1,071 research outputs found

    The real world: The user

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    Satellite communication is by far the most advanced of all commercial applications of space technology. The past, present, and some future possibilities for the field of public communications are considered. Some serious concerns that are becoming apparent to the user of this technology are examined. Among the specific topics mentioned are digital television, electronic mail, cable television, and systems security

    Inducement of heterochronic variation in a species of planktic foraminifera by a Late Eocene impact event

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    While it is well known that the cosmic impact event at or near the Cretaceous-Tertiary boundary coincides with an interval of mass extinction, a similar impact (or series of impacts) near the Eocene-Oligocene boundary presents a more complex picture, in terms of associated fluctuations in marine biotic diversity. Tektites, microtektites, and mineral grains exhibiting features of shock metamorphism found in Eocene sediments of the western N. Atlantic, Caribbean, and Gulf of Mexico (comprising the North American microtektite strewn field) offer compelling evidence for a catastrophic impact event. Despite the magnitude of this event, however, few extinctions in the planktic marine fauna are known to have occurred coincident with this event. Instead, changes in relative abundance, morphology, and development occurred. Cosmic impacts generally have been interpreted as influencing the course of evolution through the wholesale elimination of significant portions of standing biotic diversity. Indeed, extinction traditionally has been viewed as the negative side of evolution. In some instances, it is suggested such impact events can serve instead to increase, rather than decrease, morphological and ecological diversity, by altering the developmental programs within species at the level of the local population

    In Memorian: Edward A. Mearns, Jr.

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    In Memorian: Edward A. Mearns, Jr.

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    What can People Learn about the American Revolution through Assassin\u27s Creed III ?

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    Video games have been a source of entertainment for people of all ages since the creation of the first video game, Pong, in 1958. Over time, video games have been improved upon to provide better graphics, better stories, better gameplay, and more fun for the family. Careers are now based on the creation of video games and their development, leading to the rise of companies such as Ubisoft, Nintendo, Electronic Arts, Sony Computer Entertainment, and many others who base their entire company on the creation and selling of video games. Today, they have been integrated as an almost essential part of life, usually for younger generations but sometimes for older generations as well, some even basing their whole career on the playing of video games as game testers or online streamers. Media platforms have evolved to specially accommodate video games, such as game trailers or streamers uploading their videos to share with viewers, which in turn may inspire those viewers to go and purchase a game to play themselves. Video games today are not just about entertainment. Many of the large companies also incorporate a feeling of “experiencing” a game, immersing the player in the game’s story and characters, nurturing a connection between them to provide an in-depth experience. By connecting the gamer to the game, it provides an in-depth feel that stays with the player longer, because they might feel as though they were actually there with the character or as the character of the game, experiencing all that they go through. I personally have fallen victim to a deep connection with a character, where different events or happenings in a game were powerful enough to sway my emotions – sadness to the point of crying, anger, confusion, disbelief, excitement, happiness. If developers are able to construct these connections into the game, it makes people more likely to buy it to experience it themselves, which then turns the player into a walking advertisement for friends and family or fellow gamers on different platforms or even social media. Video games can span many categories, such as arcade, simulation, sandbox, action, and many more. Ubisoft started producing games relevant to history during the late 1990s, but in 2007 decided to “step up” their gaming experience. In 2007, Ubisoft released Assassin’s Creed, the first installment of the hit series that remains popular even today; however, Assassin’s Creed and its games have occasionally been the source of debate in regard to historical accuracy. The development team and Ubisoft stand by the accuracy of the game but do admit to some altering or adding of content for the sake of entertainment. The Assassin’s Creed series encompasses many games. This paper focuses on Assassin’s Creed III. With the defense of historical accuracy in mind, it begs the question if the game is truly accurate. Whether it is or not, what does Assassin’s Creed III teach us about its time period? The game is centered around the event of the American Revolution, which has been highly documented and speculated over. The paper will discuss the main events of the game, along with analysis of those events and compare them to as it happens in the game. The paper will then discuss any inconsistencies between the game and actual history

    High Frequency Gentrification Prediction Using Airbnb Data

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    We propose a methodology for estimating neighborhood gentrification using high frequency, publicly available Airbnb data. Leveraging 3.8 million text reviews from Jan 2014 to Dec 2019 across 17 US cities, we find guest reviews and rental characteristics to be predictive of gentrification during the same period. Both structured features (e.g. number of listings) and unstructured features (e.g. word frequency in reviews) are found to be important predictors across multiple specifications. Using our trained model, we predict and map current gentrification rates ahead of official statistics. These models are provided freely to enable rapid policy response and further research

    The Role of Leadership with Compassion Fatigue in Caregiving Professions

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    Compassion fatigue is an issue that has plagued caregiving fields for years. The burnout, stress and lack of support has been a topic of discussion that is ongoing due to constant research and interest on the ever-popular topic. Though there is much research, the problem still exists. This paper looks at how management and leadership play a role on compassion fatigue, coping strategies and skills needed to help mitigate the symptoms, and what more is needed. Through my research, I found that the most influential piece regarding compassion fatigue in caregiving professions relies heavily on the management styles and workplace environment. A video recording of this presentation is available here

    Physiology of pain mechanisms

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    Prayer of Praise

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