56 research outputs found

    Design of a videogame to explore morality

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    A number of video games involve moral narratives or require the player to make moral decisions and research from psychologists has helped to understand the effects video game content can have on how individuals behave. Recent research has started to examine the role of morality in video games: however, there are many inconsistencies in the findings. We propose that some of these inconsistencies could be due to using commercial video games for research purposes, which contain biases such as familiarity with the game and favourite characters. The process of playing video games requires consideration of Human Computer Interaction (HCI); i.e., how the game is designed and then how it is received by the player. The aim of this poster is to highlight the work being conducted to design a game in order to investigate how moral decisions are made in video games. The design of video games usually draws on an understanding of HCI to produce play that is entertaining and engaging for the player. The game development process in this research draws on a fusion of psychology and HCI, and by drawing on theories of morality the design of the game will be grounded in psychology, as well as entertainment. Through fusing video game design principles, HCI and psychology, this work is novel in terms of a methodological as well as theoretical contribution to the area

    DLocalMotif: a discriminative approach for discovering local motifs in protein sequences

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    Motivation: Local motifs are patterns of DNA or protein sequences that occur within a sequence interval relative to a biologically defined anchor or landmark. Current protein motif discovery methods do not adequately consider such constraints to identify biologically significant motifs that are only weakly over-represented but spatially confined. Using negatives, i.e. sequences known to not contain a local motif, can further increase the specificity of their discovery

    Use of the osmotic membrane bioreactor for the management of tannery wastewater using absorption liquid waste as draw solution

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    [EN] The performance of an osmotic membrane bioreactor (OMBR) for treating tannery wastewater at laboratory scale has been evaluated in this study. The forward osmosis (FO) membrane tested was CTA-NW from HTI. As draw solution, actual waste water from an absorption column for ammonia separation, which consists mainly of ammonium sulphate was used. The study was focused on the salt reverse flux during the OMBR operation, membrane water flux, biomass characteristics and membrane fouling. Regarding membrane water flux change with the time, the measured values diminished from 3.44 to 0.72 LMH due to the membrane fouling and the salt accumulation in the biological reactor. The stable mixed liquor conductivity value at the end of the experiment was 29.8 mS·cm¿1. The chemical oxygen demand (COD) removal efficiencies were maintained near 80% until the first 50 days of operation, considering the soluble COD in the reactor instead of the COD in the membrane permeate for the performance calculation. Thence, COD removal efficiencies decreased progressively due to the accumulation of non degradable COD coming from the tannery wastewater. Concerning to the membrane fouling, FESEM/EDX analysis corroborated that organic fouling was predominant on the membrane active layer.This study was supported by the Spanish Ministry of Economy and Competitiveness through the project RTC-2015-3582-5-AR.Lujan Facundo, MJ.; Mendoza Roca, JA.; Soler Cabezas, JL.; Bes-Piá, M.; Vincent Vela, MC.; Pastor Alcañiz, L. (2019). Use of the osmotic membrane bioreactor for the management of tannery wastewater using absorption liquid waste as draw solution. Process Safety and Environmental Protection. 131:292-299. https://doi.org/10.1016/j.psep.2019.09.024S29229913

    Effect of magnesium on the incidence of delirium occurrence in the ICU

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    LGMD: Optimal Lightweight Metadata Model for Indexing Learning Games

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    International audienceLearning Games (LGs) have proven to be effective in a large variety of academic fields and for all levels; from kindergarten to professional training. They are therefore very valuable learning resources that should be shared and reused. However, the lack of catalogues that allow teachers to find existing LGs is a significant obstacle to their use in class. It is difficult for catalogues, or any type of search engine, to index LGs because they are poorly referenced. Yet, many researches have proposed elaborate metadata models for LGs. However, all these models are extensions of LOM, a metadata model that is widely used for referencing learning resources, but that contains more than 60 fields, of which more than half are irrelevant to LGs. The gap between these models and the information that game designers are willing to provide is huge. In this paper, we analyze the LG metadata models proposed in previous research to detect the fields that are specific to LGs and the fields that are irrelevant to LGs. We then propose LGMD (Learning Games Metadata Definition), an optimal lightweight metadata model that only contains the important information for LG indexing. LGMD reduces by two thirds the number of fields compared to the previous models. We confronted this model with the information actually provided by LG editors , by analyzing 736 LG page descriptions found online. This study shows that LGMD covers all the information provided by the LG editors
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