49 research outputs found

    Innovation in the brick industry: a cognitive framework

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    A novel two-stage kinetic model for surface DBD simulations in air

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    In this work, a novel 0D model for the evaluation of O-3 and NO2 produced by a surface dielectric barrier discharge (SDBD) in a closed environment is presented. The model is composed by two coupled sub-models, a discharge sub-model and an afterglow one. The first one, simulating the discharge regime and consequently including electron impact reactions, aims to calculate the production rates of a set of key species (atomic oxygen, excited states of molecular oxygen and molecular nitrogen). These latter are the input of the afterglow sub-model, that simulates the afterglow regime. We introduce a methodology to relate the production rates of the above mentioned species to the input power of the SDBD reactor. The simulation results are validated by a comparison with experimental data from absorption spectroscopy. The experimental measurements are carried out as follows. First, the discharge is turned on until the NO2 number density reaches steady state. Then, the discharge is turned off for several minutes. Finally, the discharge is turned on again to observe the effects of the NO2 concentration on ozone dynamics. The entire process is done without opening the box. The system operating in all the above-listed conditions is simulated for three different levels of input power

    Evaluation of an adaptive game that uses EEG measures validated during the design process as inputs to a Biocybernetic Loop

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    Biocybernetic adaptation is a form of physiological computing whereby real-time data streaming from the brain and body is used by a negative control loop to adapt the user interface. This article describes the development of an adaptive game system that is designed to maximize player engagement by utilizing changes in real-time electroencephalography (EEG) to adjust the level of game demand. The research consists of four main stages: (1) the development of a conceptual framework upon which to model the interaction between person and system; (2) the validation of the psychophysiological inference underpinning the loop; (3) the construction of a working prototype; and (4) an evaluation of the adaptive game. Two studies are reported. The first demonstrates the sensitivity of EEG power in the (frontal) theta and (parietal) alpha bands to changing levels of game demand. These variables were then reformulated within the working biocybernetic control loop designed to maximize player engagement. The second study evaluated the performance of an adaptive game of Tetris with respect to system behavior and user experience. Important issues for the design and evaluation of closed-loop interfaces are discussed

    Verbal, Facial and Autonomic Responses to Empathy-Eliciting Film Clips by Disruptive Male Adolescents with High Versus Low Callous-Unemotional Traits

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    This study examined empathy-related responding in male adolescents with disruptive behavior disorder (DBD), high or low on callous-unemotional (CU) traits. Facial electromyographic (EMG) and heart rate (HR) responses were monitored during exposure to empathy-inducing film clips portraying sadness, anger or happiness. Self-reports were assessed afterward. In agreement with expectations, DBD adolescents with high CU traits showed significantly lower levels of empathic sadness than healthy controls across all response systems. Between DBD subgroups significant differences emerged at the level of autonomic (not verbal or facial) reactions to sadness, with high CU respondents showing less HR change from baseline than low CU respondents. The study also examined basal patterns of autonomic function. Resting HR was not different between groups, but resting respiratory sinus arrhythmia (RSA) was significantly lower in DBD adolescents with high CU traits compared to controls. Results support the notion that CU traits designate a distinct subgroup of DBD individuals

    Donor misreporting:conceptualizing social desirability bias in giving surveys

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    Although survey research is one of the most frequently used methods for studying charitable giving, the quality of the data is seldom stated or known. In particular, social desirability bias (SDB) has been found to distort data validity where respondents tend to over-report what is socially desirable and vice versa. We argue that this phenomenon has not been fully understood in the nonprofit context as existing social desirability scales are not appropriate to be used in giving surveys. Thus, this paper is the first to extend understanding of SDB to the nonprofit context and to explore its motivating factors. Based on a multidisciplinary literature review and qualitative interviews with various senior practitioners from the fundraising and marketing research sectors, it is suggested that SDB is a multidimensional construct yielding five dimensions, namely, impression management, self-deception, level of involvement, perceived benefits and social norms. The paper then discusses the implications for nonprofit researchers and concludes with directions for future research
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