82 research outputs found

    An ‘existential’ shift? Technology and some questions for the legal profession

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    Technology is changing the world in which we live and this includes the legal profession. This change has been remarked from many different standpoints. However, as technology is increasingly integrated into the fabric of legal practice, the very act of lawyering is likely to change and this will give rise to very important ethical questions

    It’s Good to be Square: The Kandinsky-fication of Law

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    Law School Research Seminar Presentatio

    Object or Subject? The Ongoing 'Objectification' of Asylum Seekers

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    This article considers how over time asylum seekers have been ‘objectivised’ by the Convention relating to the Status of Refugees 1951. International law is predominantly instrumental in nature. Whilst it may often contain ethical aspects and sometimes be underpinned by liberal objectives, these are usually secondary in nature, with the purpose of regularising the relationship of states around some common aims usually being the paramount goal. In this way, the focus of international law often turns from the ethical components of the law to terms, procedures and mechanisms. This arguably applies to Convention relating to the Status of Refugees 1951. Whilst originally conceived for Second World War refugees, it placed at the pinnacle of its preamble the moral impulse, ‘…to assure refugees the widest possible exercise of these fundamental rights and freedoms…’ The Protocol relating to the Status of Refugees 1967 removed the temporal and other limitations, however, arguably this moral impulse has waned as the words of the 1951 Convention have been used to control asylum seekers. This article argues that this has objectivised asylum seekers

    Serious Games as a Way of Augmenting Legal Education

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    This piece is on how the Serious Games in Law project at Westminster Law School started

    Immersive Learning Research Network

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    Computer games have now been around for over three decades and the term serious games has been attributed to the use of computer games that are thought to have educational value. Game-based learning (GBL) has been applied in a number of different fields such as medicine, languages and software engineering. Furthermore, serious games can be a very effective as an instructional tool and can assist learning by providing an alternative way of presenting instructions and content on a supplementary level, and can promote student motivation and interest in subject matter resulting in enhanced learning effectiveness. REVLAW (Real and Virtual Reality Law) is a research project that the departments of Law and Computer Science of Westminster University have proposed as a new framework in which law students can explore a real case scenario using Virtual Reality (VR) technology to discover important pieces of evidence from a real-given scenario and make up their mind over the crime case if this is a murder or not. REVLAW integrates the immersion into VR as the perception of being physically present in a non-physical world. The paper presents the prototype framework and the mechanics used to make students focus on the crime case and make the best use of this immersive learning approach

    Effect of short-term probiotic Enterococcus faecium SF68 dietary supplementation in overweight and obese cats without comorbidities

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    Obesity in cats is associated with metabolic abnormalities and increased susceptibility to diseases such as diabetes mellitus. Studies in mouse models and human beings have shown that probiotics can reduce food intake, promote weight loss and improve metabolic profile. Studies assessing the effects of probiotics on these same parameters are absent in cats. Therefore, the aim of this study was to determine if probiotic Enterococcus faecium strain SF68 dietary supplementation reduces food intake, promotes weight loss and improves metabolic profile in overweight and obese cats without comorbidities. Twenty overweight and obese specific pathogen-free cats without comorbidities were acclimatised to a dry diet for four weeks. After exclusion of four cats for unrelated reasons, eight cats received a daily oral probiotic for eight weeks and eight control cats received no probiotic. All cats were fed ad libitum with food intake measured daily and bodyweight weekly. Blood was collected at three time points: after four weeks of acclimatisation to the diet, after eight weeks of intervention and after six weeks of washout for measurement of glucose, triglyceride, cholesterol, fructosamine, insulin, leptin, total adiponectin and deuterium oxide for body composition. There were no differences in food intake, metabolic parameters and body composition between the probiotic and control groups after eight weeks of intervention and six weeks of washout (P≥0.050). Short-term use of E faecium SF68 dietary supplementation had no significant effect on food intake, bodyweight, body composition or metabolic parameters in overweight and obese specific pathogen-free cats without comorbidities

    Evaluation of a dynamic role-playing platform for simulations based on Octalysis gamification framework

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    The use of serious games (SG) in education and their pedagogical benefit is being widely recognized. However, effective integration of SGs in education depends on addressing two big challenges: successful incorporation of motivation and engagement that can lead to learning; and high cost and specialised skills associated with customised development to achieve the required pedagogical results. This paper presents a SG platform that offers tools to educators to dynamically create three dimensional (3D) scenes and verbal and non-verbal interaction with fully embodied conversational agents (ECA) that can be used to simulate numerous educational scenarios. We then evaluate the effectiveness of the platform in terms of supporting the creation of motivating and engaging educational simulations based on the Octalysis gamification framework. The latter includes a number of game design elements that can be used as appropriate in the optimization of the experience in each phase of the player’s journey. We conclude with directions of the further extension to our platform to address the aforementioned gamification framework, as well as directions for further development of the Octalysis framework

    Fuzapladib in a randomized controlled multicenter masked study in dogs with presumptive acute onset pancreatitis

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    We read with interest the article by Steiner et al,1 that claims that administration of fuzapladib is safe and effective in reducing 2 clinical scores in dogs with acute pancreatitis (AP). We commend Steiner et al for their efforts in addressing a critical need in veterinary medicine. This letter, however, raises significant concerns regarding the methodology and interpretation of the study results

    Demography and disorders of German Shepherd Dogs under primary veterinarycare in the UK

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    The German Shepherd Dog (GSD) has been widely used for a variety of working roles. However, concerns for the health and welfare of the GSD have been widely aired and there is evidence that breed numbers are now in decline in the UK. Accurate demographic and disorder data could assist with breeding and clinical prioritisation. The VetCompassTM Programme collects clinical data on dogs under primary veterinary care in the UK. This study included all VetCompassTM dogs under veterinary care during 2013. Demographic, mortality and clinical diagnosis data on GSDs were extracted and reported
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