20,104 research outputs found

    Eating disorder services for young people in Ireland: perspectives of service providers, service users and the general adolescent population

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    Objectives: This paper illuminates how national eating disorder (ED) policy translates into day-to-day practice by exploring how ED services are experienced by those who deliver and use them. Methods: A mixed-methods approach was used, which combined qualitative and quantitative techniques. The paper collates data from three studies: (i) an interview study exploring the lived experiences of young people with EDs (n =8), their parents (n =5) and their healthcare professionals (n =3); (ii) a national survey of health professionals’ perspectives on existing ED services (n =171); (iii) a nationwide survey of secondary-school students’ eating concerns and patterns of help - seeking (n=290). Results: The qualitative interviews with young people and their parents revealed feelings of isolation and helplessness. Young people expressed interest in patient support groups, while parents desired greater support for the family unit. Parents were highly critical of available services, particularly in relation to access. These criticisms were echoed in the survey of healthcare professionals, who reported many barriers to delivering effective care. Clinicians were almost unanimous in calling for care pathways to be clarified via a standardised treatment protocol. The survey of adolescents indicated widespread reluctance to seek help regarding eating concerns: over one-third expressed concern about their own eating habits, but half of these had not divulged their concerns to anyone. Participants’ preferred pathways of help-seeking revolved around family and friends, and adolescents were unsure about routes of access to professional support. 3 Conclusions: The research demonstrates that many aspects of national ED policy have not been implemented in practice. The paper highlights specific gaps and suggests ways they can be redressed

    Where do we go from here? An assessment of navigation performance using a compass versus a GPS unit

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    The Global Positioning System (GPS) looks set to replace the traditional map and compass for navigation tasks in military and civil domains. However, we may ask whether GPS has a real performance advantage over traditional methods. We present an exploratory study using a waypoint plotting task to compare the standard magnetic compass against a military GPS unit, for both expert and non-expert navigators. Whilst performance times were generally longer in setting up the GPS unit, once navigation was underway the GPS was more efficient than the compass. For mediumto long-term missions, this means that GPS could offer significant performance benefits, although the compass remains superior for shorter missions. Notwithstanding the performance times, significantly more errors, and more serious errors, occurred when using the compass. Overall, then, the GPS offers some clear advantages, especially for non-expert users. Nonetheless, concerns over the development of cognitive maps remain when using GPS technologies

    Improving progression to sustainable unsupported employment: a review of strategies developed by Workstep providers

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    This report evaluates the strategies and practices of Workstep providers aimed at moving adults (i.e. age 16+) with significant physical, mental and personal barriers into sustainable jobs and identifies barriers to progress. Case studies illustrate effective practice

    Interplay of couplings between antiferrodistortive, ferroelectric, and strain degrees of freedom in monodomain PbTiO3_{3}/SrTiO3_{3} superlattices

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    We report first-principles calculations on the coupling between epitaxial strain, polarization, and oxygen octahedra rotations in monodomain (PbTiO3_{3})n_{n}/(SrTiO3_{3})n_{n} superlattices. We show how the interplay between (i) the epitaxial strain and (ii) the electrostatic conditions, can be used to control the orientation of the main axis of the system. The electrostatic constrains at the interface facilitate the rotation of the polarization and, as a consequence, we predict large piezoelectric responses at epitaxial strains smaller than those that would be required considering only strain effects. In addition, ferroelectric (FE) and antiferrodistortive (AFD) modes are strongly coupled. Usual steric arguments cannot explain this coupling and a covalent model is proposed to account for it. The energy gain due to the FE-AFD coupling decreases with the periodicity of the superlattice, becoming negligible for n≄3n \ge 3.Comment: 5 pages, 4 figure

    Effective skill refinement: Focusing on process to ensure outcome

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    In contrast to the abundance of motor skill acquisition and performance research, there is a paucity of work which addresses how athletes with an already learnt and well-established skill may go about making a subtle change, or refinement, to that skill. Accordingly, the purpose of this review paper is to provide a comprehensive overview of current understanding pertaining to such practice. Specifically, this review addresses deliberately initiated refinements to closed and self-paced skills (e.g., javelin throwing, golf swing and horizontal jumps). In doing so, focus is directed to three fundamental considerations within applied coaching practice and future research endeavours; the intended outcomes, process and evaluative measures of skill refinement. Conclusions suggest that skill refinement is not the same as skill acquisition or performing already learnt skills with high-levels of automaticity. Due to the complexity of challenge faced, refinements are best addressed as an interdisciplinary solution, with objective measures informing coach decision making

    View from the virtual pocket: using virtual simulation and video game technology to assess the situation awareness and decision making of NCAA quarterbacks

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    View from the Virtual Pocket is a proof of concept study in which a theoretical proposition about situation awareness in time constrained decision making is wedded to the affordances of a computer based simulation to ascertain if the real world decision making in the pocket of an NCAA quarterback can be modeled successfully for simulation based learning. The researcher used the Situation Awareness Global Assessment Technique (SAGAT) for the purposes of (a) analyzing the situation awareness requirements for expert decision making and (b) to empirically assess the viability of using a computer based football simulator as a SAGAT simulation tool. The highlight of this study is a Goal Directed Task Analysis (GDTA) developed in conjunction with some of the most recognized names in professional and collegiate football. The results of the (GDTA), a form of cognitive task analysis, defined the information requirements for expert quarterbacking and shed light on the enormous cognitive demands placed on the quarterback. The researcher was able to create, categorize and program SAGAT queries from the Goal Directed Task Analysis into an innovative virtual reality simulator called the PlayAction Simulator PC. Once the queries were programmed and the plays were published, the Researcher evaluated the simulator\u27s ability to (a) stop a simulated repetition at random points to ask probing questions aimed at evaluating a quarterback\u27s SA and (b) create the ecological validity required to extapolate the informating needed to measure situation awareness in the domain of the quarterback. The results of this inquiry (a) identified the goals of the quarterback, the decisions the quarterback has to make to achieve those goals and the information the quarterback needs to know in order to make accurate decisions, (b) validated the ability of the interactive virtual simulator to be used as a SAGAT Simulation tool in the assessment of the quarterback\u27s situation awareness. Additionally, the Goal Directed Task Analysis led to the creation of the Decision Making Model 4 QB\u27s. The model, a hybrid of the Endsley (2000a; 2000b) SA Model and the Klein (1998) RPD Model, represents a viable and testable description of the situation assessment process that quarterbacks use to formulate an aerial hypothesis. Inherent in this new model is a proposition about the role of unconscious competence in the optimization of serially generated options

    The impact of 3D virtual environments with different levels of realism on route learning: a focus on age-based differences

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    With technological advancements, it has become notably easier to create virtual environments (VEs) depicting the real world with high fidelity and realism. These VEs offer some attractive use cases for navigation studies looking into spatial cognition. However, such photorealistic VEs, while attractive, may complicate the route learning process as they may overwhelm users with the amount of information they contain. Understanding how much and what kind of photorealistic information is relevant to people at which point on their route and while they are learning a route can help define how to design virtual environments that better support spatial learning. Among the users who may be overwhelmed by too much information, older adults represent a special interest group for two key reasons: 1) The number of people over 65 years old is expected to increase to 1.5 billion by 2050 (World Health Organization, 2011); 2) cognitive abilities decline as people age (Park et al., 2002). The ability to independently navigate in the real world is an important aspect of human well-being. This fact has many socio-economic implications, yet age-related cognitive decline creates difficulties for older people in learning their routes in unfamiliar environments, limiting their independence. This thesis takes a user-centered approach to the design of visualizations for assisting all people, and specifically older adults, in learning routes while navigating in a VE. Specifically, the objectives of this thesis are threefold, addressing the basic dimensions of: ❖ Visualization type as expressed by different levels of realism: Evaluate how much and what kind of photorealistic information should be depicted and where it should be represented within a VE in a navigational context. It proposes visualization design guidelines for the design of VEs that assist users in effectively encoding visuospatial information. ❖ Use context as expressed by route recall in short- and long-term: Identify the implications that different information types (visual, spatial, and visuospatial) have over short- and long-term route recall with the use of 3D VE designs varying in levels of realism. ❖ User characteristics as expressed by group differences related to aging, spatial abilities, and memory capacity: Better understand how visuospatial information is encoded and decoded by people in different age groups, and of different spatial and memory abilities, particularly while learning a route in 3D VE designs varying in levels of realism. In this project, the methodology used for investigating the topics outlined above was a set of controlled lab experiments nested within one. Within this experiment, participants’ recall accuracy for various visual, spatial, and visuospatial elements on the route was evaluated using three visualization types that varied in their amount of photorealism. These included an Abstract, a Realistic, and a Mixed VE (see Figure 2), for a number of route recall tasks relevant to navigation. The Mixed VE is termed “mixed” because it includes elements from both the Abstract and the Realistic VEs, balancing the amount of realism in a deliberate manner (elaborated in Section 3.5.2). This feature is developed within this thesis. The tested recall tasks were differentiated based on the type of information being assessed: visual, spatial, and visuospatial (elaborated in Section 3.6.1). These tasks were performed by the participants both immediately after experiencing a drive-through of a route in the three VEs and a week after that; thus, addressing short- and long-term memory, respectively. Participants were counterbalanced for their age, gender, and expertise while their spatial abilities and visuospatial memory capacity were controlled with standardized psychological tests. The results of the experiments highlight the importance of all three investigated dimensions for successful route learning with VEs. More specifically, statistically significant differences in participants’ recall accuracy were observed for: 1) the visualization type, highlighting the value of balancing the amount of photorealistic information presented in VEs while also demonstrating the positive and negative effects of abstraction and realism in VEs on route learning; 2) the recall type, highlighting nuances and peculiarities across the recall of visual, spatial, and visuospatial information in the short- and long-term; and, 3) the user characteristics, as expressed by age differences, but also by spatial abilities and visuospatial memory capacity, highlighting the importance of considering the user type, i.e., for whom the visualization is customized. The original and unique results identified from this work advance the knowledge in GIScience, particularly in geovisualization, from the perspective of the “cognitive design” of visualizations in two distinct ways: (i) understanding the effects that visual realism has—as presented in VEs—on route learning, specifically for people of different age groups and with different spatial abilities and memory capacity, and (ii) proposing empirically validated visualization design guidelines for the use of photorealism in VEs for efficient recall of visuospatial information during route learning, not only for shortterm but also for long-term recall in younger and older adults

    Mechanisms of embodiment

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    This paper is a critical review of recent studies demonstrating the mechanism of sensorimotor simulation in different cognitive domains. Empirical studies that specify conditions under which embodiment occurs in different domains will be discussed and evaluated. Examples of relevant domains are language comprehension (Tucker and Ellis, 1998), autobiographical memory (Dijkstra et al., 2007), gestures (Alibali et al., 2014), facial mimicry (Stel and Vonk, 2010), and problem solving (Wiemers et al., 2014). The focus of the review is on supporting claims regarding sensorimotor simulation as well as on factors that modulate dynamic relationships between sensorimotor components in action and cognitive domains, such as expertise (Boschker et al., 2002). This discussion takes place within the context of currently debated issues, specifically the need to specify the underlying mechanisms of embodied representations (Zwaan, 2014; Körner et al., 2015)
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