156 research outputs found
Network Hawkes Process Models for Exploring Latent Hierarchy in Social Animal Interactions
Group-based social dominance hierarchies are of essential interest in animal
behavior research. Studies often record aggressive interactions observed over
time, and models that can capture such dynamic hierarchy are therefore crucial.
Traditional ranking methods summarize interactions across time, using only
aggregate counts. Instead, we take advantage of the interaction timestamps,
proposing a series of network point process models with latent ranks. We
carefully design these models to incorporate important characteristics of
animal interaction data, including the winner effect, bursting and pair-flip
phenomena. Through iteratively constructing and evaluating these models we
arrive at the final cohort Markov-Modulated Hawkes process (C-MMHP), which best
characterizes all aforementioned patterns observed in interaction data. We
compare all models using simulated and real data. Using statistically developed
diagnostic perspectives, we demonstrate that the C-MMHP model outperforms other
methods, capturing relevant latent ranking structures that lead to meaningful
predictions for real data
Ethics4eu: Designing New Curricula For Computer Science Ethics Education: Case Studies For Ai Ethics
The computing ethics landscape is changing rapidly, as new technologies become more complex and pervasive, and people choose to interact with them in new and distinct ways. The resultant interactions are more novel and less easy to categorise using traditional ethical frameworks. It is important that developers of these technologies do not live in an ethical vacuum, that they think about the consequences of their creations, and take measures to prevent others being harmed by their work. To equip developers to rise to this challenge and create a positive future for the use of technology, it important that ethics becomes a central element of computer science education. To this end, the Ethics4EU project has developed curricula on a wide range of topics including privacy and agency of personal information, digital literacy, data governance and accountability, surveillance applications, algorithmic decision and automating human intelligence for robotics and autonomous vehicles. Crucially the content examines computing ethics, not only in terms of hardware and software, but how systems, people, organisations and society interact with technology.In this paper, we present our interdisciplinary approach to developing educational content for AI Ethics. This includes accessible teaching materials, in-class activities, sample assessments, practical guidelines and instructor guides. We discuss findings of an evaluation of the developed content with undergraduate computer science students
Wealth Building in Rural America: Potential in Human Diversity
Wealth Building in Rural America: Potential in Human Diversit
You Can\u27t Lose a Game If You Don\u27t Play the Game: Exploring the Ethics of Gamification in Education
Gamification has been hailed as a meaningful solution to the perennial challenge of sustaining student attention in class. It uses facets of gameplay in an educational context, including things such as points, leaderboards and badges. These are clearly efforts to make the student experience more entertaining and engaging, but nonetheless, they are also clearly digital nudges and attempts to change the studentsâ behaviours and attitudes to a specific set of concepts, and in which case they must, and should, be subject to the same ethical scrutiny as any other form of persuasion technique, as they may be unintentionally eroding the choices that students feel they have. This research therefore discusses some of the key ethical considerations and concerns associated with gamification, and presents a new framework that incorporates ethical tests into each stage of a pre-existing model of instructional design, that can be used when introducing gamification into an educational process
Perspectives on Computing Ethics: a Multi-Stakeholder Analysis
Purpose:
Computing ethics represents a long established, yet rapidly evolving, discipline that grows in complexity and scope on a near-daily basis. Therefore, to help understand some of that scope it is essential to incorporate a range of perspectives, from a range of stakeholders, on current and emerging ethical challenges associated with computer technology. This study aims to achieve this by using, a three-pronged, stakeholder analysis of Computer Science academics, ICT industry professionals, and citizen groups was undertaken to explore what they consider to be crucial computing ethics concerns. The overlap between these stakeholder groups are explored, as well as whether their concerns are reflected in the existing literature.
Design/methodology/approach:
Data collection was performed using focus groups, and the data was analysed using a thematic analysis. The data was also analysed to determine if there were overlaps between the literature and the stakeholdersâ concerns and attitudes towards computing ethics.
Findings:
The results of the focus group analysis show a mixture of overlapping concerns between the different groups, as well as some concerns that are unique to each of the specific groups. All groups stressed the importance of data as a key topic in computing ethics. This includes concerns around the accuracy, completeness and representativeness of datasets used to develop computing applications. Academics were concerned with the best ways to teach computing ethics to university students. Industry professionals believed that a lack of diversity in software teams resulted in important questions not being asked during design and development. Citizens discussed at length the negative and unexpected impacts of social media applications. These are all topics that have gained broad coverage in the literature.
Originality:
The multi-stakeholder analysis provides individual and differing perspectives on the issues related to the rapidly evolving discipline of computing ethics.
Social implications:
In recent years, the impact of Information and Communication Technologies (ICT) on society and the environment at large has grown tremendously. From this fast-paced growth, a myriad of ethical concerns have arisen. Our analysis aims to shed light on what a diverse group of stakeholders consider the most important social impacts of technology and whether these concerns are reflected in the literature on computing ethics. The outcomes of this analysis will form the basis for new teaching content that will be developed in future to help illuminate and address these concerns
The Iowa Homemaker vol.22, no.7
Keeping Up With Today, Virginia Brainard, page 2
Dear Homemaker Staff, Ensign Eleanor White, page 3
American Schools Hit Wartime Stride, Joyce Curley, page 5
Vicky Dame Fashion⊠and You, Mary Lou Springer, page 6
Whatâs New in Home Economics, Helen Horton, page 8
Whoâs Who on the Campus, Grace Brown, page 10
We Recommend, Eileen Dudgeon, page 11
Iâm a Homemaking Jill-of-all-trades, Anna Keppy, page 12
Notions Department, Marian Loofe, page 14
Across Alumnae Desks, Mary Ellen Sullivan, page 1
âBe a Pattern for the Worldâ: The Development of a Dark Patterns Detection Tool to Prevent Online User Loss
Dark Patterns are designed to trick users into sharing more information or spending more money than they had intended to do, by configuring online interactions to confuse or add pressure to the users. They are highly varied in their form, and are therefore difficult to classify and detect. Therefore, this research is designed to develop a framework for the automated detection of potential instances of web-based dark patterns, and from there to develop a software tool that will provide a highly useful defensive tool that helps detect and highlight these patterns
Glycofullerenes as non-receptor tyrosine kinase inhibitors- towards better nanotherapeutics for pancreatic cancer treatment
The water-soluble glycofullerenes GF1 and GF2 were synthesized using two-step modified Bingel-Hirsch methodology. Interestingly, we identified buckyballs as a novel class of non-receptor Src kinases inhibitors. The evaluated compounds were found to inhibit Fyn A and BTK proteins with IC50 values in the low micromolar range, with the most active compound at 39â”M. Moreover, we have demonstrated that formation of protein corona on the surface of [60]fullerene derivatives is changing the landscape of their activity, tuning the selectivity of obtained carbon nanomaterials towards Fyn A and BTK kinases. The performed molecular biology studies revealed no cytotoxicity and no influence of engineered carbon nanomaterials on the cell cycle of PANC-1 and AsPC-1 cancer cell lines. Incubation with the tested compounds resulted in the cellular redox imbalance triggering the repair systems and influenced the changing of protein levels
Inclusion4EU: Co-Designing a Framework for Inclusive Software Design and Development
Digital technology is now pervasive, however, not all groups have uniformly benefitted from technological changes and some groups have been left behind or digitally excluded. Comprehensive data from the 2017 Current Population Survey shows that older people and persons with disabilities still lag behind in computer and internet access. Furthermore unique ethical, privacy and safety implications exist for the use of technology for older persons and people with disabilities and careful reflection is required to incorporate these aspects, which are not always part of a traditional software lifecycle. In this paper we present the Inclusion4EU project that aims to co-design a new framework, guidelines and checklists for inclusive software design and development with end-users from excluded categories, academics with expertise in human-computer interaction and industry practitioners from software engineering
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