60 research outputs found

    Self-report form of the horse-rider relationship scale| Validation in an equestrian eventing setting

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    AkaBot 2.0: pet 3D printing filament from waste plastic

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    Extrusion is how 3D printing filament is created. Melted plastic is pushed through an extrusion die and is shaped into a long thin strand of plastic. Extrusion machines are usually sized for industrial use, capable of creating hundreds of feet of filament a day. This filament is expensive to purchase, and many end-users would prefer to extrude their own filament, from a virgin plastic input or plastic waste input. There are no homescale filament extruders on the market for Polyethylene Terephthalate (PET) plastic waste. AkaBot was designed to allow end users to produce their own filament from a PET plastic input. AkaBot was designed and manufactured to created filament that has the required ductility for spooling and use in a 3D printer. It functioned well with PET pellets as the plastic input, but it was not as successful when trying to use recycled water bottles. The final filament product is dependent on the tension put on the filament as it exits the machine. At present, a skilled human operator is required to consistently produce acceptable filament. An automated spooling system for the filament would greatly improve the consistency of the output and decrease the cost of using AkaBot

    Gamification to Improve First Year Engagement

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    The purpose of this project was to examine the role of Gamification in increasing first year student engagement within the third level educational setting. A literature review was carried out in order to explore the teaching philosophy behind gamification in education and review the quantitative and qualitative evidence regarding its use. Gamification can be broadly described as the application of gaming methods and elements in non-gaming contexts in order to improve user engagement and user experience (Deterding et al., 2011). Qualitative analysis suggests these factors result in beneficial emotional and social impacts on students, particularly in the area of increasing student engagement. This advantage of the use of gamification in enhancing student engagement can be linked to better student retention, particularly in the first year of third level education (Mooney et al., 2010; Nelson & Clarke, 2011). Furthermore, there is a positive correlation between lecture attendance and outcomes of examinations (O\u27Dwyer, 2011; O\u27Dwyer, 2011). However, quantitative analysis within the literature on the cognitive impact of gamification is lacking (Dominguez et al., 2013). In order to enhance a deeper learning experience careful planning of gamification activities must be implemented. When used correctly, gamification provides a unique tool within third level education to promote creative, independent enquiring students who effectively participate in these \u27serious games\u27. The findings of this literature review are outlined within this report and are aimed to supplement the infographic artefact, video and website created as part of the group project

    Political Messaging Over Time: A Comparison of US Presidential Candidate Facebook Posts and Tweets in 2016 and 2020

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    Political campaigns have a temporal nature, which means that the strategic environment shapes the nature of candidate communication, especially the stages of campaigning—from surfacing to the general election. As social media platforms have matured and political campaigns have normalized their use of those platforms in this decade, this study examines the 2016 and 2020 US presidential campaign communication on Facebook and Twitter using data from the Illuminating project at Syracuse University. Our objective is to explore how the stages of the campaign cycle shape political communication. We also explore social media platforms as additional factors. Moreover, given the distinct and anti-normative communication style of Donald Trump, we examine whether his communication is an outlier relative to his competition in the primaries and the general election, and while a challenger in 2016 and an incumbent in 2020. Our results suggest that campaign messaging changes over the stages of the campaign, with candidates more likely to advocate for themselves during the crowded primaries, and then engage in high volumes of calls to action in the general election. The 2016 posts were substantially more attack-focused than in 2020. There is some evidence to suggest that the global pandemic affected the ways in which campaigns used their social media accounts. Of note, campaigns seem to heavily rely on Facebook for all types of strategic communication, even as the academic community primarily analyzes Twitter. Finally, Trump’s sum-total of his discourse is less negative than Clinton’s in 2016 and more advocacy-focused, overall

    TRACE: A Stigmergic Crowdsourcing Platform for Intelligence Analysis

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    Crowdsourcing has become a frequently adopted approach to solving various tasks from conducting surveys to designing products. In the field of reasoning-support, however, crowdsourcing-related research and application have not been extensively implemented. Reasoning-support is essential in intelligence analysis to help analysts mitigate various cognitive biases, enhance deliberation, and improve report writing. In this paper, we propose a novel approach to designing a crowdsourcing platform that facilitates stigmergic coordination, awareness, and communication for intelligence analysis. We have partly materialized our proposal in the form of a crowdsourcing system which supports intelligence analysis: TRACE (Trackable Reasoning and Analysis for Collaboration and Evaluation). We introduce several stigmergic approaches integrated into TRACE and discuss the potential experimentation of these approaches. We also explain the design implications for further development of TRACE and similar crowdsourcing systems to support reasoning

    Effective Mitigation of Anchoring Bias, Projection Bias, and Representativeness Bias from Serious Game-based Training

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    AbstractAlthough human use of heuristics can result in ‘fast and frugal’ decision-making, those prepotent tendencies can also impair our ability to make optimal choices. Previous work had suggested such cognitive biases are resistant to mitigation training. Serious games offer a method to incorporate desirable elements into a training experience, and allow the use of mechanisms that enhance learning and retention. We developed a game to train recognition and mitigation of three forms of cognitive bias: anchoring, a tendency to be inordinately influenced by one piece of information; projection, an implicit assumption that others think or know what you do; and representativeness, judging the likelihood of a hypothesis by how much the available data resembles it. Participants were randomly assigned to play the training game once, twice spaced by 10 to 12 days, or a control condition that used a training video. External questionnaire-based assessments were given immediately post-training and 12 weeks later. Superior training was seen from the game. An independent group using our training game with their own novel bias assessment instruments (to which the researchers and game-developers had no access or content information) validated the key finding. These results demonstrate the viability and high value of using serious computer games to train mitigation of cognitive biases

    Changes in white cell estimates and plasma chemistry measurements following oral or external dosing of double-crested cormorants, \u3ci\u3ePhalacocorax auritus\u3c/i\u3e, with artificially weathered MC252 oil

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    Scoping studies were designed whereby double-crested cormorants (Phalacocorax auritus) were dosed with artificially weathered Deepwater Horizon (DWH) oil either daily through oil injected feeder fish, or by application of oil directly to feathers every three days. Preening results in oil ingestion, and may be an effective means of orally dosing birds with toxicant to improve our understanding of the full range of physiological effects of oral oil ingestion on birds. Blood samples collected every 5–6 days were analyzed for a number of clinical endpoints including white blood cell (WBC) estimates and differential cell counts. Plasma biochemical evaluations were performed for changes associated with oil toxicity. Oral dosing and application of oil to feathers resulted in clinical signs and statistically significant changes in a number of biochemical endpoints consistent with petroleum exposure. In orally dosed birds there were statistically significant decreases in aspartate amino transferase (AST) and gamma glutamyl transferase (GGT) activities, calcium, chloride, cholesterol, glucose, and total protein concentrations, and increases in plasma urea, uric acid, and phosphorus concentrations. Plasma electrophoresis endpoints (pre-albumin, albumin, alpha-2 globulin, beta globulin, and gamma globulin concentrations and albumin: globulin ratios) were decreased in orally dosed birds. Birds with external oil had increases in urea, creatinine, uric acid, creatine kinase (CK), glutamate dehydrogenase (GLDH), phosphorus, calcium, chloride, potassium, albumin, alpha-1 globulin and alpha-2 globulin. Decreases were observed in AST, beta globulin and glucose. WBC also differed between treatments; however, this was in part driven by monocytosis present in the externally oiled birds prior to oil treatment
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