1,374 research outputs found

    A Girl\u27s Song: Recounting Women and the Nantucket Whaling Industry, 1750-1890

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    In this honors research project, I intend to explore the effect of the whaling industry on women who lived in the community on the island of Nantucket, as well as how they affected the industry. The period I will focus on is the end of the 18th century through the middle of the 19th century, because this was the height of the whaling industry in the United States and during the majority of this time span Nantucket was home to the most active American whaling port, making it advantageous to examine the island’s community for my research. This project is worth doing because I think it is valuable to see how this microcosm on Nantucket fits into the larger picture of women’s roles in America between the 1700s and 1800s. Being able to look at one community and see how it fits into its time period as well as how it lines up with what comes before and after gives one a better understanding of the world around them

    Student Recital

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    Both Sides of the Aisle: How Bipartisan Couples Reconcile with their Identities

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    Natural Fracture Evolution: Investigations into the Middle Devonian Marcellus Shale, Appalachian Basin, USA

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    Optimizing recovery from unconventional shale reservoirs has generated considerable research into optimal recovery methods through hydraulic fracturing design and shale reservoir characterization in the development of long-term hydrocarbon producers. Permeability at multiple scales from nanometer-scale pore sizes and nano-darcy permeability to completion-induced fractures defining a 100’s of meter stimulated reservoir volume plays a significant role in hydrocarbon flow during production in shale reservoirs. Preexisting cemented fractures in unconventional shale reservoirs are abundant and preferentially reactivate during induced hydraulic fracturing treatment to create necessary large-scale permeability. While previous investigations have significantly improved our knowledge of shale reservoirs, it has also highlighted the need for increased understanding of the geologic evolution and effect on hydraulic stimulation of pre-existing cemented fractures. This three-part dissertation examines natural fractures from four middle Devonian Marcellus Shale wells across the Appalachian basin through integration of visual core observation, thin section petrography, spectral gamma ray logs, borehole image logs, petrophysical logs, elemental data, and X-ray computed tomography cores. The research goals are: (1) to establish clues to assess natural fracture development in source rocks from kerogen maturation, relative timing, and hydrocarbon migration; (2) to investigate the relationship of natural fractures in wells of varying thermal maturity levels, and preferential fracture distribution in various clay types and redox environments; and (3) to characterize mineralized natural fractures in 3D using a medical CT-scan core to quantify volume and assess connectivity. This research indicates that overpressure from kerogen expulsion of hydrocarbon creates numerous cemented fractures filled with calcite and bitumen that achieve orientations related to the geologic burial stresses during their evolution, predominant in clay-rich units of certain redox conditions, cluster at geomechanical boundaries, and have inconsistent 3D volume changes within the core

    Metrology Computer Redesign

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    We are M[EE]2 and our project is to redesign Micro-Vu’s metrology computer (the Q16) with modern components and updated firmware. Metrology machines take high precision and high accuracy measurements, and a computer attached to each machine reads out the measurements. We will be redesigning the logic and display circuit boards on the Q16. The ports and communication methods with the machine will stay the same as it must be a drop-in replacement. The motivation behind the redesign stems from the age of the current design. The current design was created in 1986, and has not had significant modifications since. As technology has improved in the last 30 years, the current design is now expensive, obsolete, and time consuming to fabricate. The stakeholders include Natalie Lizama (our primary contact with the sponsor), Melinda Ong, Mitchell Aiken, Micro-Vu, Micro-Vu’s consumers, and Karla Carichner. The Micro-Vu sponsor is Zack Reinman. Our faculty advisor is Karla Carichner. Our goal is to successfully deliver a functional design in which its assembly can be further automated and streamlined

    Subtracting Race from the Reasonable Calculus : An End to Racial Profiling? \u3cem\u3eUnited States V. Montero-Camargo\u3c/em\u3e 208 F.3D 1122 (9th Cir. 2000) Cert. Denied Sub Nom

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    This Case Note presents the facts of Montero-Camargo, describes the decision of the Ninth Circuit Court in historical context, and analyzes the effect of the Court\u27s holding. The Case Note argues that while the Ninth Circuit\u27s decision to prohibit the use of race as a factor in determining the reasonableness calculus in traffic stops is progressive in spirit, implementing the decision will be difficult. Thus far, mechanisms designed to limit officers\u27 use of race in traffic stops have been ineffective and have left victims with little recourse, resulting in a disproportionate number of innocent African American and Latino drivers being stopped pretextually

    Are urban landscapes associated with reported life satisfaction and inequalities in life satisfaction at the city level? A cross-sectional study of 66 European cities

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    With more than half the world's population residing in urban areas and this proportion rising, it is important to understand how well-planned urban environments might improve, and reduce inequalities in, quality of life (QoL). Although studies suggest city-level characteristics hold independent influence on QoL, they generally lack a theoretically informed approach to understanding how the whole city landscape might be implicated, have paid scant attention to inequalities in QoL and often focus on small numbers of cities or countries. We applied theory and methods from landscape ecology to explore associations between cities' land cover/use, residents' reported life satisfaction and within-city socio-economic inequalities in life satisfaction. We joined individual-level responses to the European Urban Audit (EUA) Perception Surveys (2012, 2015) with city-level data from the European Urban Atlas classifying land cover/use into 26 different classes. Our sample included 63,554 people from 66 cities in 28 countries. Multilevel binary logistic models found that specific land use measures were associated with life satisfaction, including the amount of a city which was: residential (OR:0.991, 95%CI 0.984–0.997); isolated structures (OR:1.046, 95 CI 1.002–1.091); roads (OR:0.989, 95%CI 0.982–0.996); pastures (OR: 1.002, 95% CI 1.002–1.003) and herbaceous vegetation (OR:0.998, 95%CI 0.997–0.100). A more even distribution of land cover/use (β: 1.561, 95%CI -3.021 to −0.102) was associated with lower inequality in life satisfaction. This is the first study to theorise and examine how the entire urban landscape may affect levels of and inequalities in wellbeing in a large international sample. Our finding that more equal distribution of land cover/use is associated with lower levels of socio-economic inequality in life satisfaction supports the idea that city environments could be equigenic – that is, could create equality. Our findings can aid urban planners to develop and build cities that can contribute to improving, and narrowing inequalities in, residents' life satisfaction

    Consumer Experience of Animal Crossing: New Horizons Players During Covid-19 Lockdowns

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    Project of Merit Winner The Consumer Experience of Animal Crossing: New Horizons Players During COVID-19 Lockdowns Raquel Holliday, David Rogers, Dr. Natalie A. Mitchell Abstract Due to COVID-19 global lockdowns in March 2020, Nintendo’s spring release game, Animal Crossing: New Horizons (ACHN), garnered massive popularity and unprecedented sales. The simulation game involves creating a new life on an island. As life events such as high school and college graduations, proms, weddings were cancelled, and consumers experienced anguish due to isolation, consumers took to ACHN to recreate the same life events within a digital world. Instant success led to broad acceptance with consumers sharing examples of replicated life events in gameplay on social media sites. In this study, we investigated the influence of ACHN on culture, how consumers engage and connect with others, and their adjustment to COVID-19 lockdowns through their gameplay as shared on Twitter. These inquiries center around digital virtual consumption, which is heightened during a time of a global pandemic lockdown. The research team used a combined method approach which involved gameplay and a textual analysis of 1,000 Twitter posts to assess insights and images related to ACHN gameplay. Reoccurring themes of real-life simulation, co-creation and extended-self were found in the data. An unexpected finding included a first-ever in-game political campaign and many brand integrations. Insights developed from this research indicates how deprivation and scarcity within a global pandemic yields social connection, and creative, replicated lifestyles within simulated video games, affording players full control of their mediated worlds, despite external factors producing uncertainties

    The gamification of cybersecurity training

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    Due to the rapidly and continued evolving nature of technology, there is a constant need to update police officers’ training in cyber security to ensure that the UK continues to be a secure place to live and do business. Rather than deliver traditional classroom-based training, our project assesses the effectiveness of the delivery of cyber security through the use of games based learning to simulate cybercrimes and provide training in incident response. The aim of our research is to transform the delivery of first responder training in tackling cybercrime.Through the use of a Game Jam and subsequent prototype development, we have trialed training materials that are based on serious games technology. The game poses a common incident reported to the police, for example the problem of a virtual person receiving offensive messages via Facebook and the training reflects the dialogue with that person and the technical steps to ensure that a copy of the evidence has been preserved for further investigation. Evaluation has been conducted with local police officers. Overall, this approach to the large-scale provision of training (potentially to a whole force) is shown to offer potential
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