799 research outputs found

    Player:videogame interaction from Atari to toys to life

    Get PDF
    Within the last 5 years, institutions such as the Museum of Modern Art and the Victoria & Albert Museum have sought to engage with game designers and developers in a bid to bring videogames into exhibition and gallery spaces. These initial examinations of games as artistic and cultural artefacts have reflected the growing interest in videogames by curators, academics, and the wider public. Player: Videogame Interaction from Atari to Toys to Life was an exhibition that aimed to contribute to this public discourse on videogames as cultural objects

    The oxidative debt of fasting : evidence for short to medium-term costs of advanced fasting in adult king penguins

    Get PDF
    This research was funded by the French Polar Institute (IPEV–Research Program 119) and the French National Centre for Scientific Research (CNRS-INEE). We are especially grateful to Dominic L. Cram and one anonymous reviewer for helpful comments on the paper. Field logistic support was provided by Terres Australes et Antarctiques Françaises. QS was funded by a doctoral fellowship from the MinistĂšre Français de l’Education SupĂ©rieur et de la Recherche.Peer reviewedPublisher PD

    Present-day trends of vertical ground motion along the coast lines

    Get PDF
    International audienceVertical ground motion (VGM) rates stand as crucial information, either for predicting the impact of the actual sea level rise along low-lying coasts or refining geodynamic problems. Because present day VGM rates have a magnitude smaller than 10 mm/yr, they remain challenging to quantify and often elusive. We focus on the quantification of global-scale VGM rates in order to identify global or regional trends. We computed VGM rates by combining tide gauges records and local satellite altimetry, which yield a new dataset of 634 VGM rates. We further compare this database to previous studies that use geodetic techniques and tide gauges records in order to evaluate the consistency of both our results and previous ones. The magnitudes differ by less than 5 mm/yr, and similar subsidence and uplift general tendencies appear. Even if the asset of our database stands in the greater number of sites, the combination of all studies, each with different pros and cons, yields a hybrid dataset that makes our attempt to extract VGM trends more robust than any other, independent study. Fennoscandia, the West coast of North America, and the eastern coast of Australia are uplifting, while the eastern coast of North America, the British Isles and Western Europe, the eastern Mediterranean Sea, Japan, and the western coast of Australia are subsiding. Glacial Isostatic Adjustment (GIA) is expected to provide a major contribution to the present-day signal. Aside from Fennoscandia, observed VGM often depart from the GIA model predictions of Peltier (2004). This either results from an underestimate of the model predictions or from the influence of other processes: indeed, the influence of the geodynamic setting appears in particular along the coasts of western North America or Japan, where the alternation of transform faults and subduction zones makes it possible to assign contrasted behaviours to the local geodynamic context. Local mechanisms like anthropogenic processes or sediment compaction, also contribute to VGM. This remains true for the critical cases of Venice, the Gulf of Mexico, the Ganges delta, and the Maldives, which are particularly exposed to the current sea level rise

    GG-Mapper: Learning a Cover in the Mapper Construction

    Full text link
    The Mapper algorithm is a visualization technique in topological data analysis (TDA) that outputs a graph reflecting the structure of a given dataset. The Mapper algorithm requires tuning several parameters in order to generate a "nice" Mapper graph. The paper focuses on selecting the cover parameter. We present an algorithm that optimizes the cover of a Mapper graph by splitting a cover repeatedly according to a statistical test for normality. Our algorithm is based on GG-means clustering which searches for the optimal number of clusters in kk-means by conducting iteratively the Anderson-Darling test. Our splitting procedure employs a Gaussian mixture model in order to choose carefully the cover based on the distribution of a given data. Experiments for synthetic and real-world datasets demonstrate that our algorithm generates covers so that the Mapper graphs retain the essence of the datasets

    Designing Videos with and for Adults with ADHD for an Online Intervention: Participatory Design Study and Thematic Analysis of Evaluation

    Get PDF
    Background: Adults with attention deficit hyperactivity disorder (ADHD) represent a heterogeneous group with both strengths and difficulties associated with the diagnosis. An online intervention attuned to their needs may improve their everyday functioning. When designing online interventions, it is important to adapt the therapeutic content to the values and needs of the target group. Objective: This paper describes and evaluates a participatory process used to produce content for an online intervention for adults with ADHD by producing video vignettes clarifying core training principles grounded in the participants' everyday experiences. Methods: We report on the qualitative data from 2 research phases: the design and evaluation of video vignettes for an online intervention. In the first phase, 12 adults with ADHD, 2 clinicians, and 2 research assistants participated in the production of video vignettes for the online intervention. In the second phase, participants (n=109) gave feedback on the videos as part of a clinical trial of the intervention. A subgroup (n=7) was interviewed in-depth regarding their experiences with the videos. The qualitative data were analyzed using thematic analysis. Results: In the first phase, the participants with ADHD contributed with experiences from challenging everyday situations. In the process, we navigated between therapeutic principles and the participants' experiential perspectives to create content relevant and consistent with the target group's values and experiences. In the second phase, we identified 3 themes related to the participants' experiences and interpretation of the video vignettes: (1) recognition of ADHD-related challenges, (2) connection with the characters and the situations, and (3) video protagonists as companions and role models for change. Conclusions: A participatory design process for designing online mental health interventions can be used to probe and balance between the therapeutic principles defined by clinicians and the participants’ experiences with mental health issues in the production of therapeutic content. In our study, the inclusion of video vignettes in an online intervention enabled a contextualized and relevant presentation of everyday experiences and psychosocial factors in the life of an adult with ADHD.publishedVersio
    • 

    corecore