27 research outputs found

    Distribution maps of cetacean and seabird populations in the North‐East Atlantic

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    1. Distribution maps of cetaceans and seabirds at basin and monthly scales are needed for conservation and marine management. These are usually created from standardized and systematic aerial and vessel surveys, with recorded animal den- sities interpolated across study areas. However, distribution maps at basin and monthly scales have previously not been possible because individual surveys have restricted spatial and temporal coverage. 2. This study develops an alternative approach consisting of: (a) collating diverse survey data to maximize spatial and temporal coverage, (b) using detection func- tions to estimate variation in the surface area covered (km2) among these surveys, standardizing measurements of effort and animal densities, and (c) developing species distribution models (SDM) that overcome issues with heterogeneous and uneven coverage. 3. 2.68 million km of survey data in the North-East Atlantic between 1980 and 2018 were collated and standardized. SDM using Generalized Linear Models and General Estimating Equations in a hurdle approach were developed. Distribution maps were then created for 12 cetacean and 12 seabird species at 10 km and monthly resolution. Qualitative and quantitative assessment indicated good model performance. 4. Synthesis and applications. This study provides the largest ever collation and standardization of diverse survey data for cetaceans and seabirds, and the most comprehensive distribution maps of these taxa in the North-East Atlantic. These distribution maps have numerous applications including the identification of im- portant areas needing protection, and the quantification of overlap between vul- nerable species and anthropogenic activities. This study demonstrates how the analysis of existing and diverse survey data can meet conservation and marine management needs.VersiĂłn del editor4,7

    Fauna of euglossina (Hymenoptera: Apidae) from southwestern Amazonia, Acre, Brazil

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    Male orchid bees were collected between December 2005 and September 2006 in 11 forest areas of different sizes in the region of Rio Branco, Acre, Southwestern Amazonia, Brazil. The bees were attracted by 6 aromatic compounds and collected by insect nets and scent baited traps. A total of 3,675 males of Euglossina in 4 genera and 36 species were collected. Eulaema cingulata (Fabricius) was the most common (24.6%), followed by Eulaema meriana (Olivier) (14.6%), Euglossa amazonica Dressler (10.5%), Eulaema nigrita Lepeletier (10.5%) and Eulaema pseudocingulata (Oliveira) (7.2%). Cineole was the scent that attracted the greatest number of individuals (23.8%) and methyl salicylate the greatest number of species (28) for both methods of sampling. Thirty one bees of 9 species with pollinar orchid attached to their bodies were collected. The accumulative number of species stabilized after the 48th collection. Few species were abundant; the great majority were represented by less than 50 bees. The lack of standardized sample protocols limited very much the conclusions derived from comparisons among the majority of studies on Euglossina assemblages. However, the results presented here suggest that the State of Acre is very rich in those bees compared to other regions.Machos de abelhas Euglossina foram coletados entre dezembro de 2005 e setembro de 2006 em 11 ĂĄreas florestais de diferentes tamanhos na regiĂŁo de Rio Branco, Acre, AmazĂŽnia Sul-Ocidental. As abelhas foram atraĂ­das por 6 substĂąncias odorĂ­feras e coletadas com rede entomolĂłgica e armadilhas. Um total de 3.675 machos de Euglossina pertencentes a 4 gĂȘneros e 36 espĂ©cies foi coletado. Eulaema cingulata (Fabricius) foi a espĂ©cie mais comum (24,6%), seguida por Eulaema meriana (Olivier) (14,6%), Euglossa amazonica Dressler (10,5%), Eulaema nigrita Lepeletier (10,5%) e Eulaema pseudocingulata (Oliveira) (7,2%). Cineol foi a substĂąncia que atraiu maior nĂșmero de indivĂ­duos (23,8%) e metil salicilato o maior nĂșmero de espĂ©cies (28) para ambos os mĂ©todos de coleta. Foram coletados 31 indivĂ­duos pertencentes a 9 espĂ©cies portando polinĂĄrios. O nĂșmero acumulado de espĂ©cies coletadas na regiĂŁo estabilizou a partir da 48ÂȘ coleta. Poucas espĂ©cies foram abundantes, a maioria representada por menos que 50 indivĂ­duos. A falta de um protocolo amostral padronizado tem limitado comparaçÔes entre trabalhos realizados em diferentes regiĂ”es. Contudo, os resultados aqui apresentados indicam que o Acre apresenta elevada riqueza dessas abelhas

    Trends in the application of chemometrics to foodomics studies

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    IDC 2007 : proceedings of the 6th international conference for interaction design and children, June 6-8, 2007, Aalborg, Denmark

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    The IDC community is lucky in several respects. As technology moves on at a rate which many adult users find alarming, our child users embrace it with confidence and pleasure. In fact, when involved in a design team in an appropriate way, they can offer insightful advice on how to harness technological developments in new applications. As many of us have discovered, design sessions with children are never dull; part of the pleasure of working with this approach is that we are often genuinely surprised --- and delighted --- by their contributions. When given the opportunity to be involved in the design and evaluation of the technology they use in their every day lives, children have a lot to say which is worth hearing. The community is growing up. Since the first workshop (organised jointly by Tilde Bekker and Panos Markopoulos) in Eindhoven in 2002, we have worked together on a palette of design and evaluation methodologies and arrived at a clearer understanding of the circumstances under which particular approaches are effective. We have applied theoretical frameworks from other disciplines to predict the potential benefits of new technologies. We have explored a wide spectrum of emerging technologies to support children in playful and educational tasks at school, at home or in the community. This year we have contributions from researchers who are investigating exciting possibilities in tangible interfaces, games and software which enables children to express their creativity in all kinds of ways. Children with special needs have not been forgotten; there is growing expertise in effective practices for designing for and working with such users. IDC 2007 called for long papers, short papers, posters and demos reporting experimental results, case studies, reviews, design innovations, theoretical developments and reflections on the field. We have accepted 13 long papers (40% acceptance rate) and 14 short papers (34% acceptance rate). We gratefully acknowledge the time invested by our 68 expert reviewers in making these decisions

    Pursuing pleasance:Interrogating energy-intensive visions for the smart home

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    In recent years, household sustainability has received increasing attention in the field of Human-Computer Interaction. This has largely been driven by the argument that through interaction design, we can create ‘smart homes’ that enable households to be more responsible with precious resources, such as food, water and energy. However, the assumption that home automation technologies lead to improved sustainability may not hold. As a contribution to this discussion, this paper demonstrates how home automation devices promote a lifestyle vision which may undermine intended energy savings. Drawing on a qualitative content analysis of smart home articles, we identify and interrogate the industry vision of ‘pleasance’. We highlight seven qualities that underpin this vision: aesthetic experience, fun and cool, customisation and control, convenience and simplicity, peace of mind, extension and expansion, and effortless energy-saving. We analyse how energy-intensive pleasance is embedded within two commercially available types of devices: smart thermostats and networked lighting. We show how these devices and the pleasance vision that they mobilize may encourage householders to use more energy. The paper concludes with design suggestions on how HCI community can re-envision pleasance through the examples of thermostats and networked lighting to achieve energy reductions and sustainability outcomes

    Comparing early design methods for children

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    This paper describes a study which compares the outcome of two early design methods for children: brainstorming and prototyping. The hypothesis is that children will uncover more design ideas when prototyping than when brainstorming, because prototyping requires the use of a wider range of Intelligences according to Gardner's Theory of Multiple Intelligences. The protocols were coded using Design Rationale Theory: distinguishing between Options (design solutions) and evaluation Criteria. The results show that as expected children provided more Options in sessions that appeal to a wider range of intelligences. However, unexpectedly children provided more Criteria in the session that appealed mostly to one intelligence

    Using an emergent system concept in designing interactive games for autistic children

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    This paper features the design process, the outcome, and preliminary tests of an interactive toy that expresses emergent behavior and can be used for behavioral training of autistic children, as well as for an engaging toy for every child. We exploit the interest of the autistic children in regular patterns and order to stimulate their motivational, explorative and social skills. As a result we have developed a toy that consists of undefined number of cubes that express emergent behavior by communicating with each other and changing their colors as a result of how they have been positioned by the players. The user tests have shown increased time of engagement of the children with the toy in comparison with their usual play routines, pronounced explorative behavior and encouraging results with improvement of turn taking interaction

    Stimulating children's physical play through interactive games : two explanatory case studies

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    Children are really intrigued by television and computers. However, the interaction with these products hardly requires any form of body movement. This paper presents two case studies of product designs that provide more opportunities for children to enjoy physical play activities
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