1,532,782 research outputs found

    Better Places to Play: the ACT Play Space Strategy

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    Places to play

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    Provision of safe places to play and hang out

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    This report contains 26 recommendations which relate to wide ranging issues such as transport, planning and the needs of specific groups of children and young people. "The terms of reference for the inquiry were as follows: To inquire into the experiences of children (aged 11 and under) and young people (aged 11-18) in Wales in accessing safe places to play and hang out." - Page 14

    Rapid method for sampling metals for materials identification

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    Nondamaging process similar to electrochemical machining is useful in obtaining metal samples from places inaccessible to conventional sampling methods or where methods would be hazardous or contaminating to specimens. Process applies to industries where metals or metal alloys play a vital role

    Breaking Through on the Social Determinants of Health and Health Disparities: An Approach to Message Translation

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    Outlines how RWJF's Commission to Build a Healthier America translated data about the impact the places in which people live, learn, work, and play have on their health and health disparities among races/ethnicities into a message for a broad audience

    Governance in Organizational Expansion - Learning From Community Development Organizations

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    Community development organizations are dynamic nonprofits that adopt a range of proven strategies to revitalize neighborhoods so they are great places to live, work and play. These place-based nonprofits are positioned as organizations through which local community residents, partnering with civic and business leaders, can create vibrant and sustainable neighborhoods

    Mediating towards digital inclusion: the monitors of internet access places

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    Local dynamics play a key role in individual and collective empowerment for digital literacy and citizenship. This paper presents the results and reflections from a broader investigation into the public Internet access places in Portugal in the inland municipalities of the country's coast, undertaken by ObLID Network. Specifically, we intend to reflect on the actual mission of these places and reveal the actual profile, activities and training needs of their monitors and coordinators. In the first stage of the empirical study, several documents available on the Internet Spaces Network are analyzed. In the second stage, a questionnaire was applied to monitors and coordinators of the Internet access places, in seventeen Portuguese municipalities. The research results warn of the need to redefine and clarify the social and educational value of Internet spaces, indicating that the dominant activities of monitors in the Internet access places do not induce the foster of literacy and digital inclusion of the most vulnerable groups. In this context, actions are proposed that can contribute to improving the mission of Internet places, as well as the training quality of their monitors and coordinators. Internet Access Spaces, made available by municipalities, should be used to promote digital literacy programs, for individuals and groups.info:eu-repo/semantics/publishedVersio

    Citizenship and belonging in a women's immigration detention centre

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    This chapter draws on six months of fieldwork in IRC Yarl’s Wood, Britain’s primary immigration removal centre for women, to explore the racialised logic of citizenship and nationality that underpin border control. Using women’s testimonies, it seeks to ‘give voice’ to an otherwise ilenced custodial population. In doing so, it seeks to enrich the predominantly theoretical literature on border control and challenge its pessimistic view of such places merely as ‘zones of exclusion.’ A second and related goal is to demonstrate the salience of detention centres – and migration - for criminological research on race/ethnicity. Detention centres are complex and nuanced sites where issues of race and nationality are under constant debate. While the government restricts migration, such places play an increasingly important role both in determining and managing populations who are unwelcome and in setting out a British national identity

    Testing the TASP: An Experimental Investigation of Learning in Games with Unstable Equilibria

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    We report experiments designed to test between Nash equilibria that are stable and unstable under learning. The “TASP” (Time Average of the Shapley Polygon) gives a precise prediction about what happens when there is divergence from equilibrium under fictitious play like learning processes. We use two 4 x 4 games each with a unique mixed Nash equilibrium; one is stable and one is unstable under learning. Both games are versions of Rock-Paper-Scissors with the addition of a fourth strategy, Dumb. Nash equilibrium places a weight of 1/2 on Dumb in both games, but the TASP places no weight on Dumb when the equilibrium is unstable. We also vary the level of monetary payoffs with higher payoffs predicted to increase instability. We find that the high payoff unstable treatment differs from the others. Frequency of Dumb is lower and play is further from Nash than in the other treatments. That is, we find support for the comparative statics prediction of learning theory, although the frequency of Dumb is substantially greater than zero in the unstable treatments.games, experiments, TASP, learning, unstable, mixed equilibrium, fictitious play.

    Testing the TASP: An Experimental Investigation of Learning in Games with Unstable Equilibria

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    We report experiments designed to test between Nash equilibria that are stable and unstable under learning. The “TASP” (Time Average of the Shapley Polygon) gives a precise prediction about what happens when there is divergence from equilibrium under a wide class of learning processes. We study two versions of Rock-Paper-Scissors with the addition of a fourth strategy, Dumb. The unique Nash equilibrium places a weight of 1/2 on Dumb in both games, but in one game the NE is stable, while in the other game the NE is unstable and the TASP places zero weight on Dumb. Consistent with TASP, we find that the frequency of Dumb is lower and play is further from Nash in the high payoff unstable treatment than in the other treatments. However, the frequency of Dumb is substantially greater than zero in all treatments.games, experiments, TASP, learning, unstable, mixed equilibrium, fictitious play
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