1,966 research outputs found

    Electrical continuity scanner facilitates identification of wires for soldering to connectors

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    Electrical continuity scanner automatically scans 50 wires in 2 seconds to correlate all wires in a circuit with their respective known ends. Modifications made to the basic plan provide circuitry for scanning up to 250 wires

    Social sensing of floods in the UK

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    This is the final version of the article. Available from Public Library of Science (PLoS) via the DOI in this record.“Social sensing” is a form of crowd-sourcing that involves systematic analysis of digital communications to detect real-world events. Here we consider the use of social sensing for observing natural hazards. In particular, we present a case study that uses data from a popular social media platform (Twitter) to detect and locate flood events in the UK. In order to improve data quality we apply a number of filters (timezone, simple text filters and a naive Bayes ‘relevance’ filter) to the data. We then use place names in the user profile and message text to infer the location of the tweets. These two steps remove most of the irrelevant tweets and yield orders of magnitude more located tweets than we have by relying on geo-tagged data. We demonstrate that high resolution social sensing of floods is feasible and we can produce high-quality historical and real-time maps of floods using Twitter

    Living with breathlessness in chronic heart failure - a qualitative study

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    Aims To explore how patients with CHF describe their experiences of breathlessness, the pattern of their breathlessness, how daily life is affected and how they adjust to and manage these symptoms. Background Chronic Heart Failure (CHF) is a highly prevalent syndrome often with poor outcomes and in a patient group who are predominately elderly. Breathlessness is the main symptom experienced by patients and often relates to decompensation and hospitalisation, yet subtle changes described by patients are often not discussed with health care professionals. Design A descriptive qualitative design. Participants: Twenty-five participants with heart failure with reduced ejection fraction (HF-REF) from a tertiary referral centre in England Methods Twenty-five semi-structured interviews were conducted and data was analysed through thematic analysis. Findings All participants reported experiencing breathlessness daily. Four sub-themes were identified in their accounts: nature of breathlessness, emotional impact of breathlessness, impact of breathlessness on daily life and managing breathlessness. Conclusion Participants were able to give vivid descriptions of breathlessness and the way it affected their lives

    Evaluation of game templates to support programming activities in schools

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    Game creation challenges in schools potentially provide engaging, goal-oriented, and interactive experiences in classes; thereby supporting the transfer of knowledge for learning in a fun and pedagogic manner. A key element of the ongoing European project No One Left Behind (NOLB) is to integrate a game-making teaching framework (GMTF) into the educational app Pocket Code. Pocket Code allows learners to create programs in a visual LegoÂź-style way to facilitate learning how to code at secondary high schools. The concept of the NOLB GMTF is based on principles of the Universal Design for Learning (UDL) model. Its focus lies on three pillars of learning: the what, how, and why. Thereby, the NOLB GMTF is a common set of concepts, practices, pedagogy, and methods. This framework provides a coherent approach to learning and teaching by integrating leisure oriented gaming methods into multi-discipline curricula. One output of this framework is the integration of game-based methods via game templates that refer to didactical scenarios that include a refined set of genres, assets, rules, challenges, and strategies. These templates allows: 1) teachers to start with a well-structured program, and 2) pupils to add content and adjust the code to integrate their own ideas. During the project game genres such as adventure, action, and quiz, as well as rewards or victory point mechanisms, have been embedded into different subjects, e.g., science, mathematics, and arts. The insights gained during the class hours were used to generate 13 game templates, which are integrated in Create@School (a new version of the Pocket Code app which targets schools). To test the efficiency of these templates, user experience (UX) tests were conducted during classes to compare games created by pupils who used templates and those who started to create a game from scratch. Preliminary results showed that these templates allow learners to focus on subject-relevant problem solving activities rather than on understanding the functionality of the app. This directly leads to more time to express their creativity in different levels and more time for extra tasks

    The role of science in physical natural hazard assessment : report to the UK Government by the Natural Hazard Working Group

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    Following the tragic Asian tsunami on 26 December 2004, the Prime Minister asked the Government’s Chief Scientific Adviser, Sir David King, to convene a group of experts (the Natural Hazard Working Group) to advise on the mechanisms that could and should be established for the detection and early warning of global physical natural hazards. 2. The Group was asked to examine physical hazards which have high global or regional impact and for which an appropriate early warning system could be put in place. It was also asked to consider the global natural hazard frameworks currently in place and under development and their effectiveness in using scientific evidence; to consider whether there is an existing appropriate international body to pull together the international science community to advise governments on the systems that need to be put in place, and to advise on research needed to fill current gaps in knowledge. The Group was asked to make recommendations on whether a new body was needed, or whether other arrangements would be more effective

    The response of perennial and temporary headwater stream invertebrate communities to hydrological extremes

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    The headwaters of karst rivers experience considerable hydrological variability, including spates and streambed drying. Extreme summer flooding on the River Lathkill (Derbyshire, UK) provided the opportunity to examine the invertebrate community response to unseasonal spate flows, flow recession and, at temporary sites, streambed drying. Invertebrates were sampled at sites with differing flow permanence regimes during and after the spates. Following streambed drying at temporary sites, dewatered surface sediments were investigated as a refugium for aquatic invertebrates. Experimental rehydration of these dewatered sediments was conducted to promote development of desiccation-tolerant life stages. At perennial sites, spate flows reduced invertebrate abundance and diversity, whilst at temporary sites, flow reactivation facilitated rapid colonisation of the surface channel by a limited number of invertebrate taxa. Following streambed drying, 38 taxa were recorded from the dewatered and rehydrated sediments, with Oligochaeta being the most abundant taxon and Chironomidae (Diptera) the most diverse. Experimental rehydration of dewatered sediments revealed the presence of additional taxa, including Stenophylax sp. (Trichoptera: Limnephilidae) and Nemoura sp. (Plecoptera: Nemouridae). The influence of flow permanence on invertebrate community composition was apparent despite the aseasonal high-magnitude flood events

    The play's the thing

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    For very understandable reasons phenomenological approaches predominate in the field of sensory urbanism. This paper does not seek to add to that particular discourse. Rather it takes Rorty’s postmodernized Pragmatism as its starting point and develops a position on the role of multi-modal design representation in the design process as a means of admitting many voices and managing multidisciplinary collaboration. This paper will interrogate some of the concepts underpinning the Sensory Urbanism project to help define the scope of interest in multi-modal representations. It will then explore a range of techniques and approaches developed by artists and designers during the past fifty years or so and comment on how they might inform the question of multi-modal representation. In conclusion I will argue that we should develop a heterogeneous tool kit that adopts, adapts and re-invents existing methods because this will better serve our purposes during the exploratory phase(s) of any design project that deals with complexity
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