496 research outputs found

    Fallow Fields Initiatives and Canada\u27s East Coast Offshore: Policy and Legal Considerations

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    The author examines various approaches adopted by government to balance the state\u27s interest in promoting the timely and efficient exploration and development of oil and gas resources under state jurisdiction and industry\u27s need for legal regimes providingsecurityoftenure and other conditions necessary for commercial success. In particular, the paper considers fallow field initiatives adopted by the United Kingdom in respect of the North Sea and their possible application to government\u27s management of oil and gas resources in the Canadian east coast offshore areas, addressing applicable policy considerations, the legislative history of the statutory frameworks in place, and relatedjurisprudence

    Are You Awed Yet? How Virtual Reality Gives Us Awe and Goose Bumps

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    “Awe” is a category of emotion within the spectrum of self-transcendent experiences. Awe has wellness benefits, with feelings of social interconnectivity and increased life satisfaction. However, awe experiences remain rare in our everyday lives, and rarer in lab environments. We posit that Virtual Reality (VR) may help to make self-transcendent and potentially transformative experiences of awe more accessible to individuals. Here, we investigated how interactive VR as a positive technology may elicit awe, and how features of aesthetic beauty/scale, familiarity, and personalization (self-selection of travel destinations) may induce awe. In this mixed-methods study, participants used an interactive VR system to explore Earth from ground and orbit. We collected: introspective interviews and self-report questionnaires with participants’ experience of awe; information on personality traits and gender; and we recorded physiological goose bumps on the skin (using an arm-mounted goose bump camera instrument), which is a documented marker of an awe experience. Results showed that on a scale of 0–100 for self-reported awe, four different interactive VR environments yielded an average awe rating of 79.7, indicating that interactive VR can indeed induce awe. 43.8% of participants experienced goose bumps: awe ratings positively correlated with the occurrence of goose bumps with those who experienced goose bumps having showed significantly higher ratings of awe than those who did not. Most (64%) of the goose bumps occurred when participants self-selected their VR environment. Participant statements from the interviews were characteristic of an awe-inspiring experience, revealed themes of social connection, and usability problems with the VR interface. Personality traits yielded no clear correlation to awe ratings, and females appear to experience more goose bumps than males. In summary: (1) Interactive VR can elicit awe, especially within familiar, self-selected environments; (2) Physiological goose bumps can be recorded to provide reliable, non-intrusive indications of awe; (3) Care must be taken to design interaction interfaces that do not impede awe; and (4) While personality traits are not correlated to awe ratings, goose bumps were experienced more frequently among females. We aim to conduct future studies using custom VR environments, interfaces, and additional physiological measures to provide further insight into awe

    East Coast Project Financing Issues

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    In this article, the authors provide a comprehensive review of project financing as a means to fundoilandgasprojects in the Atlantic Canada offshore. Inparticular, the nature and characteristics of project financing are examined, together with a review of some recent East Coast project financings and an analysis of the legal and contractual framework that comes into play. This is followed byan extensive discussion on the structuring of a project financing including a consideration of the risks involved and how those risks may be allocated

    Bias in Student Ratings of Instruction: A Systematic Review of Research from 2012 to 2021

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    Student ratings of instruction (SRI) are commonly used to evaluate courses and teaching in higher education. Much debate about their validity in evaluating teaching exists, which is due to concerns of bias by factors unrelated to teaching quality (Spooren et al., 2013). Our objective was to identify peer-reviewed original research published in English from January 1, 2012, to March 10, 2021, on potential sources of bias in SRIs. Our systematic review of 63 articles demonstrated strong support for the continued existence of gender bias, favoring male instructors and bias against faculty with minority ethnic and cultural backgrounds. These and other biases must be considered when implementing SRIs and reviewing results. Critical practices for reducing bias when using SRIs include implementing bias awareness training and avoiding use of SRIs as a singular measure of teaching quality when making decisions for teaching development or hiring and promotion

    Deep Learning for Classification of Peak Emotions within Virtual Reality Systems

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    Research has demonstrated well-being benefits from positive, ‘peak’ emotions such as awe and wonder, prompting the HCI community to utilize affective computing and AI modelling for elicitation and measurement of those target emotional states. The immersive nature of virtual reality (VR) content and systems can lead to feelings of awe and wonder, especially with a responsive, personalized environment based on biosignals. However, an accurate model is required to differentiate between emotional states that have similar biosignal input, such as awe and fear. Deep learning may provide a solution since the subtleties of these emotional states and affect may be recognized, with biosignal data viewed in a time series so that researchers and designers can understand which features of the system may have influenced target emotions. The proposed deep learning fusion system in this paper will use data collected from a corpus, created through collection of physiological biosignals and ranked qualitative data, and will classify these multimodal signals into target outputs of affect. This model will be real-time for the evaluation of VR system features which influence awe/wonder, using a bio-responsive environment. Since biosignal data will be collected through wireless, wearable sensor technology, and modelled through the same computer powering the VR system, it can be used in field research and studios

    Rock magnetic investigation of possible sources of the Bangui magnetic anomaly

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    International audienceThe Bangui magnetic anomaly (BMA) is the largest lithospheric magnetic field anomaly on Earth at low latitudes. Previous studies investigated its geological source using constraints from satellite and ground magnetic field measurements, as well as from surface magnetic susceptibility measurements on rocks from the Panafrican Mobile Belt Zone (PMBZ). Here we combine magnetic field data modelling and rock magnetic property measurements (susceptibility and natural remanent magnetization, NRM) on many samples from this PMBZ and the surrounding formations. It reveals that NRM is a significant component of the total magnetization (Mt) of the BMA source, which reaches 4.3 A/m with maximum thicknesses of 38 and 54 km beneath the western and eastern parts of the BMA. Only the isolated and relatively thin banded iron formations and some migmatites show such Mt values. Thus we suggest that the thick BMA source may be composed either by overlapped slices of such metamorphic rocks, or by an iron-rich mafic source, or by a combination of these two geological structures

    Space—A Virtual Frontier: How to Design and Evaluate a Virtual Reality Experience of the Overview Effect

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    A select small group of people have an amazing opportunity to see the Earth from a unique perspective—from space. The effect this experience has on an individual has been described as extraordinary and profound, consisting of a cognitive shift in worldview that leads to a deeper understanding of the fragility and vulnerability of our planet, and an increased feeling of connectedness. This experience, termed the “Overview Effect,” has been reported by many space-travelers. Its key outcome—an enhanced feeling of interconnectedness—contributes to both one’s well-being and the sense of responsibility for the Earth. If this profoundly positive experience could be made accessible to more people than just space-travelers, this might ultimately contribute to a healthier and more caring society, where more individuals deeply feel the interconnection of all living beings and responsibility for our collective future. Given virtual reality (VR) technology’s potential to induce experiences affecting an immersant in a similar way as a real experience, we see an opportunity to leverage this technology to attempt to elicit the Overview Effect as a virtual experience. Through a virtual installation, the experience could be made accessible to people around the world, and for researchers to study this otherwise rare phenomenon. This article builds the case for VR as a tool for inducing and studying the Overview Effect. It reviews the psychological research on the Overview Effect and awe, and proposes guidelines for: (1) the design of VR experiences to elicit an Overview Effect and (2) evaluation methods for assessing if, or to what degree, the experience was achieved. Finally, we discuss existing implementations of the Overview Effect in VR. Thus, we are making an applied contribution in the form of design guidelines, and contributions to knowledge in the form of a review of research related to the Overview Effect. We invite researchers and VR creators to utilize and expand on the guidelines proposed in this paper to design transformative VR experiences that induce positive change, and promote a feeling of connectedness and care for each other, and our Spaceship Earth

    Understanding AWE: Can a Virtual Journey, Inspired by the Overview Effect, Lead to an Increased Sense of Interconnectedness?

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    Immersive technology, such as virtual reality, provides us with novel opportunities to create and explore affective experiences with a transformative potential mediated through awe. The profound emotion of awe, that is experienced in response to witnessing vastness and creates the need for accommodation that can lead to restructuring of one\u27s worldview and an increased feeling of connectedness. An iconic example of the powers of awe is observed in astronauts who develop instant social consciousness and strong pro-environmental values in response to the overwhelming beauty of Earth observed from space. Here on Earth, awe can also be experienced in response to observing vast natural phenomenon or even sometimes in response to some forms of art, presenting vast beauty to its audience. Can virtual reality provide a new powerful tool for reliably inducing such experiences? What are some unique potentials of this emerging medium? This paper describes the evaluation of an immersive installation “AWE”—Awe-inspiring Wellness Environment. The results indicate that the experience of being in “AWE” can elicit some components of awe emotion and induce minor cognitive shifts in participant\u27s worldview similar to the Overview Effect, while this experience also has its own attributes that might be unique to this specific medium. Comparing the results of this exploratory study to other virtual environments designed to elicit Overview Effect provides insights on the relationship between design features and participant\u27s experience. The qualitative results highlight the importance of perceived safety, personal background and familiarity with the environment, and the induction of a small visceral fear reaction as a part of the emotional arc of the virtual journey—as some of the key contributers to the affective experience of the immersive installation. Even though the observed components of awe and a few indications of cognitive shift support the potential of Virtual Reality as a transformative medium, many more iterations of the design and research tools are required before we can achieve and fully explore a profound awe-inspiring transformative experience mediated through immersive technologies

    Recherches expérimentales sur la maladie de Teschen (méningo~encéphalo~myélite enzootique du porc)

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    Verge Jean, Pilet Ed., BĂŒck G., Quesnel J.-J. Recherches expĂ©rimentales sur la maladie de Teschen (mĂ©ningo-encĂ©phalo-myĂ©lite enzootique du Porc). In: Bulletin de l'AcadĂ©mie VĂ©tĂ©rinaire de France tome 104 n°7, 1951. pp. 373-377
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