7,663 research outputs found

    Games for a new climate: experiencing the complexity of future risks

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    This repository item contains a single issue of the Pardee Center Task Force Reports, a publication series that began publishing in 2009 by the Boston University Frederick S. Pardee Center for the Study of the Longer-Range Future.This report is a product of the Pardee Center Task Force on Games for a New Climate, which met at Pardee House at Boston University in March 2012. The 12-member Task Force was convened on behalf of the Pardee Center by Visiting Research Fellow Pablo Suarez in collaboration with the Red Cross/Red Crescent Climate Centre to “explore the potential of participatory, game-based processes for accelerating learning, fostering dialogue, and promoting action through real-world decisions affecting the longer-range future, with an emphasis on humanitarian and development work, particularly involving climate risk management.” Compiled and edited by Janot Mendler de Suarez, Pablo Suarez and Carina Bachofen, the report includes contributions from all of the Task Force members and provides a detailed exploration of the current and potential ways in which games can be used to help a variety of stakeholders – including subsistence farmers, humanitarian workers, scientists, policymakers, and donors – to both understand and experience the difficulty and risks involved related to decision-making in a complex and uncertain future. The dozen Task Force experts who contributed to the report represent academic institutions, humanitarian organization, other non-governmental organizations, and game design firms with backgrounds ranging from climate modeling and anthropology to community-level disaster management and national and global policymaking as well as game design.Red Cross/Red Crescent Climate Centr

    How Effective are Electronic Reputation Mechanisms? An Experimental Investigation

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    Electronic reputation or "feedback" mechanisms aim to mitigate the moral hazard problems associated with exchange among strangers by providing the type of information available in more traditional close-knit groups, where members are frequently involved in one another's dealings. In this paper, we compare trading in a market with online feedback (as implemented by many Internet markets) to a market without feedback, as well as to a market in which the same people interact with one another repeatedly (partners market). We find that, while the feedback mechanism induces quite a substantial improvement in transaction efficiency, it also exhibits a kind of public goods problem in that, unlike in the partners market, the benefits of trust and trustworthy behavior go to the whole community and are not completely internalized. We discuss the implications of this perspective for improving feedback systems.

    Challenges in Complex Systems Science

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    FuturICT foundations are social science, complex systems science, and ICT. The main concerns and challenges in the science of complex systems in the context of FuturICT are laid out in this paper with special emphasis on the Complex Systems route to Social Sciences. This include complex systems having: many heterogeneous interacting parts; multiple scales; complicated transition laws; unexpected or unpredicted emergence; sensitive dependence on initial conditions; path-dependent dynamics; networked hierarchical connectivities; interaction of autonomous agents; self-organisation; non-equilibrium dynamics; combinatorial explosion; adaptivity to changing environments; co-evolving subsystems; ill-defined boundaries; and multilevel dynamics. In this context, science is seen as the process of abstracting the dynamics of systems from data. This presents many challenges including: data gathering by large-scale experiment, participatory sensing and social computation, managing huge distributed dynamic and heterogeneous databases; moving from data to dynamical models, going beyond correlations to cause-effect relationships, understanding the relationship between simple and comprehensive models with appropriate choices of variables, ensemble modeling and data assimilation, modeling systems of systems of systems with many levels between micro and macro; and formulating new approaches to prediction, forecasting, and risk, especially in systems that can reflect on and change their behaviour in response to predictions, and systems whose apparently predictable behaviour is disrupted by apparently unpredictable rare or extreme events. These challenges are part of the FuturICT agenda

    Drug-therapy networks and the predictions of novel drug targets

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    Recently, a number of drug-therapy, disease, drug, and drug-target networks have been introduced. Here we suggest novel methods for network-based prediction of novel drug targets and for improvement of drug efficiency by analysing the effects of drugs on the robustness of cellular networks.Comment: This is an extended version of the Journal of Biology paper containing 2 Figures, 1 Table and 44 reference

    Adaptive Governance: An Introduction and Implications for Public Policy

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    Adaptive governance is a concept from institutional theory that deals with the evolution of institutions for the management of shared assets, particularly common pool resources and other forms of natural capital. This paper is the first of a set of four papers on adaptive governance, providing a brief overview of the history of the concept, the distinguishing features of the literature, and key insights provided for economists and policy advisors. We argue that adaptive governance provides an interesting lens for examining the political economy of policy responses akin to the concept of market failure within economics, but applied to wider processes of social learning and collective choice, including collective choices about the scope and structure of institutions that govern lower level choices by individuals and organizations.adaptive governance, public policy, common pool resources, natural resource management, wicked problems, Institutional and Behavioral Economics,

    FaceSnap: Game-based Courseware as a Learning Tool for Children with Social Impairment

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    Nowadays, computer games have been seen not just as a form of entertainment but also as a source of education. Gaming has been viewed as a way of making education fun and is able to engage children in the learning process longer. Games do not only help normal children but also children with disabilities. The objective of this project is to find the most suitable game-based method for children with social impairment and to develop the courseware to see its effectiveness. This courseware will help the children to Jearn facial expression and social behaviour targeting children with Asperger's Syndrome. The methodology used in this project is Rapid Application Development (RAD) and the tools used for the courseware development are Adobe Flash, Adobe Photoshop, Adobe Illustrator and Adobe Soundbooth. Six children are tested playing this game to see whether there is any improvement in their score. These children are divided into Asperger' s Syndrome group and control group which consist of normal children to see their comparison. The result shows that there is improvement in their scores which indicates that this courseware is effective in helping children with social impairment to learn about facial expressions and social behaviour

    THE TEACHERS’ STRATEGIES IN INCREASING STUDENTS’ CONFIDENCE TO SPEAK ENGLISH AT MA ISLAMIC CENTRE AL-HIDAYAH KAMPAR

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    The Purpose of this research is to find out how are the teachers’ strategies in increasing students’ confidence to speak English. The Subject of this Research is The English Teachers who are teaching at MA Islamic Centre Al-Hidayah Kampar, and the 0object of this research is the strategies done by English teachers in increasing students’ confidence to speak English at MA Islamic Centre Al-Hidayah Kampar. Next, this research question is formulated as follows: “How are the teachers’ strategies in increasing students’ confidence to speak English at MA Islamic Centre AL- Hidayah Kampar?” In this research, there are two techniques that is used to collect the data is that observation, and interview. To collect the data of this research, the researcher uses the formula as follows: P= N F %100× After analyzing the data, the researcher concludes that the teachers’ strategies in increasing students’ confidence to speak English can be categorized into “Fair”, in which the total value percentage is 68.75%
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