2,944 research outputs found

    Highly prevalent but not always persistent: undergraduate and graduate student's misconceptions about psychology.

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    Although past research has documented the prevalence of misconceptions in introductory psychology classes, few studies have assessed how readily upper-level undergraduate and graduate students endorse erroneous beliefs about the discipline. In Study 1, we administered a 30-item misconception test to an international sample of 670 undergraduate, Master’s and doctoral students. Analyses indicated that participants identified and rejected the majority of misconceptions, with doctoral students performing better than their Master’s or undergraduate peers. In Study 2, we administered a revised version of our questionnaire to a novel sample of 557 students while controlling for number of years spent at university, psychology courses completed and need for cognition. Once again, we found that graduate students rejected more, affirmed less and reported lower levels of uncertainty than their undergraduate counterparts. Educational implications and future research directions are discussed

    Knowledge Production and Social Roles in an Online Community of Emerging Occupation: A Study of User Experience Practitioners on Reddit

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    New occupations are emerging that have high job demand in the market, but lack a coherent body of disciplinary knowledge. For example, user experience (UX) design is an emerging occupation that has not been adequately supported by the traditional educational system. For learners beginning their undergraduate education, there is no concrete path to follow to become a UX professional, due to few UX-focused undergraduate academic programs. Online communities of practices have been recognized as important learning venues, even while institutions of formal education often lag behind in structuring knowledge production and distribution. However, little is known about how knowledge is generated and diffused in online communities in the context of emerging occupations with volatile knowledge boundaries. In this paper, we analyze knowledge production in relation to social roles in an online UX community. We show that knowledge production is highly distributed, involving the participation of community members of varied levels of experience. We discuss how online communities support the development of the UX occupation

    Transnational development cultures:navigating production, market, and cultural difference within European-Chinese game development teams

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    Discourse on the global games industry draws attention to the growth of China, in terms of both its consumer market and the games publishing landscape. Trade associations and government agencies have sought routes for Western games studios, publishers, and rights holders to connect with similar organisations in China. However, there has been limited focus on how Western and Chinese game developers understand and navigate the challenges of transnational collaboration and creativity in games production. This article presents a case study of five transnational game development teams, all of which were composed predominantly of developers from the UK and China who were tasked with producing game prototypes for both markets. Data gathered during game production included development diaries, interview data, game prototypes, and production documentation. Three themes emerged from analysis of the data: production practices and transnational working, navigating regulations and restrictions, and market and cultural differences. Findings highlight that developers encounter challenges around political and cultural difference that could inhibit production or lead to uncertainties in design decision making, but also that developers can quickly establish routes to collaboration and knowledge sharing that can help to overcome these barriers

    Editorial

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    Games are complex systems that operate at the intersections of science and art, leisure and sport, complex and simple, academic and practice, among others. In an increasingly connected and interdependent world, games continue to transcend borders and reach international audiences everywhere, often instantly. Despite this almost unfettered access to games, the global nature of game development and distribution has also resulted in complex economic ties across and between companies, countries and continents. Large media conglomerates design, develop and produce their AAA games in multiple locations around the world. Each location brings its own significant challenges, opportunities and barriers to entering particular markets, be it from a localization or legal point of view. This Special Issue of the Journal of Gaming and Virtual Worlds, 'China and the World: Navigating Video Game Localization and Copyright Challenges', brings together experts from different fields providing insights into the Chinese games market from an interdisciplinary and international perspective. This Special Issue is dedicated to analysing and understanding the Chinese games market from interdisciplinary perspectives, particularly the ways in which video game localization rationale and copyright law differ globally. The five contributions to this issue demonstrate the complex internationality and intersectionality of the Chinese games market together with the challenges and opportunities associated with entering the market

    The Long Crisis: Economic Inequality in New York City

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    City University of New York Law Review hosted this public panel discussion on November 12, 2014 at CUNY School of Law. CUNY Law Review would like to thank the co-sponsors of this event: Law Students for Reproductive Justice (LSRJ); Latin American Law Students Association (LALSA); Labor Coalition for Workers’ Rights and Economic Justice; National Lawyers Guild CUNY Law Chapter (NLG); Iraqi Refugee Assistance Project (IRAP); Student for Justice in Palestine (SJP) and CUNY Law Association of Students for Housing (CLASH)

    Analogies between the crossing number and the tangle crossing number

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    Tanglegrams are special graphs that consist of a pair of rooted binary trees with the same number of leaves, and a perfect matching between the two leaf-sets. These objects are of use in phylogenetics and are represented with straightline drawings where the leaves of the two plane binary trees are on two parallel lines and only the matching edges can cross. The tangle crossing number of a tanglegram is the minimum crossing number over all such drawings and is related to biologically relevant quantities, such as the number of times a parasite switched hosts. Our main results for tanglegrams which parallel known theorems for crossing numbers are as follows. The removal of a single matching edge in a tanglegram with nn leaves decreases the tangle crossing number by at most n−3n-3, and this is sharp. Additionally, if Îł(n)\gamma(n) is the maximum tangle crossing number of a tanglegram with nn leaves, we prove 12(n2)(1−o(1))≀γ(n)<12(n2)\frac{1}{2}\binom{n}{2}(1-o(1))\le\gamma(n)<\frac{1}{2}\binom{n}{2}. Further, we provide an algorithm for computing non-trivial lower bounds on the tangle crossing number in O(n4)O(n^4) time. This lower bound may be tight, even for tanglegrams with tangle crossing number Θ(n2)\Theta(n^2).Comment: 13 pages, 6 figure

    Navigating China game publishing::a case study of Steam China

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    This case study focuses on engagement with publishing platforms in China and involves a collaboration with Steam China. Our goal was to develop a playable game prototype that was both framed and informed by China publishing and market expertise. By developing the game concept and pitch from the ground up with these restrictions and requirements in mind, our hope was that the resulting case study would serve as a useful pathfinder for other UK-based developers who want to learn more about game publishing for China markets

    An internet-based system to support interdisciplinary and inter-organisational collaborative conceptual design

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    This paper builds on work presented at the last two CIBSE conferences, and describes the development of an Internet-based design tool to support interdisciplinary teams during the conceptual phase of the design process. Originally, devised as a paper-based framework comprising five phases and twelve activities, the interactive internet-based version accords well with the richly iterative and often non-linear process which design typically follows. The tool is intended to encourage inspirational concept design without imposing a rigid procedure. As well as offering alternative routes through concept design, the tool contains ‘team thinking tools’ to help designers widen the solution space, set priorities and evaluate options. In addition, drawing on management science literature about effective teamwork practices, it helps a team deal with social interactions. Also, at the user’s option, the system can be used to capture, store and retrieve decisions made, and the reasoning behind them. Overall the system, which exists as a working prototype, offers the combined prospects of decision support, an audit trail, and improved knowledge management. The prototype is available openly on the web, and constructive feedback from users is welcomed. At least one of the collaborating organisations is adapting the system to its individual needs and embedding it within its own operating procedures

    Using training workshops to map interdisciplinary team working

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    Contemporary building projects are increasingly complex and demand close integration between the design of the building services and the fabric. The early stages of the design process, when alternative concepts are being generated and the least promising are eliminated, are recognised as crucial, since they define the parameters within which the whole project will be constrained. AMEC Design, a large practice of building service engineers, surveyors, architects and other building design professionals is committed to interdisciplinary teamwork at the conceptual phase of design, and is participating with other construction organisations and with the University of Cambridge in research to map the process of design at the concept phase. Workshops for design team members are run regularly by the company as part of its staff development programme. A recent workshop provided an opportunity to monitor interdisciplinary design teams and to develop an initial 12-phase model of the conceptual design process. The process as observed was clearly non-linear, implying the need for models which allow flexible interpretations. Future revisions will be followed by further testing in similar workshops, and eventually its application on live projects
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