) social cognitive theory (SCT) has been used successfully to create video games that create positive behavior outcomes, and teachers have successfully used Gardner's (1983) theory of multiple intelligences (MIs) to create engaging, immersive learning experiences. Cognitive behavioral game design is a new framework that incorporates SCT and MI with game design principles to create a game design blueprint for serious games.
Hilgard, Joseph; Engelhardt, Christopher R.; Bartholow, Bruce D.
2013-01-01
A new measure of individual habits and preferences in video game use is developed in order to better study the risk factors of pathological game use (i.e., excessively frequent or prolonged use, sometimes called “game addiction”). This measure was distributed to internet message boards for game enthusiasts and to college undergraduates. An exploratory factor analysis identified 9 factors: Story, Violent Catharsis, Violent Reward, Social Interaction, Escapism, Loss-Sensitivity, Customization, Grinding, and Autonomy. These factors demonstrated excellent fit in a subsequent confirmatory factor analysis, and, importantly, were found to reliably discriminate between inter-individual game preferences (e.g., Super Mario Brothers as compared to Call of Duty). Moreover, three factors were significantly related to pathological game use: the use of games to escape daily life, the use of games as a social outlet, and positive attitudes toward the steady accumulation of in-game rewards. The current research identifies individual preferences and motives relevant to understanding video game players' evaluations of different games and risk factors for pathological video game use. PMID:24058355
Hilgard, Joseph; Engelhardt, Christopher R; Bartholow, Bruce D
2013-01-01
A new measure of individual habits and preferences in video game use is developed in order to better study the risk factors of pathological game use (i.e., excessively frequent or prolonged use, sometimes called "game addiction"). This measure was distributed to internet message boards for game enthusiasts and to college undergraduates. An exploratory factor analysis identified 9 factors: Story, Violent Catharsis, Violent Reward, Social Interaction, Escapism, Loss-Sensitivity, Customization, Grinding, and Autonomy. These factors demonstrated excellent fit in a subsequent confirmatory factor analysis, and, importantly, were found to reliably discriminate between inter-individual game preferences (e.g., Super Mario Brothers as compared to Call of Duty). Moreover, three factors were significantly related to pathological game use: the use of games to escape daily life, the use of games as a social outlet, and positive attitudes toward the steady accumulation of in-game rewards. The current research identifies individual preferences and motives relevant to understanding video game players' evaluations of different games and risk factors for pathological video game use.
Addictive Online Games: Examining the Relationship Between Game Genres and Internet Gaming Disorder.
Lemmens, Jeroen S; Hendriks, Stefan J F
2016-04-01
Internet gaming disorder (IGD) is the most recent term used to describe problematic or pathological involvement with computer or video games. This study examined whether this disorder is more likely to involve pathological involvement with online (i.e., Internet) games as opposed to offline games. We also explored the addictive potential of nine video game genres by examining the relationship between IGD and 2,720 games played by a sample of 13- to 40-year olds (N = 2,442). Although time spent playing both online and offline games was related to IGD, online games showed much stronger correlations. This tendency is also reflected within various genres. Disordered gamers spent more than four times as much time playing online role-playing games than nondisordered gamers and more than thrice as much time playing online shooters, whereas no significant differences for offline games from these genres were found. Results are discussed within the frame of social interaction and competition provided by online games.
Wang, Chong-Wen; Chan, Cecilia L W; Mak, Kwok-Kei; Ho, Sai-Yin; Wong, Paul W C; Ho, Rainbow T H
2014-01-01
This pilot study investigated the patterns of video and internet gaming habits and the prevalence and correlates of gaming addiction in Hong Kong adolescents. A total of 503 students were recruited from two secondary schools. Addictive behaviors of video and internet gaming were assessed using the Game Addiction Scale. Risk factors for gaming addiction were examined using logistical regression. An overwhelming majority of the subjects (94%) reported using video or internet games, with one in six (15.6%) identified as having a gaming addiction. The risk for gaming addiction was significantly higher among boys, those with poor academic performance, and those who preferred multiplayer online games. Gaming addiction was significantly associated with the average time spent gaming per week, frequency of spending money on gaming, period of spending money on gaming, perceived family disharmony, and having more close friends. These results suggest that effective educational and preventative programs or strategies are needed.
Wang, Chong-Wen; Chan, Cecilia L. W.; Mak, Kwok-Kei; Ho, Sai-Yin; Wong, Paul W. C.; Ho, Rainbow T. H.
2014-01-01
This pilot study investigated the patterns of video and internet gaming habits and the prevalence and correlates of gaming addiction in Hong Kong adolescents. A total of 503 students were recruited from two secondary schools. Addictive behaviors of video and internet gaming were assessed using the Game Addiction Scale. Risk factors for gaming addiction were examined using logistical regression. An overwhelming majority of the subjects (94%) reported using video or internet games, with one in six (15.6%) identified as having a gaming addiction. The risk for gaming addiction was significantly higher among boys, those with poor academic performance, and those who preferred multiplayer online games. Gaming addiction was significantly associated with the average time spent gaming per week, frequency of spending money on gaming, period of spending money on gaming, perceived family disharmony, and having more close friends. These results suggest that effective educational and preventative programs or strategies are needed. PMID:25032242
Videogame Mechanics in Games for Health.
Baranowski, Moderator Tom; Lieberman, Participants Debra; Buday, Richard; Peng, Wei; Zimmerli, Lukas; Wiederhold, Brenda; Kato, Pamela M
2013-08-01
Game mechanics have been identified as "methods invoked by agents for interacting with the game world."(1) They are elements of game play that provide a primary source of interactivity and structure how videogames proceed. Many kinds of game mechanics have been generated. Some provide fun or enjoyment, others may provide excitement or even suspense (i.e., emotional aspects of game play), whereas some are guided by principles of behavior change theory. Game mechanics that succeed in off-the-shelf entertainment videogames, however, may not work in serious games, such as games for health (G4H). Although game mechanics are key to a serious videogame's success, maintaining a balance between the serious intent of the game while keeping it fun, there has been little attention to game mechanics in the academic G4H literature. Several eminent games for health developers (academics and nonacademics) were asked to share their experiences in regard to game mechanics in the serious videogames they have developed.
The Effects of Pathological Gaming on Aggressive Behavior
Valkenburg, Patti M.; Peter, Jochen
2010-01-01
Studies have shown that pathological involvement with computer or video games is related to excessive gaming binges and aggressive behavior. Our aims for this study were to longitudinally examine if pathological gaming leads to increasingly excessive gaming habits, and how pathological gaming may cause an increase in physical aggression. For this purpose, we conducted a two-wave panel study among 851 Dutch adolescents (49% female) of which 540 played games (30% female). Our analyses indicated that higher levels of pathological gaming predicted an increase in time spent playing games 6 months later. Time spent playing violent games specifically, and not just games per se, increased physical aggression. Furthermore, higher levels of pathological gaming, regardless of violent content, predicted an increase in physical aggression among boys. That this effect only applies to boys does not diminish its importance, because adolescent boys are generally the heaviest players of violent games and most susceptible to pathological involvement. PMID:20549320
The effects of pathological gaming on aggressive behavior.
Lemmens, Jeroen S; Valkenburg, Patti M; Peter, Jochen
2011-01-01
Studies have shown that pathological involvement with computer or video games is related to excessive gaming binges and aggressive behavior. Our aims for this study were to longitudinally examine if pathological gaming leads to increasingly excessive gaming habits, and how pathological gaming may cause an increase in physical aggression. For this purpose, we conducted a two-wave panel study among 851 Dutch adolescents (49% female) of which 540 played games (30% female). Our analyses indicated that higher levels of pathological gaming predicted an increase in time spent playing games 6 months later. Time spent playing violent games specifically, and not just games per se, increased physical aggression. Furthermore, higher levels of pathological gaming, regardless of violent content, predicted an increase in physical aggression among boys. That this effect only applies to boys does not diminish its importance, because adolescent boys are generally the heaviest players of violent games and most susceptible to pathological involvement.
Analysis of price behavior in lazy $-game
NASA Astrophysics Data System (ADS)
Kiniwa, Jun; Koide, Takeshi; Sandoh, Hiroaki
2009-09-01
A non-cooperative iterated multiagent game, called a minority game, and its variations have been extensively studied in this decade. To increase its market similarity, a -game was presented by observing the current and the next agent’s payoffs. However, since the -game is defined as an offline game, it is difficult to simulate it in practice. So we propose a new online version of the -game, called a lazy -game, and analyze the price behavior of the game. First, we reveal the condition of a bubble phenomenon in the lazy -game. Next, we investigate the price behavior in the lazy -game and show that there are some upper/lower bounds of the price as long as both the buyers group and the sellers group are nonempty. Then, we consider the similarity between the lazy -game and the -game. Finally, we present some simulation results.
Iyer, Swami; Reyes, Joshua; Killingback, Timothy
2014-01-01
The Traveler's Dilemma game and the Minimum Effort Coordination game are two social dilemmas that have attracted considerable attention due to the fact that the predictions of classical game theory are at odds with the results found when the games are studied experimentally. Moreover, a direct application of deterministic evolutionary game theory, as embodied in the replicator dynamics, to these games does not explain the observed behavior. In this work, we formulate natural variants of these two games as smoothed continuous-strategy games. We study the evolutionary dynamics of these continuous-strategy games, both analytically and through agent-based simulations, and show that the behavior predicted theoretically is in accord with that observed experimentally. Thus, these variants of the Traveler's Dilemma and the Minimum Effort Coordination games provide a simple resolution of the paradoxical behavior associated with the original games. PMID:24709851
Iyer, Swami; Reyes, Joshua; Killingback, Timothy
2014-01-01
The Traveler's Dilemma game and the Minimum Effort Coordination game are two social dilemmas that have attracted considerable attention due to the fact that the predictions of classical game theory are at odds with the results found when the games are studied experimentally. Moreover, a direct application of deterministic evolutionary game theory, as embodied in the replicator dynamics, to these games does not explain the observed behavior. In this work, we formulate natural variants of these two games as smoothed continuous-strategy games. We study the evolutionary dynamics of these continuous-strategy games, both analytically and through agent-based simulations, and show that the behavior predicted theoretically is in accord with that observed experimentally. Thus, these variants of the Traveler's Dilemma and the Minimum Effort Coordination games provide a simple resolution of the paradoxical behavior associated with the original games.
Application and Prospect of Big Data in Water Resources
NASA Astrophysics Data System (ADS)
Xi, Danchi; Xu, Xinyi
2017-04-01
Because of developed information technology and affordable data storage, we h ave entered the era of data explosion. The term "Big Data" and technology relate s to it has been created and commonly applied in many fields. However, academic studies just got attention on Big Data application in water resources recently. As a result, water resource Big Data technology has not been fully developed. This paper introduces the concept of Big Data and its key technologies, including the Hadoop system and MapReduce. In addition, this paper focuses on the significance of applying the big data in water resources and summarizing prior researches by others. Most studies in this field only set up theoretical frame, but we define the "Water Big Data" and explain its tridimensional properties which are time dimension, spatial dimension and intelligent dimension. Based on HBase, the classification system of Water Big Data is introduced: hydrology data, ecology data and socio-economic data. Then after analyzing the challenges in water resources management, a series of solutions using Big Data technologies such as data mining and web crawler, are proposed. Finally, the prospect of applying big data in water resources is discussed, it can be predicted that as Big Data technology keeps developing, "3D" (Data Driven Decision) will be utilized more in water resources management in the future.
Comparative Validity of Brief to Medium-Length Big Five and Big Six Personality Questionnaires
ERIC Educational Resources Information Center
Thalmayer, Amber Gayle; Saucier, Gerard; Eigenhuis, Annemarie
2011-01-01
A general consensus on the Big Five model of personality attributes has been highly generative for the field of personality psychology. Many important psychological and life outcome correlates with Big Five trait dimensions have been established. But researchers must choose between multiple Big Five inventories when conducting a study and are…
Federal Register 2010, 2011, 2012, 2013, 2014
2011-01-11
... United States Forest Service to protect the Big Ice Cave, its subterranean water supply, and Federal... to protect the Big Ice Cave, its subterranean water supply, and Federal improvements. The Big Ice... protect the Big Ice Cave, its subterranean water supply, and Federal improvements: Custer National Forest...
ERIC Educational Resources Information Center
Silvern, Steven B.
1986-01-01
Video games may allow educators to reach children who have never before been incorporated into an educational experience within the confines of school. A distinction is made between types of arcade style games and educational games in Piagetian terms: practice games, symbolic games, games with rules, and games of construction. (LMO)
A Big Data Platform for Storing, Accessing, Mining and Learning Geospatial Data
NASA Astrophysics Data System (ADS)
Yang, C. P.; Bambacus, M.; Duffy, D.; Little, M. M.
2017-12-01
Big Data is becoming a norm in geoscience domains. A platform that is capable to effiently manage, access, analyze, mine, and learn the big data for new information and knowledge is desired. This paper introduces our latest effort on developing such a platform based on our past years' experiences on cloud and high performance computing, analyzing big data, comparing big data containers, and mining big geospatial data for new information. The platform includes four layers: a) the bottom layer includes a computing infrastructure with proper network, computer, and storage systems; b) the 2nd layer is a cloud computing layer based on virtualization to provide on demand computing services for upper layers; c) the 3rd layer is big data containers that are customized for dealing with different types of data and functionalities; d) the 4th layer is a big data presentation layer that supports the effient management, access, analyses, mining and learning of big geospatial data.
Telecom Big Data for Urban Transport Analysis - a Case Study of Split-Dalmatia County in Croatia
NASA Astrophysics Data System (ADS)
Baučić, M.; Jajac, N.; Bućan, M.
2017-09-01
Today, big data has become widely available and the new technologies are being developed for big data storage architecture and big data analytics. An ongoing challenge is how to incorporate big data into GIS applications supporting the various domains. International Transport Forum explains how the arrival of big data and real-time data, together with new data processing algorithms lead to new insights and operational improvements of transport. Based on the telecom customer data, the Study of Tourist Movement and Traffic in Split-Dalmatia County in Croatia is carried out as a part of the "IPA Adriatic CBC//N.0086/INTERMODAL" project. This paper briefly explains the big data used in the study and the results of the study. Furthermore, this paper investigates the main considerations when using telecom customer big data: data privacy and data quality. The paper concludes with GIS visualisation and proposes the further use of big data used in the study.
DOE Office of Scientific and Technical Information (OSTI.GOV)
Hossain, Ekhtear; Islam, Khairul; Yeasmin, Fouzia
Chronic arsenic (As) exposure affects the endothelial system causing several diseases. Big endothelin-1 (Big ET-1), the biological precursor of endothelin-1 (ET-1) is a more accurate indicator of the degree of activation of the endothelial system. Effect of As exposure on the plasma Big ET-1 levels and its physiological implications have not yet been documented. We evaluated plasma Big ET-1 levels and their relation to hypertension and skin lesions in As exposed individuals in Bangladesh. A total of 304 study subjects from the As-endemic and non-endemic areas in Bangladesh were recruited for this study. As concentrations in water, hair and nailsmore » were measured by Inductively Coupled Plasma Mass Spectroscopy (ICP-MS). The plasma Big ET-1 levels were measured using a one-step sandwich enzyme immunoassay kit. Significant increase in Big ET-1 levels were observed with the increasing concentrations of As in drinking water, hair and nails. Further, before and after adjusting with different covariates, plasma Big ET-1 levels were found to be significantly associated with the water, hair and nail As concentrations of the study subjects. Big ET-1 levels were also higher in the higher exposure groups compared to the lowest (reference) group. Interestingly, we observed that Big ET-1 levels were significantly higher in the hypertensive and skin lesion groups compared to the normotensive and without skin lesion counterpart, respectively of the study subjects in As-endemic areas. Thus, this study demonstrated a novel dose–response relationship between As exposure and plasma Big ET-1 levels indicating the possible involvement of plasma Big ET-1 levels in As-induced hypertension and skin lesions. -- Highlights: ► Plasma Big ET-1 is an indicator of endothelial damage. ► Plasma Big ET-1 level increases dose-dependently in arsenic exposed individuals. ► Study subjects in arsenic-endemic areas with hypertension have elevated Big ET-1 levels. ► Study subjects with arsenic-induced skin lesions show elevated plasma Big ET-1 levels. ► Arsenic-induced hypertension and skin lesions may be linked to plasma Big ET-1 levels.« less
Meta-Games in Information Work
ERIC Educational Resources Information Center
Huvila, Isto
2013-01-01
Introduction: Meta-games and meta-gaming refer to various second-order conceptions of games and gaming. The present article discusses the applicability of the notions of meta-game and meta-gaming in understanding the patterns of how people use, misuse, work and work-around information and information infrastructures. Method: Twenty-two qualitative…
Active and non-active video gaming among Dutch adolescents: who plays and how much?
Simons, Monique; de Vet, Emely; Brug, Johannes; Seidell, Jaap; Chinapaw, Mai J M
2014-11-01
The aim of study was to determine prevalence and identify demographic correlates of active and non-active gaming among adolescents. Cross-sectional. A survey, assessing game behavior and correlates, was conducted among adolescents (12-16 years, n = 373), recruited via schools. Multivariable logistic regression analyses were conducted to examine demographic correlates of active gaming (≥ 1 h per week) and non-active gaming (>7h per week). Of all participants (n=373), 3% reported to play exclusively active games, 40% active games and non-active games, 40% exclusively non-active games, and 17% not playing video games at all. Active gaming adolescents played active games on average on 1.5 (sd = 1.2) days per school week for 36 (sd = 32.9)min and 1 (sd = 0.54) day per weekend for 42 (sd = 36.5)min. Non-active gaming adolescents played on average on 3.3 (sd = 1.6) days per school week for 65 (sd = 46.0)min and 1.4 (sd = 0.65) days per weekend for 80 (sd = 50.8)min. Adolescents attending lower levels of education were more likely to play active games ≥ 1 h per week than adolescents attending higher educational levels. Boys and older adolescents were more likely to play non-active games >7h per week, than girls or younger adolescents. Many adolescents play active games, especially those following a lower educational level, but time spent in this activity is relatively low compared to non-active gaming. To be feasible as a public health strategy, active gaming interventions should achieve more time is spent on active gaming at the expense of non-active gaming. Copyright © 2013 Sports Medicine Australia. Published by Elsevier Ltd. All rights reserved.
Serious Games and Gamification for Mental Health: Current Status and Promising Directions.
Fleming, Theresa M; Bavin, Lynda; Stasiak, Karolina; Hermansson-Webb, Eve; Merry, Sally N; Cheek, Colleen; Lucassen, Mathijs; Lau, Ho Ming; Pollmuller, Britta; Hetrick, Sarah
2016-01-01
Computer games are ubiquitous and can be utilized for serious purposes such as health and education. "Applied games" including serious games (in brief, computerized games for serious purposes) and gamification (gaming elements used outside of games) have the potential to increase the impact of mental health internet interventions via three processes. First, by extending the reach of online programs to those who might not otherwise use them. Second, by improving engagement through both game-based and "serious" motivational dynamics. Third, by utilizing varied mechanisms for change, including therapeutic processes and gaming features. In this scoping review, we aim to advance the field by exploring the potential and opportunities available in this area. We review engagement factors which may be exploited and demonstrate that there is promising evidence of effectiveness for serious games for depression from contemporary systematic reviews. We illustrate six major categories of tested applied games for mental health (exergames, virtual reality, cognitive behavior therapy-based games, entertainment games, biofeedback, and cognitive training games) and demonstrate that it is feasible to translate traditional evidence-based interventions into computer gaming formats and to exploit features of computer games for therapeutic change. Applied games have considerable potential for increasing the impact of online interventions for mental health. However, there are few independent trials, and direct comparisons of game-based and non-game-based interventions are lacking. Further research, faster iterations, rapid testing, non-traditional collaborations, and user-centered approaches are needed to respond to diverse user needs and preferences in rapidly changing environments.
Desai, Rani A.; Krishnan-Sarin, Suchitra; Cavallo, Dana; Potenza, Marc N.
2013-01-01
There is concern about the potential for negative impact of video games on youth. However the existing literature on gaming is inconsistent and has often focused on aggression. Health correlates of gaming and the prevalence and correlates of problematic gaming have not been systematically studied. We anonymously surveyed 4,028 adolescents about gaming, reported problems with gaming, and other health behaviors. 51.2% of the sample reported gaming (76.3% of boys and 29.2% of girls). There were no negative health correlates of gaming in boys, and lower odds of smoking regularly; however, girls who reported gaming were less likely to report depression, and more likely to report getting into serious fights and carrying a weapon to school. Among gamers, 4.9% reported problematic gaming, defined as reporting trying to cut back, experiencing an irresistible urge to play, and experiencing a growing tension that could only be relieved by playing. Boys were more likely to report these problems (5.8%) than girls (3.0%). Correlates of problematic gaming included regular cigarette smoking, drug use, depression, and serious fights. Results suggest that gaming is largely normative in boys and not associated with many health factors. In girls, however, gaming appears associated with more externalizing behaviors and fewer internalizing symptoms. The prevalence of problematic gaming is low but not insignificant, and problematic gaming may be contained within a larger spectrum of externalizing behaviors. More research is needed to define safe levels of gaming, refine the definition of problematic gaming, and evaluate effective prevention and intervention strategies. PMID:21078729
Desai, Rani A; Krishnan-Sarin, Suchitra; Cavallo, Dana; Potenza, Marc N
2010-12-01
Video game playing may negatively impact youth. However, the existing literature on gaming is inconsistent and often has focused on aggression rather than the health correlates of gaming and the prevalence and correlates of problematic gaming. We anonymously surveyed 4028 adolescents about gaming and reported problems with gaming and other health behaviors. A total of 51.2% of the sample reported gaming (76.3% of boys and 29.2% of girls). There were no negative health correlates of gaming in boys and lower odds of smoking regularly; however, girls who reported gaming were less likely to report depression and more likely to report getting into serious fights and carrying a weapon to school. Among gamers, 4.9% reported problematic gaming, defined as reporting trying to cut back, experiencing an irresistible urge to play, and experiencing a growing tension that could only be relieved by playing. Boys were more likely to report these problems (5.8%) than girls (3.0%). Correlates of problematic gaming included regular cigarette smoking, drug use, depression, and serious fights. Results suggest that gaming is largely normative in boys and not associated with many health factors. In girls, however, gaming seems to be associated with more externalizing behaviors and fewer internalizing symptoms. The prevalence of problematic gaming is low but not insignificant, and problematic gaming may be contained within a larger spectrum of externalizing behaviors. More research is needed to define safe levels of gaming, refine the definition of problematic gaming, and evaluate effective prevention and intervention strategies.
Yoo, Seung-Chul; Peña, Jorge
2011-01-01
The present study examined whether a violent video game impairs the effectiveness of in-game advertisements compared to a nonviolent video game. Participants recalled and evaluated in-game ads after navigating identical violent or nonviolent game scenarios. Participants' brand recall, recognition, and attitudes were comparatively lower after navigating the violent video game. Also, females in the violent game condition reported lower brand attitudes in comparison to males in the violent game condition, thus suggesting that the effects of gaming environment interacts with participants' gender. The findings supported the predictions of the limited capacity model of attention and cognitive priming effects. The results also extend previous studies on how violent media impair advertising effectiveness and provide practical implications for researchers and practitioners.
Structure coefficients and strategy selection in multiplayer games.
McAvoy, Alex; Hauert, Christoph
2016-01-01
Evolutionary processes based on two-player games such as the Prisoner's Dilemma or Snowdrift Game are abundant in evolutionary game theory. These processes, including those based on games with more than two strategies, have been studied extensively under the assumption that selection is weak. However, games involving more than two players have not received the same level of attention. To address this issue, and to relate two-player games to multiplayer games, we introduce a notion of reducibility for multiplayer games that captures what it means to break down a multiplayer game into a sequence of interactions with fewer players. We discuss the role of reducibility in structured populations, and we give examples of games that are irreducible in any population structure. Since the known conditions for strategy selection, otherwise known as [Formula: see text]-rules, have been established only for two-player games with multiple strategies and for multiplayer games with two strategies, we extend these rules to multiplayer games with many strategies to account for irreducible games that cannot be reduced to those simpler types of games. In particular, we show that the number of structure coefficients required for a symmetric game with [Formula: see text]-player interactions and [Formula: see text] strategies grows in [Formula: see text] like [Formula: see text]. Our results also cover a type of ecologically asymmetric game based on payoff values that are derived not only from the strategies of the players, but also from their spatial positions within the population.
Allsop, Susan; Dodd-Reynolds, Caroline J; Green, Benjamin P; Debuse, Dorothée; Rumbold, Penny L S
2015-12-28
The present study examined the acute effects of active gaming on energy intake (EI) and appetite responses in 8-11-year-old boys in a school-based setting. Using a randomised cross-over design, twenty-one boys completed four individual 90-min gaming bouts, each separated by 1 week. The gaming bouts were (1) seated gaming, no food or drink; (2) active gaming, no food or drink; (3) seated gaming with food and drink offered ad libitum; and (4) active gaming with food and drink offered ad libitum. In the two gaming bouts during which foods and drinks were offered, EI was measured. Appetite sensations - hunger, prospective food consumption and fullness - were recorded using visual analogue scales during all gaming bouts at 30-min intervals and at two 15-min intervals post gaming. In the two bouts with food and drink, no significant differences were found in acute EI (MJ) (P=0·238). Significant differences were detected in appetite sensations for hunger, prospective food consumption and fullness between the four gaming bouts at various time points. The relative EI calculated for the two gaming bouts with food and drink (active gaming 1·42 (sem 0·28) MJ; seated gaming 2·12 (sem 0·25) MJ) was not statistically different. Acute EI in response to active gaming was no different from seated gaming, and appetite sensations were influenced by whether food was made available during the 90-min gaming bouts.
A systematic review of serious video games used for vaccination.
Ohannessian, Robin; Yaghobian, Sarina; Verger, Pierre; Vanhems, Philippe
2016-08-31
Vaccination is an effective and proven method of preventing infectious diseases. However, uptake has not been optimal with available vaccines partly due to vaccination hesitancy. Various public health approaches have adressed vaccination hesitancy. Serious video games involving vaccination may represent an innovative public health approach. The aim of this study was to identify, describe, and review existing serious video games on vaccination. A systematic review was performed. Various databases were used to find data on vaccination-related serious video games published from January 1st 2000 to May 15th 2015. Data including featured medical and vaccination content, publication characteristics and games classification were collected for each identified serious game. Sixteen serious video games involved in vaccination were identified. All games were developed in high-income countries between 2003 and 2014. The majority of games were available online and were sponsored by educational/health institutions. All games were free of charge to users. Edugame was the most prevalent serious game subcategory. Twelve games were infectious disease-specific and the majority concerned influenza. The main objective of the games was disease control with a collective perspective. Utilization data was available for two games. Two games were formally evaluated. The use of serious video games for vaccination is an innovative tool for public health. Evaluation of vaccination related serious video games should be encouraged to demonstrate their efficacy and utility. Copyright © 2016 Elsevier Ltd. All rights reserved.
Characteristics of Internet use in relation to game genre in Korean adolescents.
Lee, Moon-Soo; Ko, Young-Hoon; Song, Hyoung-Seok; Kwon, Ku-Hyung; Lee, Hyeon-Soo; Nam, Min; Jung, In-Kwa
2007-04-01
As the number of internet users increases, a new game genre using the internet as a networking tool is emerging. Some game genres are regarded as having greater addiction potentials than others. Games and the internet are closely related. We investigated games frequently used by adolescents and classified each of them with the help of game professionals. We also examined internet use patterns to identify relationships between game genre and internet use patterns. 627 middle school and high school students (male 488, female 139) completed questionnaires concerning computer and game use patterns and Korean internet addiction scales. Game genres were divided into eight criteria (simulation, role playing game, web board, community, action, adventure, shooting, and sports). Using Korean internet addiction scales, 627 participants were divided into a normal group (474), a potential risk group (128), and a high-risk group (25). Each group showed significant differences in total internet addiction scores. We classified players into specific game users based upon the game types they most prefer. Role playing game users showed significantly higher internet addiction scores than web board and sports game users. Game and internet addictions are also connected with interpersonal relationship patterns. We suggest that users of some game genre have unique psychological addiction potentials that are different from others and that this influences both game selection and internet use.
Classical and quantum Big Brake cosmology for scalar field and tachyonic models
DOE Office of Scientific and Technical Information (OSTI.GOV)
Kamenshchik, A. Yu.; Manti, S.
We study a relation between the cosmological singularities in classical and quantum theory, comparing the classical and quantum dynamics in some models possessing the Big Brake singularity - the model based on a scalar field and two models based on a tachyon-pseudo-tachyon field . It is shown that the effect of quantum avoidance is absent for the soft singularities of the Big Brake type while it is present for the Big Bang and Big Crunch singularities. Thus, there is some kind of a classical - quantum correspondence, because soft singularities are traversable in classical cosmology, while the strong Big Bangmore » and Big Crunch singularities are not traversable.« less
Keeping up with Big Data--Designing an Introductory Data Analytics Class
ERIC Educational Resources Information Center
Hijazi, Sam
2016-01-01
Universities need to keep up with the demand of the business world when it comes to Big Data. The exponential increase in data has put additional demands on academia to meet the big gap in education. Business demand for Big Data has surpassed 1.9 million positions in 2015. Big Data, Business Intelligence, Data Analytics, and Data Mining are the…
Federal Register 2010, 2011, 2012, 2013, 2014
2013-01-17
... DEPARTMENT OF THE INTERIOR Fish and Wildlife Service [FWS-R3-R-2012-N259; FXRS1265030000-134-FF03R06000] Big Stone National Wildlife Refuge, Big Stone and Lac Qui Parle Counties, MN; Final Comprehensive... significant impact (FONSI) for the environmental assessment (EA) for Big Stone National Wildlife Refuge...
ERIC Educational Resources Information Center
Eisenberg, Michael B.; Berkowitz, Robert E.
This book about using the Big6 information problem solving process model in elementary schools is organized into two parts. Providing an overview of the Big6 approach, Part 1 includes the following chapters: "Introduction: The Need," including the information problem, the Big6 and other process models, and teaching/learning the Big6;…
ERIC Educational Resources Information Center
Hurst, Chris
2014-01-01
Mathematical knowledge of pre-service teachers is currently "under the microscope" and the subject of research. This paper proposes a different approach to teacher content knowledge based on the "big ideas" of mathematics and the connections that exist within and between them. It is suggested that these "big ideas"…
Marshall, Deborah A; Burgos-Liz, Lina; Pasupathy, Kalyan S; Padula, William V; IJzerman, Maarten J; Wong, Peter K; Higashi, Mitchell K; Engbers, Jordan; Wiebe, Samuel; Crown, William; Osgood, Nathaniel D
2016-02-01
In the era of the Information Age and personalized medicine, healthcare delivery systems need to be efficient and patient-centred. The health system must be responsive to individual patient choices and preferences about their care, while considering the system consequences. While dynamic simulation modelling (DSM) and big data share characteristics, they present distinct and complementary value in healthcare. Big data and DSM are synergistic-big data offer support to enhance the application of dynamic models, but DSM also can greatly enhance the value conferred by big data. Big data can inform patient-centred care with its high velocity, volume, and variety (the three Vs) over traditional data analytics; however, big data are not sufficient to extract meaningful insights to inform approaches to improve healthcare delivery. DSM can serve as a natural bridge between the wealth of evidence offered by big data and informed decision making as a means of faster, deeper, more consistent learning from that evidence. We discuss the synergies between big data and DSM, practical considerations and challenges, and how integrating big data and DSM can be useful to decision makers to address complex, systemic health economics and outcomes questions and to transform healthcare delivery.
Big Data’s Role in Precision Public Health
Dolley, Shawn
2018-01-01
Precision public health is an emerging practice to more granularly predict and understand public health risks and customize treatments for more specific and homogeneous subpopulations, often using new data, technologies, and methods. Big data is one element that has consistently helped to achieve these goals, through its ability to deliver to practitioners a volume and variety of structured or unstructured data not previously possible. Big data has enabled more widespread and specific research and trials of stratifying and segmenting populations at risk for a variety of health problems. Examples of success using big data are surveyed in surveillance and signal detection, predicting future risk, targeted interventions, and understanding disease. Using novel big data or big data approaches has risks that remain to be resolved. The continued growth in volume and variety of available data, decreased costs of data capture, and emerging computational methods mean big data success will likely be a required pillar of precision public health into the future. This review article aims to identify the precision public health use cases where big data has added value, identify classes of value that big data may bring, and outline the risks inherent in using big data in precision public health efforts. PMID:29594091
Big Data's Role in Precision Public Health.
Dolley, Shawn
2018-01-01
Precision public health is an emerging practice to more granularly predict and understand public health risks and customize treatments for more specific and homogeneous subpopulations, often using new data, technologies, and methods. Big data is one element that has consistently helped to achieve these goals, through its ability to deliver to practitioners a volume and variety of structured or unstructured data not previously possible. Big data has enabled more widespread and specific research and trials of stratifying and segmenting populations at risk for a variety of health problems. Examples of success using big data are surveyed in surveillance and signal detection, predicting future risk, targeted interventions, and understanding disease. Using novel big data or big data approaches has risks that remain to be resolved. The continued growth in volume and variety of available data, decreased costs of data capture, and emerging computational methods mean big data success will likely be a required pillar of precision public health into the future. This review article aims to identify the precision public health use cases where big data has added value, identify classes of value that big data may bring, and outline the risks inherent in using big data in precision public health efforts.
An Interface for Biomedical Big Data Processing on the Tianhe-2 Supercomputer.
Yang, Xi; Wu, Chengkun; Lu, Kai; Fang, Lin; Zhang, Yong; Li, Shengkang; Guo, Guixin; Du, YunFei
2017-12-01
Big data, cloud computing, and high-performance computing (HPC) are at the verge of convergence. Cloud computing is already playing an active part in big data processing with the help of big data frameworks like Hadoop and Spark. The recent upsurge of high-performance computing in China provides extra possibilities and capacity to address the challenges associated with big data. In this paper, we propose Orion-a big data interface on the Tianhe-2 supercomputer-to enable big data applications to run on Tianhe-2 via a single command or a shell script. Orion supports multiple users, and each user can launch multiple tasks. It minimizes the effort needed to initiate big data applications on the Tianhe-2 supercomputer via automated configuration. Orion follows the "allocate-when-needed" paradigm, and it avoids the idle occupation of computational resources. We tested the utility and performance of Orion using a big genomic dataset and achieved a satisfactory performance on Tianhe-2 with very few modifications to existing applications that were implemented in Hadoop/Spark. In summary, Orion provides a practical and economical interface for big data processing on Tianhe-2.
Precise estimates of gaming-related harm should guide regulation of gaming.
Starcevic, Vladan; Billieux, Joël
2018-06-13
Regulation of gaming is largely based on the perception of gaming-related harm. This perception varies from one country to another and does not necessarily correspond to the real gaming-related harm. It is argued that there is a crucial need to define and assess domains of this harm in order to introduce policies that regulate gaming. Such policies would ideally be targeted at individuals at risk for problematic gaming and would be based more on educational efforts than on restrictive measures. The role of gaming industry in the regulation of gaming would depend on the more precise estimates of gaming-related harm.
Gamification and serious games for personalized health.
McCallum, Simon
2012-01-01
Computer games are no longer just a trivial activity played by children in arcades. Social networking and casual gaming have broadened the market for, and acceptance of, games. This has coincided with a realization of their power to engage and motivate players. Good computer games are excellent examples of modern educational theory [1]. The military, health providers, governments, and educators, all use computer games. This paper focuses on Games for Health, discussing the range of areas and approaches to developing these games. We extend a taxonomy for Games for Health, describe a case study on games for dementia sufferers, and finally, present some challenges and research opportunities in this area.
Dynamic probability of reinforcement for cooperation: Random game termination in the centipede game.
Krockow, Eva M; Colman, Andrew M; Pulford, Briony D
2018-03-01
Experimental games have previously been used to study principles of human interaction. Many such games are characterized by iterated or repeated designs that model dynamic relationships, including reciprocal cooperation. To enable the study of infinite game repetitions and to avoid endgame effects of lower cooperation toward the final game round, investigators have introduced random termination rules. This study extends previous research that has focused narrowly on repeated Prisoner's Dilemma games by conducting a controlled experiment of two-player, random termination Centipede games involving probabilistic reinforcement and characterized by the longest decision sequences reported in the empirical literature to date (24 decision nodes). Specifically, we assessed mean exit points and cooperation rates, and compared the effects of four different termination rules: no random game termination, random game termination with constant termination probability, random game termination with increasing termination probability, and random game termination with decreasing termination probability. We found that although mean exit points were lower for games with shorter expected game lengths, the subjects' cooperativeness was significantly reduced only in the most extreme condition with decreasing computer termination probability and an expected game length of two decision nodes. © 2018 Society for the Experimental Analysis of Behavior.
Symmetric Decomposition of Asymmetric Games.
Tuyls, Karl; Pérolat, Julien; Lanctot, Marc; Ostrovski, Georg; Savani, Rahul; Leibo, Joel Z; Ord, Toby; Graepel, Thore; Legg, Shane
2018-01-17
We introduce new theoretical insights into two-population asymmetric games allowing for an elegant symmetric decomposition into two single population symmetric games. Specifically, we show how an asymmetric bimatrix game (A,B) can be decomposed into its symmetric counterparts by envisioning and investigating the payoff tables (A and B) that constitute the asymmetric game, as two independent, single population, symmetric games. We reveal several surprising formal relationships between an asymmetric two-population game and its symmetric single population counterparts, which facilitate a convenient analysis of the original asymmetric game due to the dimensionality reduction of the decomposition. The main finding reveals that if (x,y) is a Nash equilibrium of an asymmetric game (A,B), this implies that y is a Nash equilibrium of the symmetric counterpart game determined by payoff table A, and x is a Nash equilibrium of the symmetric counterpart game determined by payoff table B. Also the reverse holds and combinations of Nash equilibria of the counterpart games form Nash equilibria of the asymmetric game. We illustrate how these formal relationships aid in identifying and analysing the Nash structure of asymmetric games, by examining the evolutionary dynamics of the simpler counterpart games in several canonical examples.
NASA Astrophysics Data System (ADS)
Davies, Kirk W.; Bates, Jon D.
2010-09-01
Big sagebrush ( Artemisia tridentata Nutt.) occupies large portions of the western United States and provides valuable wildlife habitat. However, information is lacking quantifying differences in native perennial forb characteristics between mountain big sagebrush [ A. tridentata spp. vaseyana (Rydb.) Beetle] and Wyoming big sagebrush [ A. tridentata spp. wyomingensis (Beetle & A. Young) S.L. Welsh] plant communities. This information is critical to accurately evaluate the quality of habitat and forage that these communities can produce because many wildlife species consume large quantities of native perennial forbs and depend on them for hiding cover. To compare native perennial forb characteristics on sites dominated by these two subspecies of big sagebrush, we sampled 106 intact big sagebrush plant communities. Mountain big sagebrush plant communities produced almost 4.5-fold more native perennial forb biomass and had greater native perennial forb species richness and diversity compared to Wyoming big sagebrush plant communities ( P < 0.001). Nonmetric multidimensional scaling (NMS) and the multiple-response permutation procedure (MRPP) demonstrated that native perennial forb composition varied between these plant communities ( P < 0.001). Native perennial forb composition was more similar within plant communities grouped by big sagebrush subspecies than expected by chance ( A = 0.112) and composition varied between community groups ( P < 0.001). Indicator analysis did not identify any perennial forbs that were completely exclusive and faithful, but did identify several perennial forbs that were relatively good indicators of either mountain big sagebrush or Wyoming big sagebrush plant communities. Our results suggest that management plans and habitat guidelines should recognize differences in native perennial forb characteristics between mountain and Wyoming big sagebrush plant communities.
Johnson, Michael G; Kristianto, Jasmin; Yuan, Baozhi; Konicke, Kathryn; Blank, Robert
2014-08-01
Endothelin (ET1) promotes the growth of osteoblastic breast and prostate cancer metastases. Conversion of big ET1 to mature ET1, catalyzed primarily by endothelin converting enzyme 1 (ECE1), is necessary for ET1's biological activity. We previously identified the Ece1, locus as a positional candidate gene for a pleiotropic quantitative trait locus affecting femoral size, shape, mineralization, and biomechanical performance. We exposed TMOb osteoblasts continuously to 25 ng/ml big ET1. Cells were grown for 6 days in growth medium and then switched to mineralization medium for an additional 15 days with or without big ET1, by which time the TMOb cells form mineralized nodules. We quantified mineralization by alizarin red staining and analyzed levels of miRNAs known to affect osteogenesis. Micro RNA 126-3p was identified by search as a potential regulator of sclerostin (SOST) translation. TMOb cells exposed to big ET1 showed greater mineralization than control cells. Big ET1 repressed miRNAs targeting transcripts of osteogenic proteins. Big ET1 increased expression of miRNAs that target transcripts of proteins that inhibit osteogenesis. Big ET1 increased expression of 126-3p 121-fold versus control. To begin to assess the effect of big ET1 on SOST production we analyzed both SOST transcription and protein production with and without the presence of big ET1 demonstrating that transcription and translation were uncoupled. Our data show that big ET1 signaling promotes mineralization. Moreover, the results suggest that big ET1's osteogenic effects are potentially mediated through changes in miRNA expression, a previously unrecognized big ET1 osteogenic mechanism.
On the Need for Research Evidence to Guide the Design of Computer Games for Learning
ERIC Educational Resources Information Center
Mayer, Richard E.
2015-01-01
Computer games for learning (also called video games or digital games) have potential to improve education. This is the intriguing idea that motivates this special issue of the "Educational Psychologist" on "Psychological Perspectives on Digital Games and Learning." Computer games for learning are games delivered via computer…
Federal Register 2010, 2011, 2012, 2013, 2014
2013-09-13
... Requirements and Registration for Game On!: HIV/ STD Prevention Mobile Application (App) Video Game Challenge... Services (HHS) announces the launch of the Game On!: HIV/STD Prevention Mobile Application (App) Video Game Challenge. We invite video game developers to create an original, innovative, and highly entertaining game...
Are Girls Game?: How School Libraries Can Provide Gender Equity in E-Gaming
ERIC Educational Resources Information Center
Farmer, Lesley S. J.
2011-01-01
Gaming has come to the library. School librarians are increasingly incorporating gaming into their program of resources and services. Besides addressing the natural interest that youth have in games, school librarians recognize the educational benefits of games, particularly in terms of information and digital literacies. While board games have…
ERIC Educational Resources Information Center
Torrence, Bruce
2011-01-01
The game "Lights Out" and its mathematical predecessor, the sigma-plus game, has inspired an extensive mathematical literature. In this paper, the original game and a borderless version played on a torus are considered. We define an easy game to be one in which pushing the buttons that are originally lit solves the game. Easy games are classified…
78 FR 24061 - Minimum Technical Standards for Class II Gaming Systems and Equipment
Federal Register 2010, 2011, 2012, 2013, 2014
2013-04-24
... Register that established technical standards for ensuring the integrity of electronic Class II games and aids. 73 FR 60508, Oct. 10, 2008. The technical standards were designed to assist tribal gaming... Class II gaming systems. The standards did not classify which games were Class II games and which games...
Exploring Game Experiences and Game Leadership in Massively Multiplayer Online Role-Playing Games
ERIC Educational Resources Information Center
Jang, YeiBeech; Ryu, SeoungHo
2011-01-01
This study explored the in-game experiences of massively multiplayer online role-playing game (MMORPG) players focusing on game leadership and offline leadership. MMORPGs have enormous potential to provide gameplayers with rich social experiences through various interactions along with social activities such as joining a game community, team play…
College Drinking Games and Observed Consequences.
ERIC Educational Resources Information Center
Newman, Ian M.; Crawford, Janet K.
A study was done to examine the role of college student drinking games, the consequences of playing drinking games, and the motivational nuances involved in playing these games. A typology of drinking games is presented; it includes five categories: (1) consumption games (who can consume the most alcohol during a given event); (2) skill games (the…
Video and Computer Games in the '90s: Children's Time Commitment and Game Preference.
ERIC Educational Resources Information Center
Buchman, Debra D.; Funk, Jeanne B.
1996-01-01
Examined electronic game-playing habits of 900 children. Found that time commitment to game-playing decreased from fourth to eighth grade. Boys played more than girls. Preference for general entertainment games increased across grades while educational games preference decreased. Violent game popularity remained consistent; fantasy violence was…
Collaborative Gaming: Teaching Children about Complex Systems and Collective Behavior
ERIC Educational Resources Information Center
Peppler, Kylie; Danish, Joshua A.; Phelps, David
2013-01-01
Although games--including board games, video games, and Massive Multiplayer Online Games--have garnered significant attention in recent years for their impact on educational outcomes, a primary focus of this interest is the transfer of knowledge from game to nongame settings. Building on this literature, our research explores how game designs that…
Helping Video Games Rewire "Our Minds"
NASA Technical Reports Server (NTRS)
Pope, Alan T.; Palsson, Olafur S.
2001-01-01
Biofeedback-modulated video games are games that respond to physiological signals as well as mouse, joystick or game controller input; they embody the concept of improving physiological functioning by rewarding specific healthy body signals with success at playing a video game. The NASA patented biofeedback-modulated game method blends biofeedback into popular off-the- shelf video games in such a way that the games do not lose their entertainment value. This method uses physiological signals (e.g., electroencephalogram frequency band ratio) not simply to drive a biofeedback display directly, or periodically modify a task as in other systems, but to continuously modulate parameters (e.g., game character speed and mobility) of a game task in real time while the game task is being performed by other means (e.g., a game controller). Biofeedback-modulated video games represent a new generation of computer and video game environments that train valuable mental skills beyond eye-hand coordination. These psychophysiological training technologies are poised to exploit the revolution in interactive multimedia home entertainment for the personal improvement, not just the diversion, of the user.
Effects of the Contextual Variables of Racing Games on Risky Driving Behavior.
Deng, Mingming; Chan, Alan H S; Wu, Feng; Liu, Shulin
2017-08-01
This research conducted experimental studies to investigate the effects of the contextual variables of racing games on risky driving behavior. Three experiments were conducted. In Experiment 1, the effect of racing game violence on the driving-related risk-taking inclination of racing game players was examined. Experiment 2 investigated the impact of the competitiveness of racing games on risk-taking inclination, and Experiment 3 investigated the impact of the rewarded/punitive characteristics of racing games on the risk-taking inclination of racing game players. The Vienna Risk-Taking Test was used to measure risk-taking inclination of participants. The game violence, competitiveness, and the reward characteristics of racing games, all had significant impacts in increasing risky driving behavior. The punitive characteristics of racing games had a significant effect, which decreases risky driving behavior. The contextual variables of game violence, competitiveness, and rewarded/punitive characteristics of racing games investigated in this study were all shown to influence the risk-taking inclination of game players, which increased risky driving behavior. This study provides a useful reference for the classification and graded management of racing games.
Video Gaming and Children's Psychosocial Wellbeing: A Longitudinal Study.
Lobel, Adam; Engels, Rutger C M E; Stone, Lisanne L; Burk, William J; Granic, Isabela
2017-04-01
The effects of video games on children's psychosocial development remain the focus of debate. At two timepoints, 1 year apart, 194 children (7.27-11.43 years old; male = 98) reported their gaming frequency, and their tendencies to play violent video games, and to game (a) cooperatively and (b) competitively; likewise, parents reported their children's psychosocial health. Gaming at time one was associated with increases in emotion problems. Violent gaming was not associated with psychosocial changes. Cooperative gaming was not associated with changes in prosocial behavior. Finally, competitive gaming was associated with decreases in prosocial behavior, but only among children who played video games with high frequency. Thus, gaming frequency was related to increases in internalizing but not externalizing, attention, or peer problems, violent gaming was not associated with increases in externalizing problems, and for children playing approximately 8 h or more per week, frequent competitive gaming may be a risk factor for decreasing prosocial behavior. We argue that replication is needed and that future research should better distinguish between different forms of gaming for more nuanced and generalizable insight.
Ramanathan, Arvind
2016-01-01
The cleaned bench testing reconstructions for the gold166 datasets have been put online at github https://github.com/BigNeuron/Events-and-News/wiki/BigNeuron-Events-and-News https://github.com/BigNeuron/Data/releases/tag/gold166_bt_v1.0 The respective image datasets were released a while ago from other sites (major pointer is available at github as well https://github.com/BigNeuron/Data/releases/tag/Gold166_v1 but since the files were big, the actual downloading was distributed at 3 continents separately)
Four classes of interactions for evolutionary games.
Szabó, György; Bodó, Kinga S; Allen, Benjamin; Nowak, Martin A
2015-08-01
The symmetric four-strategy games are decomposed into a linear combination of 16 basis games represented by orthogonal matrices. Among these basis games four classes can be distinguished as it is already found for the three-strategy games. The games with self-dependent (cross-dependent) payoffs are characterized by matrices consisting of uniform rows (columns). Six of 16 basis games describe coordination-type interactions among the strategy pairs and three basis games span the parameter space of the cyclic components that are analogous to the rock-paper-scissors games. In the absence of cyclic components the game is a potential game and the potential matrix is evaluated. The main features of the four classes of games are discussed separately and we illustrate some characteristic strategy distributions on a square lattice in the low noise limit if logit rule controls the strategy evolution. Analysis of the general properties indicates similar types of interactions at larger number of strategies for the symmetric matrix games.
Elliott, Luther; Ream, Geoffrey; McGinsky, Elizabeth; Dunlap, Eloise
2012-12-01
AIMS: To assess the contribution of patterns of video game play, including game genre, involvement, and time spent gaming, to problem use symptomatology. DESIGN: Nationally representative survey. SETTING: Online. PARTICIPANTS: Large sample (n=3,380) of adult video gamers in the US. MEASUREMENTS: Problem video game play (PVGP) scale, video game genre typology, use patterns (gaming days in the past month and hours on days used), enjoyment, consumer involvement, and background variables. FINDINGS: Study confirms game genre's contribution to problem use as well as demographic variation in play patterns that underlie problem video game play vulnerability. CONCLUSIONS: Identification of a small group of game types positively correlated with problem use suggests new directions for research into the specific design elements and reward mechanics of "addictive" video games. Unique vulnerabilities to problem use among certain groups demonstrate the need for ongoing investigation of health disparities related to contextual dimensions of video game play.
Ream, Geoffrey; McGinsky, Elizabeth; Dunlap, Eloise
2012-01-01
Aims To assess the contribution of patterns of video game play, including game genre, involvement, and time spent gaming, to problem use symptomatology. Design Nationally representative survey. Setting Online. Participants Large sample (n=3,380) of adult video gamers in the US. Measurements Problem video game play (PVGP) scale, video game genre typology, use patterns (gaming days in the past month and hours on days used), enjoyment, consumer involvement, and background variables. Findings Study confirms game genre's contribution to problem use as well as demographic variation in play patterns that underlie problem video game play vulnerability. Conclusions Identification of a small group of game types positively correlated with problem use suggests new directions for research into the specific design elements and reward mechanics of “addictive” video games. Unique vulnerabilities to problem use among certain groups demonstrate the need for ongoing investigation of health disparities related to contextual dimensions of video game play. PMID:23284310
Drinking game participation among college students: gender and ethnic implications.
Pedersen, Eric R; LaBrie, Joseph
2006-11-01
Participation in drinking games by college students has recently sparked research attention. While previous research indicates that women play drinking games at lower frequencies than men, the current study reveals that college women may be playing games at rates similar to college men. In a sample of 105 coed college students, participants completed a 3-month Timeline Followback recording every drinking event and quantity consumed. They then were prompted to identify which drinking events involved drinking games and how much alcohol was consumed during game playing. Both men and women engaged in drinking games at similar rates and consumed more drinks on game playing days than on non-game drinking days. However, drinking game participation was related to alcohol-related consequences in women only. Further, while Caucasian participants played drinking games more often than non-Caucasian participants, an association between game participation and alcohol-related consequences emerged in non-Caucasian participants.
Defining and Leveraging Game Qualities for Serious Games
NASA Technical Reports Server (NTRS)
Martin, Michael W.; Shen, Yuzhong
2011-01-01
Serious games can and should leverage the unique qualities of video games to effectively deliver educational experiences for the learners. However, leveraging these qualities is incumbent upon understanding what these unique 'game' qualities are , and how they can facilitate the learning process. This paper presents an examination of the meaning of the term 'game' . as it applies to both serious games and digital entertainment games. Through the examination of counter examples, we derive three game characteristics; games are self contained, provide a variety of meaningful choices, and are intrinsically compelling. We also discuss the theoretical educational foundations which support the application of these 'game qualities' to educational endeavors. This paper concludes with a presentation of results achieved through the application of these qualities and the applicable educational theories to teach learners about the periodic table of elements via a serious game developed by the authors.
Recent Advances in General Game Playing
Świechowski, Maciej; Park, HyunSoo; Mańdziuk, Jacek; Kim, Kyung-Joong
2015-01-01
The goal of General Game Playing (GGP) has been to develop computer programs that can perform well across various game types. It is natural for human game players to transfer knowledge from games they already know how to play to other similar games. GGP research attempts to design systems that work well across different game types, including unknown new games. In this review, we present a survey of recent advances (2011 to 2014) in GGP for both traditional games and video games. It is notable that research on GGP has been expanding into modern video games. Monte-Carlo Tree Search and its enhancements have been the most influential techniques in GGP for both research domains. Additionally, international competitions have become important events that promote and increase GGP research. Recently, a video GGP competition was launched. In this survey, we review recent progress in the most challenging research areas of Artificial Intelligence (AI) related to universal game playing. PMID:26380375
Mitre, Naim; Foster, Randal C; Lanningham-Foster, Lorraine; Levine, James A
2011-01-01
In the present study we investigated the effect of television watching and the use of activity-promoting video games on energy expenditure in obese and lean children. Energy expenditure and physical activity were measured while participants were watching television, playing a video game on a traditional sedentary video game console, and while playing the same video game on an activity-promoting video game console. Energy expenditure was significantly greater than television watching and playing video games on a sedentary video game console when children played the video game on the activity-promoting console. When examining movement with accelerometry, children moved significantly more when playing the video game on the Nintendo Wii console. Activity-promoting video games have shown to increase movement, and be an important tool to raise energy expenditure by 50% when compared to sedentary activities of daily living.
Recent Advances in General Game Playing.
Świechowski, Maciej; Park, HyunSoo; Mańdziuk, Jacek; Kim, Kyung-Joong
2015-01-01
The goal of General Game Playing (GGP) has been to develop computer programs that can perform well across various game types. It is natural for human game players to transfer knowledge from games they already know how to play to other similar games. GGP research attempts to design systems that work well across different game types, including unknown new games. In this review, we present a survey of recent advances (2011 to 2014) in GGP for both traditional games and video games. It is notable that research on GGP has been expanding into modern video games. Monte-Carlo Tree Search and its enhancements have been the most influential techniques in GGP for both research domains. Additionally, international competitions have become important events that promote and increase GGP research. Recently, a video GGP competition was launched. In this survey, we review recent progress in the most challenging research areas of Artificial Intelligence (AI) related to universal game playing.
Lin, Sisi; Zhou, Chun; Neufeld, Edward; Wang, Yu-Hua; Xu, Suo-Wen; Lu, Liang; Wang, Ying; Liu, Zhi-Ping; Li, Dong; Li, Cuixian; Chen, Shaorui; Le, Kang; Huang, Heqing; Liu, Peiqing; Moss, Joel; Vaughan, Martha; Shen, Xiaoyan
2013-01-01
Objective Cell surface localization and intracellular trafficking of ATP-binding cassette transporter A-1 (ABCA1) are essential for its function. However, regulation of these activities is still largely unknown. Brefeldin A (BFA), a uncompetitive inhibitor of brefeldin A-inhibited guanine nucleotide-exchange proteins (BIGs), disturbs the intracellular distribution of ABCA1, and thus inhibits cholesterol efflux. This study aimed to define the possible roles of BIGs in regulating ABCA1 trafficking and cholesterol efflux, and further to explore the potential mechanism. Methods and Results By vesicle immunoprecipitation, we found that BIG1 was associated with ABCA1 in vesicles preparation from rat liver. BIG1 depletion reduced surface ABCA1 on HepG2 cells and inhibited by 60% cholesterol release. In contrast, BIG1 over-expression increased surface ABCA1 and cholesterol secretion. With partial restoration of BIG1 through over-expression in BIG1-depleted cells, surface ABCA1 was also restored. Biotinylation and glutathione cleavage revealed that BIG1 siRNA dramatically decreased the internalization and recycling of ABCA1. This novel function of BIG1 was dependent on the guanine nucleotide-exchange activity and achieved through activation of ADP-ribosylation factor 1 (ARF1). Conclusions BIG1, through its ability to activate ARF1, regulates cell surface levels and function of ABCA1, indicating a transcription-independent mechanism for controlling ABCA1 action. PMID:23220274
The Role of Auditory Features Within Slot-Themed Social Casino Games and Online Slot Machine Games.
Bramley, Stephanie; Gainsbury, Sally M
2015-12-01
Over the last few years playing social casino games has become a popular entertainment activity. Social casino games are offered via social media platforms and mobile apps and resemble gambling activities. However, social casino games are not classified as gambling as they can be played for free, outcomes may not be determined by chance, and players receive no monetary payouts. Social casino games appear to be somewhat similar to online gambling activities in terms of their visual and auditory features, but to date little research has investigated the cross over between these games. This study examines the auditory features of slot-themed social casino games and online slot machine games using a case study design. An example of each game type was played on three separate occasions during which, the auditory features (i.e., music, speech, sound effects, and the absence of sound) within the games were logged. The online slot-themed game was played in demo mode. This is the first study to provide a qualitative account of the role of auditory features within a slot-themed social casino game and an online slot machine game. Our results found many similarities between how sound is utilised within the two games. Therefore the sounds within these games may serve functions including: setting the scene for gaming, creating an image, demarcating space, interacting with visual features, prompting players to act, communicating achievements to players, providing reinforcement, heightening player emotions and the gaming experience. As a result this may reduce the ability of players to make a clear distinction between these two activities, which may facilitate migration between games.
Scanlan, Aaron T; Fox, Jordan L; Borges, Nattai R; Dalbo, Vincent J
2017-02-01
Declines in high-intensity activity during game play (in-game approach) and performance tests measured pre- and postgame (across-game approach) have been used to assess player fatigue in basketball. However, a direct comparison of these approaches is not available. Consequently, this study examined the commonality between in- and across-game jump fatigue during simulated basketball game play. Australian, state-level, junior male basketball players (n = 10; 16.6 ± 1.1 y, 182.4 ± 4.3 cm, 68.3 ± 10.2 kg) completed 4 × 10-min standardized quarters of simulated basketball game play. In-game jump height during game play was measured using video analysis, while across-game jump height was determined pre-, mid-, and postgame play using an in-ground force platform. Jump height was determined using the flight-time method, with jump decrement calculated for each approach across the first half, second half, and entire game. A greater jump decrement was apparent for the in-game approach than for the across-game approach in the first half (37.1% ± 11.6% vs 1.7% ± 6.2%; P = .005; d = 3.81, large), while nonsignificant, large differences were evident between approaches in the second half (d = 1.14) and entire game (d = 1.83). Nonsignificant associations were evident between in-game and across-game jump decrement, with shared variances of 3-26%. Large differences and a low commonality were observed between in- and across-game jump fatigue during basketball game play, suggesting that these approaches measure different constructs. Based on our findings, it is not recommended that basketball coaches use these approaches interchangeably to monitor player fatigue across the season.
The allure of multi-line games in modern slot machines.
Dixon, Mike J; Graydon, Candice; Harrigan, Kevin A; Wojtowicz, Lisa; Siu, Vivian; Fugelsang, Jonathan A
2014-11-01
In multi-line slot machines, players can wager on more than one line per spin. We sought to show that players preferred multi-line over single-line games, and that certain game features could cause multi-line game play to feel more rewarding. Reward was measured using post-reinforcement pauses (PRPs) following each outcome (the time between outcome delivery and the next spin). Gamblers (n = 102) played 250 spins on a 20-line game and 250 spins on a one-line game (answering questions about game experiences following each session). Playing one-line, a small credit gain (e.g. 2 cents) was a net win. In the 20-line game it was a net loss of 18 credits but was still accompanied by 'winning' sights and sounds. Most players (94%) preferred the 20-line game. PRPs for small credit gains (net losses) in the 20-line game were equivalent, or larger than in the one-line game where such gains were wins. The largest increase in PRP size was between the 0 and 2 credit conditions for both games. Thus 20-line players reacted as though these net losses of 18 credits were rewarding. Players' estimates of the number of true wins were accurate in the one-line game, but they significantly over-estimated the number of true wins in the 20-line game (P < 0.01). Problem gamblers felt more skilful (P < 0.01) and were more absorbed (P < 0.01) by multi-line than single-line game play. Multi-line games appear to be more appealing to gaming machine ('slots') players than single-line games. These games may be particularly absorbing for those with gambling problems. © 2014 Society for the Study of Addiction.
Are “extreme consumption games” drinking games? Sometimes it's a matter of perspective
Zamboanga, Byron L.; Pearce, Marc W.; Kenney, Shannon R.; Ham, Lindsay S.; Woods, Olivia E.; Borsari, Brian
2013-01-01
Drinking games are widespread on college campuses and pose health risks to their players. Although there has been considerable research progress in the college drinking games literature, there does not appear to be a standard definition of the term “drinking games.” Researchers, however, have attempted to classify and categorize drinking games in a systematic manner. For example, one category of drinking games (e.g., chugging, keg stands) is often referred to as consumption or extreme consumption games. Questions remain as to whether or how these types of games align with researchers' definitions of drinking games or the categorization systems advanced by researchers in the field. Potential challenges regarding the definition and categorization of drinking games, particularly with respect to extreme consumption types of games, are discussed. PMID:23968169
Dynamic game balancing implementation using adaptive algorithm in mobile-based Safari Indonesia game
NASA Astrophysics Data System (ADS)
Yuniarti, Anny; Nata Wardanie, Novita; Kuswardayan, Imam
2018-03-01
In developing a game there is one method that should be applied to maintain the interest of players, namely dynamic game balancing. Dynamic game balancing is a process to match a player’s playing style with the behaviour, attributes, and game environment. This study applies dynamic game balancing using adaptive algorithm in scrolling shooter game type called Safari Indonesia which developed using Unity. The game of this type is portrayed by a fighter aircraft character trying to defend itself from insistent enemy attacks. This classic game is chosen to implement adaptive algorithms because it has quite complex attributes to be developed using dynamic game balancing. Tests conducted by distributing questionnaires to a number of players indicate that this method managed to reduce frustration and increase the pleasure factor in playing.
Energy expenditure and enjoyment during video game play: differences by game type.
Lyons, Elizabeth J; Tate, Deborah F; Ward, Dianne S; Bowling, J Michael; Ribisl, Kurt M; Kalyararaman, Sriram
2011-10-01
Play of physically active video games may be a way to increase physical activity and/or decrease sedentary behavior, but games are not universally active or enjoyable. Active games may differ from traditional games on important attributes, which may affect frequency and intensity of play. The purpose of this study was to investigate differences in energy expenditure and enjoyment across four game types: shooter (played with traditional controllers), band simulation (guitar or drum controller), dance simulation (dance mat controller), and fitness (balance board controller). Energy expenditure (METs) and enjoyment were measured across 10 games in 100 young adults age 18-35 yr (50 women). All games except shooter games significantly increased energy expenditure over rest (P < 0.001). Fitness and dance games increased energy expenditure by 322% (mean ± SD = 3.10 ± 0.89 METs) and 298% (2.91 ± 0.87 METs), which was greater than that produced by band simulation (73%, 1.28 ± 0.28 METs) and shooter games (23%, 0.91 ± 0.16 METs). However, enjoyment was higher in band simulation games than in other types (P < 0.001). Body mass-corrected energy expenditure was greater in normal weight than in overweight participants in the two most active game types (P < 0.001). Active video games can significantly increase energy expended during screen time, but these games are less enjoyable than other more sedentary games, suggesting that they may be less likely to be played over time. Less active but more enjoyable video games may be a promising method for decreasing sedentary behavior.
Serious Games and Gamification for Mental Health: Current Status and Promising Directions
Fleming, Theresa M.; Bavin, Lynda; Stasiak, Karolina; Hermansson-Webb, Eve; Merry, Sally N.; Cheek, Colleen; Lucassen, Mathijs; Lau, Ho Ming; Pollmuller, Britta; Hetrick, Sarah
2017-01-01
Computer games are ubiquitous and can be utilized for serious purposes such as health and education. “Applied games” including serious games (in brief, computerized games for serious purposes) and gamification (gaming elements used outside of games) have the potential to increase the impact of mental health internet interventions via three processes. First, by extending the reach of online programs to those who might not otherwise use them. Second, by improving engagement through both game-based and “serious” motivational dynamics. Third, by utilizing varied mechanisms for change, including therapeutic processes and gaming features. In this scoping review, we aim to advance the field by exploring the potential and opportunities available in this area. We review engagement factors which may be exploited and demonstrate that there is promising evidence of effectiveness for serious games for depression from contemporary systematic reviews. We illustrate six major categories of tested applied games for mental health (exergames, virtual reality, cognitive behavior therapy-based games, entertainment games, biofeedback, and cognitive training games) and demonstrate that it is feasible to translate traditional evidence-based interventions into computer gaming formats and to exploit features of computer games for therapeutic change. Applied games have considerable potential for increasing the impact of online interventions for mental health. However, there are few independent trials, and direct comparisons of game-based and non-game-based interventions are lacking. Further research, faster iterations, rapid testing, non-traditional collaborations, and user-centered approaches are needed to respond to diverse user needs and preferences in rapidly changing environments. PMID:28119636
Network characteristics for server selection in online games
NASA Astrophysics Data System (ADS)
Claypool, Mark
2008-01-01
Online gameplay is impacted by the network characteristics of players connected to the same server. Unfortunately, the network characteristics of online game servers are not well-understood, particularly for groups that wish to play together on the same server. As a step towards a remedy, this paper presents analysis of an extensive set of measurements of game servers on the Internet. Over the course of many months, actual Internet game servers were queried simultaneously by twenty-five emulated game clients, with both servers and clients spread out on the Internet. The data provides statistics on the uptime and populations of game servers over a month long period an an in-depth look at the suitability for game servers for multi-player server selection, concentrating on characteristics critical to playability--latency and fairness. Analysis finds most game servers have latencies suitable for third-person and omnipresent games, such as real-time strategy, sports and role-playing games, providing numerous server choices for game players. However, far fewer game servers have the low latencies required for first-person games, such as shooters or race games. In all cases, groups that wish to play together have a greatly reduced set of servers from which to choose because of inherent unfairness in server latencies and server selection is particularly limited as the group size increases. These results hold across different game types and even across different generations of games. The data should be useful for game developers and network researchers that seek to improve game server selection, whether for single or multiple players.