2,167 research outputs found
Improving the Institutional Behaviour of Prisoners: Challenges and Opportunities for Behaviour Analysis
Prisoner misconduct presents a significant issue to correctional administrators, disrupting the orderly running of regimes, endangering safety, and negatively impacting the health and well-being of both prisoners and frontline staff. While an extensive literature has emerged around rehabilitative intervention with offenders, research efforts have been more commonly directed towards reducing post-release recidivism, resulting in a relatively sparse literature concerning the in-prison behaviour of prisoners. Persistent and rising levels of violent and disruptive behaviour in prisons highlight the need for greater research attention to be devoted to this issue. The field of applied behaviour analysis may be well placed to address this research deficit, with historical work in prisons and more recent efforts in juvenile justice settings suggesting that approaches derived from behaviour analysis may hold promise in correctional settings. This includes an emerging literature relating to the adaptation of school-wide Positive Behavioural Interventions and Supports (PBIS) to juvenile justice facilities. PBIS offers a framework within which to integrate a continuum of evidencebased practices to address the needs of the population to which it is applied. Preliminary evidence suggests that the approach is feasible, is viewed positively by residents and staff, and can be efficacious in improving resident behaviour in these settings. However, addressing prisoner misconduct within adult prisons may present distinct challenges to that of juvenile forensic settings, given differences in their size, staffing ratios, and focus on education and rehabilitation. This thesis aimed to contribute to the literature on identifying effective behavioural interventions for use with adult prisoners. First, a comprehensive systematic review was conducted to explore the range of interventions directed towards reducing prisoner misconduct and identify âwhat worksâ in reducing institutional infractions (Chapter 2). Findings suggested that cognitive behavioural approaches reduced violent infractions but not overall misconduct, while therapeutic community interventions and educational approaches reduced overall misconduct. Second, focus groups were conducted with prisoners and frontline staff (prison officers) to assess valued intervention outcomes and explore potential barriers for PBIS implementation (Chapter 3). Three overarching values were identified: a need for rehabilitation, consistency, and respect. Potential barriers to PBIS included pessimistic views towards rehabilitative approaches and perceptions of limited resources. Third, the intervention design process of a universal (Tier 1) intervention strategy was described that incorporated evidence-based practices, stakeholder values, and institutional data on prisoner behaviour, whilst also operating within available resources (Chapter 4). The resulting intervention was a peer-led approach that focussed on increasing prisoner engagement in purposeful activity. Fourth, a feasibility study was conducted to establish the viability of the intervention as well as the feasibility of research procedures in the setting (Chapter 5). The intervention successfully promoted prisoner engagement, with prisoners reporting beneficial effects on behaviour, social relationships, and well-being. Staff perceptions of the approach were more tempered but generally positive. Institutional records did not appear sufficiently sensitive to detect changes in prisoner misconduct, suggesting that alternative measurement approaches may need to be identified. Finally, opportunities and barriers to behaviour analytic research in adult prisons were explored (Chapter 6), highlighting the continued relevance of the seven dimensions of behaviour analysis to prisonbased research.<br/
The influence of visual perspective on the cognitive effort required for mental representation
Mental representation is the process by which an individual simulates an event in their mindâs eye. This process is the foundation of the ability to remember the past, engage in prospective thinking, or imagine fictitious scenarios. An individual can mentally represent any event through their own eyesâthe first-person perspective or from the viewpoint of an external observerâthe third-person perspective. The perspective of representation influences outcomes related to memory, visuospatial processing, affect, social cognition, clinical diagnoses, and language processing. In turn, an individualâs tendency to favour either perspective is shaped by related factors.
The current research consists of four experiments, designed to characterize and contrast the electrophysiological correlates of mental representation from each perspective and the associated cognitive load. To this end, electroencephalography (EEG) was used to capture changes in slow-cortical potentials (SCPs), while participants formed mental representations based on short sentences, from either visual perspective. SCPs have a longer duration than other event-related potentials (ERPs) and originate primarily in the cortex; SCP negativity was used to index the cognitive load associated with mental representation.
Experiment 1 showed that third-person perspective imagining required more cognitive effort and that switching from the first- to the third-person perspective required more cognitive effort than performing the opposite switch. This difference was primarily observed in prefrontal electrodes, leading up to the perspective switch, at which point the effect the effect was observed across all but occipital electrodes. Third-person perspective events were rated as being easier to imagine when initially generated from the first-person perspective. Experiment 2 showed that concurrently manipulating personal pronouns and perspective cues did not effect reliable differences in SCP amplitudes but did influence the vividness of objects, locations, emotions, and the sense of touch. Experiments 3a and 3b showed that (morphosyntactic-given) temporal information modulated the impact of perspective on SCPs, during autobiographical memory (AM) retrieval/maintenance. Following perfective (but not imperfective) accomplishment cues, vividness ratings were higher for the first-person perspective.
Discussions further interpret and contextualize these novel results. Together, the current experiments showed that SCP amplitudes differentiated between first- and third-person perspective mental representation, but the timeline and magnitude of the observed differences varied greatly across experiments based on the influences of perspective-switching, lexical aspect (activities versus accomplishments), grammatical aspect (imperfective versus perfective), personal pronouns (âIâ versus âHeâ/âSheâ), and type of mental representation (imagined events versus autobiographical memories). These variations occurred despite the consistency of the experimental stimuli and their presentation, across all experiments. As such, recommendations are provided for greater control of these factors in further SCP-based research
Posthuman Creative Styling can a creative writerâs style of writing be described as procedural?
This thesis is about creative styling â the styling a creative writer might use to make their writing
unique. It addresses the question as to whether such styling can be described as procedural. Creative
styling is part of the technique a creative writer uses when writing. It is how they make the text more
âlivelyâ by use of tips and tricks they have either learned or discovered. In essence these are rules, ones
the writer accrues over time by their practice. The thesis argues that the use and invention of these
rules can be set as procedures. and so describe creative styling as procedural.
The thesis follows from questioning why it is that machines or algorithms have, so far, been
incapable of producing creative writing which has value. Machine-written novels do not abound on
the bookshelves and writing styled by computers is, on the whole, dull in comparison to human-crafted
literature. It came about by thinking how it would be possible to reach a point where writing by people
and procedural writing are considered to have equal value. For this reason the thesis is set in a
posthuman context, where the differences between machines and people are erased.
The thesis uses practice to inform an original conceptual space model, based on quality dimensions
and dynamic-inter operation of spaces. This model gives an example of the procedures which a
posthuman creative writer uses when engaged in creative styling. It suggests an original formulation
for the conceptual blending of conceptual spaces, based on the casting of qualities from one space to
another. In support of and informing its arguments are ninety-nine examples of creative writing
practice which show the procedures by which style has been applied, created and assessed. It provides
a route forward for further joint research into both computational and human-coded creative writing
Addressing the structural organization of silicone alternatives in formulations by molecular dynamics simulations and a novel equilibration protocol
The world of cosmetics is an always-evolving field with constant updates on its formulation components. The current reality asks for an ever-increasing need for natural and sustainable replacements for synthetic compounds in all fields of modern consumer products. However, the research and development stages of finding these alternatives can be an expensive, time-consuming, and often wasteful process that turns this task into a laborious procedure. This study introduces the development of a computational methodology that will aid the research of silicone alternatives, disclosing their structural performance in a formulation. Additionally, an equilibration protocol was developed to measure the distribution and densities of these silicone alternatives to determine how they behave in relation to their counterparts, using molecular dynamics simulations. Two systems were tested, A and B, where the former is composed of one ester (Dipentaerythrityl Hexa C5 Acid Ester) and the latter by an ester combined with an alkane (Triheptanoin and C13-Isoalkane); all three molecules are commercially available and widely used. Both systems were subjected to a 3-step thermal regulation strategy. The systems went through an initial simulation at 25 °C and at 70 °C, then a temperature switch took place (25 °C « 70 °C), then a shock to 200 °C, and finally a Simulated Annealing protocol reaching 250 °C. In the end, all systems converged towards micelle-like structures. These results come to further ascertain the position of computational chemistry and Molecular Dynamics Simulations as an important part of R&D processes in modern sciences and investigation.This research was developed with the support of computing facilities pro vided by the project: âSearch-ON2: Revitalization of HPC infrastructure of UMinhoâ (NORTE-07- 0162-FEDER-000086), co-funded by the North Portugal Regional Operational Programme (ON.2â O Novo Norte), under the National Strategic Reference Framework (NSRF), through the European Regional Development Fund (ERDF).info:eu-repo/semantics/publishedVersio
Systemic Circular Economy Solutions for Fiber Reinforced Composites
This open access book provides an overview of the work undertaken within the FiberEUse project, which developed solutions enhancing the profitability of composite recycling and reuse in value-added products, with a cross-sectorial approach. Glass and carbon fiber reinforced polymers, or composites, are increasingly used as structural materials in many manufacturing sectors like transport, constructions and energy due to their better lightweight and corrosion resistance compared to metals. However, composite recycling is still a challenge since no significant added value in the recycling and reprocessing of composites is demonstrated. FiberEUse developed innovative solutions and business models towards sustainable Circular Economy solutions for post-use composite-made products. Three strategies are presented, namely mechanical recycling of short fibers, thermal recycling of long fibers and modular car parts design for sustainable disassembly and remanufacturing. The validation of the FiberEUse approach within eight industrial demonstrators shows the potentials towards new Circular Economy value-chains for composite materials
IMAGINING, GUIDING, PLAYING INTIMACY: - A Theory of Character Intimacy Games -
Within the landscape of Japanese media production, and video game production in particular, there is a niche comprising video games centered around establishing, developing, and fulfilling imagined intimate relationships with anime-manga characters. Such niche, although very significant in production volume and lifespan, is left unexplored or underexplored. When it is not, it is subsumed within the scope of wider anime-manga media. This obscures the nature of such video games, alternatively identified with descriptors including but not limited to âvisual novelâ, âdating simulatorâ and âadult computer gameâ.
As games centered around developing intimacy with characters, they present specific ensembles of narrative content, aesthetics and software mechanics. These ensembles are aimed at eliciting in users what are, by all intents and purposes, parasocial phenomena towards the gameâs characters. In other words, these software products encourage players to develop affective and bodily responses towards characters. They are set in a way that is coherent with shared, circulating scripts for sexual and intimate interaction to guide player imaginative action. This study defines games such as the above as âcharacter intimacy gamesâ, video game software where traversal is contingent on players knowingly establishing, developing, and fulfilling intimate bonds with fictional characters. To do so, however, player must recognize themselves as playing that type of game, and to be looking to develop that kind of response towards the gameâs characters. Character Intimacy Games are contingent upon player developing affective and bodily responses, and thus presume that players are, at the very least, non-hostile towards their development. This study approaches Japanese character intimacy games as its corpus, and operates at the intersection of studies of communication, AMO studies and games studies.
The study articulates a research approach based on the double need of approaching single works of significance amidst a general scarcity of scholarly background on the subject. It juxtaposes data-driven approaches derived from fan-curated databases â The Visual Novel Database and Erogescape -ErogÄ HyĆron KĆ«kan â with a purpose-created ludo-hermeneutic process. By deploying an observation of character intimacy games through fan-curated data and building ludo-hermeneutics on the resulting ontology, this study argues that character intimacy games are video games where traversal is contingent on players knowingly establishing, developing, and fulfilling intimate bonds with fictional characters and recognizing themselves as doing so. To produce such conditions, the assemblage of software mechanics and narrative content in such games facilitates intimacy between player and characters. This is, ultimately, conductive to the emergence of parasocial phenomena. Parasocial phenomena, in turn, are deployed as an integral assumption regarding player activity within the gameâs wider assemblage of narrative content and software mechanics
Automatic Animation of Hair Blowing in Still Portrait Photos
We propose a novel approach to animate human hair in a still portrait photo.
Existing work has largely studied the animation of fluid elements such as water
and fire. However, hair animation for a real image remains underexplored, which
is a challenging problem, due to the high complexity of hair structure and
dynamics. Considering the complexity of hair structure, we innovatively treat
hair wisp extraction as an instance segmentation problem, where a hair wisp is
referred to as an instance. With advanced instance segmentation networks, our
method extracts meaningful and natural hair wisps. Furthermore, we propose a
wisp-aware animation module that animates hair wisps with pleasing motions
without noticeable artifacts. The extensive experiments show the superiority of
our method. Our method provides the most pleasing and compelling viewing
experience in the qualitative experiments and outperforms state-of-the-art
still-image animation methods by a large margin in the quantitative evaluation.
Project url: \url{https://nevergiveu.github.io/AutomaticHairBlowing/}Comment: Accepted to ICCV 202
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