2,577,079 research outputs found

    Development of the children's eating behaviour questionnaire

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    Individual differences in several aspects of eating style have been implicated in the development of weight problems in children and adults, but there are presently no reliable and valid scales that assess a range of dimensions of eating style. This paper describes the development and preliminary validation of a parent-rated instrument to assess eight dimensions of eating style in children; the Children's Eating Behaviour Questionnaire (CEBQ). Constructs for inclusion were derived both from the existing literature on eating behaviour in children and adults, and from interviews with parents. They included reponsiveness to food, enjoyment of food, satiety responsiveness, slowness in eating, fussiness, emotional overeating, emotional undereating, and desire for drinks. A. large pool of items covering each of these: constructs was developed. The number of items was then successively culled through analysis of responses from three samples of families of young children (N = 131; N = 187, N = 218), to produce a 35-item instrument with eight scales which were internally valid and had good test-retest reliability. Investigation of variations by gender and age revealed only minimal gender differences in any aspect of eating style. Satiety responsiveness and slowness in eating diminished from age 3 to 8. Enjoyment of food and food responsiveness increased over this age range. The CEBQ should provide a useful measure of eating style for research into the early precursors of obesity or eating disorders. This is especially important in relation to the growing evidence for the heritability of obesity, where good measurement of the associated behavioural phenotype will be crucial in investigating the contribution of inherited variations in eating behaviour to the process of weight gain

    Behaviour-based Knowledge Systems: An Epigenetic Path from Behaviour to Knowledge

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    In this paper we expose the theoretical background underlying our current research. This consists in the development of behaviour-based knowledge systems, for closing the gaps between behaviour-based and knowledge-based systems, and also between the understandings of the phenomena they model. We expose the requirements and stages for developing behaviour-based knowledge systems and discuss their limits. We believe that these are necessary conditions for the development of higher order cognitive capacities, in artificial and natural cognitive systems

    Agent Behaviour Simulator (ABS):a platform for urban behaviour development

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    Computer Graphics have become important for many applicationsand the quality of the produced images have greatly improved. Oneof the interesting remaining problems is the representation of densedynamic environments such as populated cities. Although recentlywe saw some successfulwork on the rendering such environments,the real?time simulation of virtual cities populated by thousands ofintelligent animated agents is still very challenging.In this paperwe describe a platformthat aims to accelerate the developmentof agent behaviours. The platform makes it easy to enterlocal rules and callbacks which govern the individual behaviours.It automatically performs the routine tasks such as collision detectionallowing the user to concentrate on defining the more involvedtasks. The platform is based on a 2D-grid with a four-layered structure.The two first layers are used to compute the collision detectionagainst the environment and other agents and the last two are usedfor more complex behaviours.A set of visualisation tools is incorporated that allows the testingof the real?time simulation. The choices made for the visualisationallow the user to better understand the way agents move inside theworld and how they take decisions, so that the user can evaluate ifit simulates the expected behaviour.Experimentation with the system has shown that behaviours inenvironments with thousands of agents can be developed and visualisedin effortlessly

    Simon’s scissors and ecological psychology in design for behaviour change

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    Copyright @ 2012 Social Science Electronic PublishingThis paper introduces a series of working papers (Lockton 2011a,b and 2012a-f) providing a background literature review of different disciplinary perspectives on behaviour, informing the development of the Design with Intent toolkit (Lockton, Harrison and Stanton 2010a,b). In the first section of the paper, Herbert Simon's 'scissors' metaphor, and the relationship between context, cognition and behaviour are discussed, while the remaining sections introduce some ecological psychology perspectives relevant to design for behaviour change, including Barker's behaviour settings, ecological interface design and Gestalt psychology principles

    Profiling and understanding student information behaviour: Methodologies and meaning

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    This paper draws on work conducted under the Joint Information Systems Committee (JISC) User Behaviour Monitoring and Evaluation Framework to identify a range of issues associated with research design that can form a platform for enquiry about knowledge creation in the arena of user behaviour. The Framework has developed a multidimensional set of tools for profiling, monitoring and evaluating user behaviour. The Framework has two main approaches: one, a broad‐based survey which generates both a qualitative and a quantitative profile of user behaviour, and the other a longitudinal qualitative study of user behaviour that (in addition to providing in‐depth insights) is the basis for the development of the EIS (Electronic Information Services) Diagnostic Toolkit. The strengths and weaknesses of the Framework approach are evaluated. In the context of profiling user behaviour, key methodological concerns relate to: representativeness, sampling and access, the selection of appropriate measures and the interpretation of those measures. Qualitative approaches are used to generate detailed insights. These include detailed narratives, case study analysis and gap analysis. The messages from this qualitative analysis do not lend themselves to simple summarization. One approach that has been employed to capture and interpret these messages is the development of the EIS Diagnostic Toolkit. This toolkit can be used to assess and monitor an institution's progress with embedding EIS into learning processes. Finally, consideration must be given to integration of insights generated through different strands within the Framework

    A frame signature matrix for analysing and comparing interaction design behaviour

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    Protocol studies are an established method to investigate design behaviour. In the context of a project to investigate novice interaction design (ID) behaviour across protocols and cultures, we found that existing design behaviour analysis frameworks did not provide reliable results. This paper describes the development of a new approach to analyse and compare ID behaviour using verbal protocols. We augment Schön’s basic design and reflection cycle with construction of a frame signature matrix and analogical categorisation coding. We demonstrate this approach by comparing two protocols of novice interaction designers in Botswana. The initial findings indicate that this approach increases consistency and accuracy of coding, and that there are different degrees of reframing for the design problem and solutions

    Early risk factors for adolescent antisocial behaviour: an Australian longitudinal study

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    Objective: This investigation utilizes data from an Australian longitudinal study to identify early risk factors for adolescent antisocial behaviour. Method: Analyses are based on data from the Mater University Study of Pregnancy, an on-going longitudinal investigation of women’s and children’s health and development involving over 8000 participants. Five types of risk factors (child characteristics, perinatal factors, maternal/familial characteristics, maternal pre- and post-natal substance use and parenting practices) were included in analyses and were based on maternal reports, child assessments and medical records. Adolescent antisocial behaviour was measured when children were 14 years old, using the delinquency subscale of the Child Behaviour Checklist. Results: Based on a series of logistic regression models, significant risk factors for adolescent antisocial behaviour included children’s prior problem behaviour (i.e. aggression and attention/restlessness problems at age 5 years) and marital instability, which doubled or tripled the odds of antisocial behaviour. Perinatal factors, maternal substance use, and parenting practices were relatively poor predictors of antisocial behaviour. Conclusions: Few studies have assessed early predictors of antisocial behaviour in Australia and the current results can be used to inform prevention programs that target risk factors likely to lead to problem outcomes for Australian youth

    Using a maturity model to move student engagement practices beyond the generational approach

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    This paper proposes that the generational approach to conceptualising first year student learning behaviour, while it has made a very useful contribution to understanding that behaviour, can be expanded upon. The generational approach has an explicit focus on student behaviour and it is suggested that a capability maturity model interpretation may provide a complementary extension of that as it allows an assessment of institutional capability to initiate, plan, manage and evaluate institutional student engagement practices. The development of a Student Engagement, Success and Retention Maturity Model (SESR-MM) is discussed along with Australasian FYE generational data and Australian SESR-MM data

    A NPC Behaviour Definition System for Use by Programmers and Designers

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    In this paper we describe ZBL/0, a scripting system for defining NPC (Non Player Character) behaviour in FPS (First Person Shooter) games. ZBL/0 has been used to illustrate the use of scripting systems in computer games in general and the scripting of NPC behaviour in particular in the context of a book on game development. Many novice game designers have clear ideas about how the computer game they imagine should work but have little knowledge – if any – about how their ideas can be implemented. This is why books on game creation (design, programming etc.), as well as all-in-one game creation systems – especially designed for ease of use and intended for an amateur audience – enjoy great popularity. A large proportion of these books however merely present solutions in the form of descriptions and explanations of specific implementations with inadequate explanations of principles. While this may benefit rapid application development it often does not lead to a deeper understanding of the underlying concepts. The understanding of rule-based behaviour definition through simple scripting in computer games and the development of such scripts by programmers and designers is what we aim to address with the ZBL/0 system
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