9 research outputs found

    Managing Mental Health Risks on Short-Term Study Abroad Programs: A Faculty Development Approach

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    Over the past several decades, the increase in college students participating in study abroad programming has coincided with the increase in students reporting issues with their mental health. Faculty directors who lead short-term study abroad trips are responsible for creating a safe environment that supports student health, wellbeing, and learning while abroad. However, literature suggests that many faculty directors feel unprepared to address issues with student mental health as they facilitate their programs. This project seeks to improve faculty director competency and confidence regarding mental health risk management abroad through the creation and implementation of a virtual professional development series. The series will address risk management policy, allow faculty to connect with campus mental health professionals, and create a community of practice around student wellbeing. Post-series assessment results will be used to inform future program implementation

    Factoring in gamer identity : the application of social identity theory and flow to understanding video game violence effects

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    The video game industry has become integrated into American lives and has continued to grow at a steady rate. This project utilizes social identity theory, self-categorization theory, and flow theory to examine differences in aggression and processing of video games between three gamer types: non-gamer, casual gamer, and core gamer. A careful review of previous literature was conducted to explore research involving violent video games, various effects caused by video game play, and how video game research has been utilized in conjunction with social identity theory, self-categorization theory, and flow theory. A gap in the literature was identified that most studies focusing on video game effects did not address participants' relationship with video games beyond the amount of time dedicated to gameplay. In past research focused on analyzing gamer identity (Neys, Jansz, and Tan, 2014), non-gamers were excluded from analyses, limiting the conclusions one can make about how video game may affect gamers versus non-gamers differentially. Gamer identity is not unidimensional, rather different types of gamers have a different level of investment in the time they dedicate to video games as well as preferences for what they play. This project explored the idea that gamers may react differently to video game stimuli when compared to non-gamers. Grand Theft Auto IV was utilized as a stimulus in an experiment that measured how violence impacts the different types of gamers. The results indicated that core gamers do react to violent content differently than non-gamers and casual gamers in that hostility and empathy are unaffected by short-term exposure to a violent game stimulus for core gamers. This study suggests that core gamers process video game stimuli differently than non-gamers and casual gamers. The mechanisms by which this happens were not explored, but the consistency of the results provide evidence for unique processing of video game stimulus by core gamers. Results are discussed, and suggestions are made for future research.Includes biblographical reference

    Factoring in Gamer Identity: The Application of Social Identity Theory and Flow to Understanding Video Game Violence Effects

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    The video game industry has become integrated into American lives and has continued to grow at a steady rate. This project utilizes social identity theory, selfcategorization theory, and flow theory to examine differences in aggression and processing of video games between three gamer types: non-gamer, casual gamer, and core gamer. A careful review of previous literature was conducted to explore research involving violent video games, various effects caused by video game play, and how video game research has been utilized in conjunction with social identity theory, selfcategorization theory, and flow theory. A gap in the literature was identified that most studies focusing on video game effects did not address participants’ relationship with video games beyond the amount of time dedicated to gameplay. In past research focused on analyzing gamer identity (Neys, Jansz, and Tan, 2014), non-gamers were excluded from analyses, limiting the conclusions one can make about how video game may affect gamers versus non-gamers differentially. Gamer identity is not unidimensional, rather different types of gamers have a different level of investment in the time they dedicate to video games as well as preferences for what they play. This project explored the idea that gamers may react differently to video game stimuli when compared to non-gamers. Grand Theft Auto IV was utilized as a stimulus in an experiment that measured how violence impacts the different types of gamers. The results indicated that core gamers do react to violent content differently than non-gamers and casual gamers in that hostility and empathy are unaffected by short-term exposure to a violent game stimulus for core gamers. This study suggests that core gamers process video game stimuli differently than non-gamers and casual gamers. The mechanisms by which this happens were not explored, but the consistency of the results provide evidence for unique processing of video game stimulus by core gamers. Results are discussed, and suggestions are made for future research

    The Effect of Anthropogenic Noise Pollution on the Foraging Efficiency of Corn Snakes (Pantherophis guttatus)

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    (Statement of Responsibility) by Margaret Hoffswell(Thesis) Thesis (B.A.) -- New College of Florida, 2019RESTRICTED TO NCF STUDENTS, STAFF, FACULTY, AND ON-CAMPUS USE(Bibliography) Includes bibliographical references.This bibliographic record is available under the Creative Commons CC0 public domain dedication. The New College of Florida Libraries, as creator of this bibliographic record, has waived all rights to it worldwide under copyright law, including all related and neighboring rights, to the extent allowed by law.Faculty Sponsor: Doan, Tiffan

    Languages and Visualization Tools for Data-Centric End-User Programming of Interactive Visualization Designs

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    Thesis (Ph.D.)--University of Washington, 2020Visualizations can facilitate data exploration and communication of insights. While many tools exist to support the design of interactive visualizations, the development process relies heavily on the user's domain and programming expertise. To facilitate interactive visualization design, improved tools should better align with and enrich the user's mental model. This dissertation contributes three projects to help end-user programmers more effectively author, understand, and reuse both code and data to design interactive visualizations. To this end, this dissertation explores (1) the design of customized graph layouts, (2) the development and debugging process for interactive visualizations, and (3) the synchronization and customization of multiple visualization versions for responsive visualization design. Across these projects, this dissertation explores how new techniques that raise the level of abstraction can help users focus on the domain-specific concepts of interest, while deferring low-level implementation details to the underlying system. A crucial step in this process is to identify and communicate actionable information to the end user. To accomplish this goal, this dissertation contributes three sets of formative interviews with potential users to identify unique challenges and design opportunities for the given domain. These interviews illustrate the disconnect between users' expectations and the functionality provided by existing systems or development workflows, and further highlight the types of tangential, low-level information that systems should hide from the user's view to improve the development process. While this information may be useful for completely or accurately representing the program behavior, such details can unnecessarily complicate the program understanding or debugging process. Motivated by these challenges and interviews, this dissertation contributes new programming languages and program visualization tools to better help end-user programmers understand the underlying system behavior. These approaches raise the level of abstraction to reflect the user's unique domain expertise and obfuscate unnecessary system details. To this end, the proposed techniques aim to communicate relevant and actionable information to the user, and better prioritize the user's most important development tasks. This dissertation first contributes SetCoLa: a domain-specific language for custom graph layout that leverages high-level constraints to encode the user's domain knowledge. SetCoLa facilitates code authoring and reuse by reducing the number of user-authored constraints by one to two orders of magnitude. However, the declarative nature of this language requires users to map between their high-level input and the system-produced output to debug or interpret the behavior. To explore the unique challenges and novel solutions for program understanding of declarative languages, this dissertation next turns to Vega: a declarative grammar for interactive visualization design. This dissertation then contributes a series of three projects for program understanding in Vega, which evolve to address the unique development needs of users at different stages in the development process. These techniques support (1) low-level system development via a data flow graph visualization, (2) debugging interactions with visualizations of contextually relevant details, and (3) unobtrusively revealing details of the runtime behavior during both normal execution and debugging. Whereas Vega focuses on the design of a single interactive visualization, responsive visualizations require designers to develop multiple concurrent designs that adapt based on the screen size or interactive capabilities of the end user's device. To support this process, this dissertation contributes four design guidelines and a set of core system features for a responsive visualization design system that supports simultaneous editing and device-specific customizations. For each of these projects, this dissertation further contributes evaluations of this work via user studies or reproductions of real-world examples. The user evaluations demonstrate the utility of the proposed approaches for improving how end users interact with and understand the system functionality, whereas the reproductions illustrate the flexibility and expressiveness of the proposed techniques. Overall, this dissertation aims to better understand people and to help people better understand systems. This dissertation contributes novel techniques to support end-user programmers in developing, understanding, and debugging custom interactive visualization designs, and suggests new avenues for future work

    L'excitation du niveau 0– de 3,56 MeV de 6Li par diffusion (p, p') de 14 à 16 MeV

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    Elastic and inelastic scattering of protons from 6Li was studied at proton Ă©nergies of 14-16 MeV. The total and differential cross-section for the weak ΔT = 1 transition to the 0+ state at 3.56 MeV was compared with the analogue ΔT = 1 transitions in the reactions 6Li(n, p)6He, 6Li(p, n)6Be.La diffusion Ă©lastique et inĂ©lastique sur 6Li a Ă©tĂ© mesurĂ©e pour des protons de 14 Ă  16 MeV. La section efficace totale et diffĂ©rentielle pour la faible transition ΔT = 1 vers l'Ă©tat 0+ de 3,56 MeV a Ă©tĂ© comparĂ©e aux transitions analogues ΔT = 1 obtenues par rĂ©action (p, n) ou (n, p)

    Energy levels of light nuclei A = 13–15

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