215 research outputs found

    Europe 81 No. 12, December 1981

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    Europe 81 No. 12, December 1981

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    Energy law and policy issues: A critical analysis of the recurring law and policy issues of nuclear power as an alternative source of low-carbon in the United Kingdom.

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    This thesis analyses the recurring law and policy issues of nuclear power as an alternative source of low carbon energy supply in the United Kingdom (UK). In so doing, it starts by examining the justifications for the use of nuclear power in the twenty- first century. These include: the issue of climate change and energy security; both of course have been extensively debated at the international and national levels to require urgent action. However in light of the recent Fukushima nuclear power disaster in Japan, this thesis explains that there has been a rethinking of the use of nuclear power by some countries, while others such as the UK are adamant to expand its use despite the safety concerns that are associated with it. Against the background of these concerns and its inherent issues, 1 consider in depth the various international, European Union (EU), and national regulations that are applicable to the safe use of nuclear power. Thus, this thesis concludes that these safety concerns and its inherent issues must be addressed for nuclear power to have a place in the UK society

    A Framework For Abstracting, Designing And Building Tangible Gesture Interactive Systems

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    This thesis discusses tangible gesture interaction, a novel paradigm for interacting with computer that blends concepts from the more popular fields of tangible interaction and gesture interaction. Taking advantage of the human innate abilities to manipulate physical objects and to communicate through gestures, tangible gesture interaction is particularly interesting for interacting in smart environments, bringing the interaction with computer beyond the screen, back to the real world. Since tangible gesture interaction is a relatively new field of research, this thesis presents a conceptual framework that aims at supporting future work in this field. The Tangible Gesture Interaction Framework provides support on three levels. First, it helps reflecting from a theoretical point of view on the different types of tangible gestures that can be designed, physically, through a taxonomy based on three components (move, hold and touch) and additional attributes, and semantically, through a taxonomy of the semantic constructs that can be used to associate meaning to tangible gestures. Second, it helps conceiving new tangible gesture interactive systems and designing new interactions based on gestures with objects, through dedicated guidelines for tangible gesture definition and common practices for different application domains. Third, it helps building new tangible gesture interactive systems supporting the choice between four different technological approaches (embedded and embodied, wearable, environmental or hybrid) and providing general guidance for the different approaches. As an application of this framework, this thesis presents also seven tangible gesture interactive systems for three different application domains, i.e., interacting with the In-Vehicle Infotainment System (IVIS) of the car, the emotional and interpersonal communication, and the interaction in a smart home. For the first application domain, four different systems that use gestures on the steering wheel as interaction means with the IVIS have been designed, developed and evaluated. For the second application domain, an anthropomorphic lamp able to recognize gestures that humans typically perform for interpersonal communication has been conceived and developed. A second system, based on smart t-shirts, recognizes when two people hug and reward the gesture with an exchange of digital information. Finally, a smart watch for recognizing gestures performed with objects held in the hand in the context of the smart home has been investigated. The analysis of existing systems found in literature and of the system developed during this thesis shows that the framework has a good descriptive and evaluative power. The applications developed during this thesis show that the proposed framework has also a good generative power.Questa tesi discute l’interazione gestuale tangibile, un nuovo paradigma per interagire con il computer che unisce i principi dei più comuni campi di studio dell’interazione tangibile e dell’interazione gestuale. Sfruttando le abilità innate dell’uomo di manipolare oggetti fisici e di comunicare con i gesti, l’interazione gestuale tangibile si rivela particolarmente interessante per interagire negli ambienti intelligenti, riportando l’attenzione sul nostro mondo reale, al di là dello schermo dei computer o degli smartphone. Poiché l’interazione gestuale tangibile è un campo di studio relativamente recente, questa tesi presenta un framework (quadro teorico) che ha lo scopo di assistere lavori futuri in questo campo. Il Framework per l’Interazione Gestuale Tangibile fornisce supporto su tre livelli. Per prima cosa, aiuta a riflettere da un punto di vista teorico sui diversi tipi di gesti tangibili che possono essere eseguiti fisicamente, grazie a una tassonomia basata su tre componenti (muovere, tenere, toccare) e attributi addizionali, e che possono essere concepiti semanticamente, grazie a una tassonomia di tutti i costrutti semantici che permettono di associare dei significati ai gesti tangibili. In secondo luogo, il framework proposto aiuta a concepire nuovi sistemi interattivi basati su gesti tangibili e a ideare nuove interazioni basate su gesti con gli oggetti, attraverso linee guida per la definizione di gesti tangibili e una selezione delle migliore pratiche per i differenti campi di applicazione. Infine, il framework aiuta a implementare nuovi sistemi interattivi basati su gesti tangibili, permettendo di scegliere tra quattro differenti approcci tecnologici (incarnato e integrato negli oggetti, indossabile, distribuito nell’ambiente, o ibrido) e fornendo una guida generale per la scelta tra questi differenti approcci. Come applicazione di questo framework, questa tesi presenta anche sette sistemi interattivi basati su gesti tangibili, realizzati per tre differenti campi di applicazione: l’interazione con i sistemi di infotainment degli autoveicoli, la comunicazione interpersonale delle emozioni, e l’interazione nella casa intelligente. Per il primo campo di applicazione, sono stati progettati, sviluppati e testati quattro differenti sistemi che usano gesti tangibili effettuati sul volante come modalità di interazione con il sistema di infotainment. Per il secondo campo di applicazione, è stata concepita e sviluppata una lampada antropomorfica in grado di riconoscere i gesti tipici dell’interazione interpersonale. Per lo stesso campo di applicazione, un secondo sistema, basato su una maglietta intelligente, riconosce quando due persone si abbracciano e ricompensa questo gesto con uno scambio di informazioni digitali. Infine, per l’interazione nella casa intelligente, è stata investigata la realizzazione di uno smart watch per il riconoscimento di gesti eseguiti con oggetti tenuti nella mano. L’analisi dei sistemi interattivi esistenti basati su gesti tangibili permette di dimostrare che il framework ha un buon potere descrittivo e valutativo. Le applicazioni sviluppate durante la tesi mostrano che il framework proposto ha anche un valido potere generativo

    Making Healthcare Safe

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    This unique and engaging open access title provides a compelling and ground-breaking account of the patient safety movement in the United States, told from the perspective of one of its most prominent leaders, and arguably the movement’s founder, Lucian L. Leape, MD. Covering the growth of the field from the late 1980s to 2015, Dr. Leape details the developments, actors, organizations, research, and policy-making activities that marked the evolution and major advances of patient safety in this time span. In addition, and perhaps most importantly, this book not only comprehensively details how and why human and systems errors too often occur in the process of providing health care, it also promotes an in-depth understanding of the principles and practices of patient safety, including how they were influenced by today’s modern safety sciences and systems theory and design. Indeed, the book emphasizes how the growing awareness of systems-design thinking and the self-education and commitment to improving patient safety, by not only Dr. Leape but a wide range of other clinicians and health executives from both the private and public sectors, all converged to drive forward the patient safety movement in the US. Making Healthcare Safe is divided into four parts: I. In the Beginning describes the research and theory that defined patient safety and the early initiatives to enhance it. II. Institutional Responses tells the stories of the efforts of the major organizations that began to apply the new concepts and make patient safety a reality. Most of these stories have not been previously told, so this account becomes their histories as well. III. Getting to Work provides in-depth analyses of four key issues that cut across disciplinary lines impacting patient safety which required special attention. IV. Creating a Culture of Safety looks to the future, marshalling the best thinking about what it will take to achieve the safe care we all deserve. Captivatingly written with an “insider’s” tone and a major contribution to the clinical literature, this title will be of immense value to health care professionals, to students in a range of academic disciplines, to medical trainees, to health administrators, to policymakers and even to lay readers with an interest in patient safety and in the critical quest to create safe care

    The development of a culture-based tool to predict team performance

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    The effect of national culture on the performance of teams is becoming an increasingly important issue in advanced western countries. There are many interlinked reasons for this, including the increasing globalisation of companies and the use of joint ventures for the development of expensive platforms. A further issue relates to the export of complex sociotechnical systems, where a culture clash between designer/manufacturer and user can lead to significant problems. This report describes research work that was carried out to analyse the cultural factors that influence the performance of teams (including researchers, designers, operators and crews), and to determine whether these factors could be captured in a tool to provide assistance to team managers and team builders. The original point of interest related to the development of increasingly complex sociotechnical systems, for example nuclear power stations, oil refineries, offshore oil platforms, hospital systems and large transport aircraft. Answers that might be sought, in particular by the senior managers of global companies, include (1) the best teams (or best national locations) for fundamental research, industrial research & development, product/system improvement and other key activities, and (2) the implications for system performance and, as a result, for system design, of targeting an eastern Asian market, a South-American market, etc. A literature review was carried out of the effects of culture on team performance, of culture measures and tools and of task classifications; in addition, empirical evidence of the validity of measures and tools was sought. Significant evidence was found of the effects of culture on teams and crews, but no national culture-based team performance prediction tools were found. Based on the results of the literature review, Hofstede's original four-dimension cultural framework was selected as the basis for the collection and analysis of empirical data, including the results of studies from the literature and the researcher s own empirical studies. No team or task classification system was found that was suitable for the purposes of linking culture to team performance, so a five-factor task classification was developed, based on the literature review, to form the basis of the initial modelling work. A detailed analysis of results from the literature and from the author s pilot studies revealed additional culture-performance relationships, including those relating to cultural diversity. Three culture-performance models were incorporated into software tools that offered performance prediction capabilities. The first model was primarily a test bed for ideas; the second model incorporated a task/behavioural approach which achieved limited success; the third and final model was evaluated against a range of team and crew performance data before being tested successfully for acceptability by users. The research results included the discovery that the effects of cultural diversity must be sought at the individual cultural dimension level not at the composite level, that the effects of national culture on team performance are consistent and strong enough to be usefully captured in a predictive culture tool and that the relationÂŹship between culture and behaviour is moderated by contextual factors

    The Matanuska-Susitna Borough Community Survey, 2012 and Trends 2008–2012: A Sourcebook of Community Attitudes

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    The Matanuska-Susitna Borough Community Survey (Mat-Su Survey), conducted annually since 2006, is a cooperative research effort between the Justice Center at University of Alaska Anchorage (UAA) and the Matanuska-Susitna Borough. The survey asks Mat-Su Borough residents to evaluate the quality of Borough services, provide opinions about Borough decision-making, and sum up their perceptions about a range of issues relevant to the present and future of the Mat-Su community. The 2012 survey was distributed to 1,965 adult heads-of-household in the Mat-Su Borough in the late summer and fall of 2012; a total of 845 surveys were returned, for a response rate of 43.0%. This sourcebook presents both the results from the 2012 Mat-Su Survey and trends from 2008–2012 in five major areas: (1) evaluation of current borough services; (2) use of borough facilities; (3) life in Mat-Su neighborhoods; (4) local government access, policies, and practices; and (5) respondent background information. Additionally, findings from a derived importance-performance analysis of the survey data are presented, as is a compilation of respondent comments.Introduction / Organization of Sourcebook / Methods / Executive Summary / 2012 RESULTS AND 2008–2012 TRENDS / Part I. Evaluation of Current Borough Services / Part II. Use of Borough Facilities / Part III. Life in Matanuska-Susitna Borough Neighborhoods / Part IV. Local Government: Access, Policies and Practices / Part V. Sample Characteristics / Part VI. Derived Importance-Performance Analysis / Part VII. Respondents’ Comments / Appendix: Survey Instrumen

    Getting up: an ethnography of hip hop graffiti writers, their art, and perceptions of society\u27s reactions.

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    This ethnographic analysis of the modern hip hop graffiti writing subculture connects the separate but complementary theoretical constructs of serious leisure (Stebbins 1982), dark leisure (Smith and Raymen 2016), recreational specialization theory (Bryan 1977), and edgework (Lyng 1990) and situates the writer “standpoint” (Smith 1987) in terms of interrelations of policy and written discourse. Past research found that writers were motivated by fame and status, to express artistic skills, and to control and destroy space (Brewer and Miller 1990). Others found that writers sought to express contestant notions of style and resist economic and political authority (Ferrell 1996; 2006), and some emphasize affective aspects of accomplishment and desire in graffiti (Halsey and Young 2006). Policy research indicates wide misunderstandings of graffiti and its inclusion under a ‘gang’ label (Ferrell 1996), and cities increasingly favor “wars on graffiti” (Iveson 2010) where ineffective anti-graffiti campaigns justified in “broken windows” ideals often result in increasing illegal graffiti (Haworth, Bruce, and Iveson 2013). Interviews of policy officials of a mid-sized Midwestern city revealed varying views, preferences, and understandings of graffiti, and city ordinance criminalized all unsanctioned graffiti. Interview data from a snowball sample of writers indicated dynamic motives, views, and practices and three writer classes. A key finding is as writers specialized on a career trajectory, a shift in focus occurred from writing for thrill to writing for flow. Motives were consistent with past research, and the subculture regulated its membership via social control and mentoring. Further, socialization was a central part of progression, and writing occurred as “everyday forms of resistance” (Scott 1984), edgework, serious leisure, and recreation specialization. To acknowledge these nuances through policy may benefit the public, engage writer voices, and reduce fear by increasing awareness and public exposure to graffiti, potentially disassociating it from ‘master vandal’ or gang status
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