264 research outputs found

    Intensity Blending of Computer Image Generation-Based Displays

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    State-of-the-art combat simulators require a 360 degree field of view, allowing the pilot and radar intercept officer to have the same visibility in the simulator that they would experience in the aircraft. The sky/earth display must be computer - generated and displayed with a minimum of two channels to provide the most realistic display possible. The two channels of display come together in the dome, forming an equator, that must be as indiscernible to the aircrew as possible. To accomplish this, an algorithm has been developed for controlling the video output which makes the two separate channel displays appear as one continuous 360 degree display

    Beyond individual flow: distributed flow in ice hockey, its antecedents and consequences to performance

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    One of the most popular psychological factors underlying sport performance has been mental toughness. However, recently, flow and metacognition are starting to receive more attention as the understanding of their potential impact is ever increasing. Flow is considered the intersection of task absorption and intrinsic enjoyment, resulting in optimal performance. Metacognition is the consciousness and understanding of one’s thoughts and thought processes. Mental toughness is a wide-ranging construct generally regarded as the ability to cope through the demands and pressure while maintaining a sense of focus, confidence, and control. This PhD research aimed to extend flow theory and bring metacognition research to ice hockey as this sport has not been studied specifically with either of these nor have these elements been studied in a similar environment with such a fast-paced nature heavily dependent on team mates and requiring constant interaction. It was postulated that a new type of flow was necessary for success in this type of an environment, called distributed flow. This dissertation presents three studies that were conducted to identify distributed flow and develop and validate a self-report questionnaire to measure it validly and reliably as well as further exploratory findings of three distributed flow antecedents and two types of metacognitions. Semi-structured interviews with 16 ice hockey players were conducted about their experiences and thoughts while playing ice hockey (Study 1, Chapter 2). The sample included six amateurs and 10 former National Hockey League (NHL) players. After the coding and analysis of these results, 15 factors were identified in three themes: distributed flow, composed of four factors, distributed flow antecedents, composed of seven factors, and metacognition, made up of four factors. A 125-item pilot Ice Hockey Questionnaire (IHQ) was developed and tested on a sample of 147 ice hockey players. Exploratory factor analysis yielded an eight-factor solution with item reduction processes resulting in a 36-item scale. Distributed flow remained, now composed of three factors instead of four but only two originals. Distributed attention split into distributed attention and external focus. These scales had the most movement with four items moving factors. The distributed flow antecedents were reduced to three, all original themes, with only one new item being added. Metacognition was reduced to just one type but further refined to consider team and individual aspects. All items were original with the addition of one. The remaining factors included metacognition of resilience: individual, metacognition of resilience: team, strategic timing, coaching impact, adaptiveness, distributed attention, external focus, and routine. The subscales explained a total of 58 per cent of the variance. Confirmatory factor analysis was performed on a sample of 342 ice hockey players. Analysis resulted in the elimination of three items but confirmed all eight factors. The final result was a 33-item IHQ. Participants in both studies also completed the Short Dispositional Flow Scale (SDFS2) (Jackson, Martin, & Eklund, 2008), Short Flow in Work Scale (SFWS) (Moneta, 2017), Flow Metacognition Questionnaire (FMQ) (Wilson & Moneta, 2016), and Mental Toughness Scale (MTS) (Madrigal, Hamill, & Gill, 2013). The correlations between each factor and the psychometric measures were calculated and analysed for each study as a whole as well as taking the demographic categories into consideration. The results across both studies were compared. Furthermore, participants had the option to consent to their playing statistics to be obtained and used the further the analysis. The previous process was completed for this aspect as well. After confirming the validity of the IHQ, mediation modelling was performed to test the relationships with mental toughness and performance. Mental toughness had both a direct and indirect effect on flow, which increased performance. This finding was in line with previous research, confirming the integrity of the data and allowing for the new individual subscales to be analysed in the same fashion. The standout result from this analysis came from strategic timing. When mental toughness, strategic timing, and flow were regressed together on performance, mental toughness was not significant. This is the first time research has shown mental toughness not to have a direct impact on flow and performance. This result far exceeded expectations initially laid out for this research and has confirmed the need for further investigation into this factor specifically as well as the overall concept of distributed flow. Overall, the findings from the three studies conducted in this dissertation confirm the existence of distributed flow and its positive relationship with performance. Five additional factors have also been identified, which can be considered distributed flow antecedents and types of metacognitions. The dissertation concludes with a summary of its limitations as well as a projection for possible future research, specifically with other sports, such as NASCAR, combat and emergency environments, and multiplayer videogames. It is believed this PhD dissertation has met its aims by having identified a new type of flow and opening the door for future research into individual elements that can eliminate mental toughness when it comes to performance prediction

    Perceptions of violence in justice-involved youth

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    Background Youth are tragically affected by violence. Justice-involved youth are at elevated risk for the effects of violence, as incarceration serves as a risk factor. The objective of this study is to explore the risks and needs of justice-involved youth and identify channels for future hospital-based programming. Methods Four weekly focus groups were conducted by a credible messenger at the Douglas County Youth Center with former participants of Dusk 2 Dawn, a youth violence prevention program delivered at the Douglas County Youth Center. Eight participants were prompted with preset interview questions. All focus groups were recorded and transcribed by a professional transcription service. A thematic analysis was performed by 2 independent coders to identify themes using Dedoose software. Results The 3 most frequently occurring themes involved topics on protection, identified 40 times; family, identified 36 times; and the challenge of overcoming violence, identified 31 times. These themes often overlapped with one another, demonstrating the complexity of youth violence. Conclusion Providing a safe and judgement-free space for the youth to discuss issues of violence was beneficial for 3 reasons: (1) inclusion of youth perspectives allows violence prevention programs to be tailored to specific needs, (2) participants were able to deeply reflect on violence in their own lives and consider steps toward positive change, and (3) open communication encourages trust building and collaborative prevention efforts between the hospital and community

    Neuroendocrine control of satiation

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    Intensity blending of computer image generation-based displays

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    State-of-the-art combat simulators require a 360 degree field of view, allowing the pilot and radar intercept officer to have the same visibility in the simulator that they would experience in the aircraft. The sky/earth display must be computer - generated and displayed with a minimum of two channels to provide the most realistic display possible. The two channels of display come together in the dome, forming an equator, that must be as indiscernible to the aircrew as possible. To accomplish this, an algorithm has been developed for controlling the video output which makes the two separate channel displays appear as one continuous 360 degree display --Abstract, page iii
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