130 research outputs found
Space Station Displays and Controls Technology Evolution
Viewgraphs on space station displays and controls technology evolution are presented. Topics covered include: a historical perspective; major development objectives; current development activities; key technology areas; and technology evolution issues
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Military-Themed Video Games and the Cultivation of Related Beliefs and Attitudes in Young Adult Males
Military themed games have been broadly critiqued as ideological vehicles that support western military institutions and militaristic attitudes. At the heart of these critiques is a concern for the potential influence these games may have on their audience, yet little empirical evidence exists to either support or refute that concern. Using cultivation theory as a general framework, this study investigates whether associations between playing military themed video games and military-related thoughts, beliefs, and attitudes can be found in an online, national survey of 410 young adult men. Consistent with cultivation theory’s predictions, significant associations between the use of military themed video games and second-order cultivation effects were found, including militaristic attitudes, Islamophobia, and the perceived likelihood of a terrorist attack. Moreover, military themed games were a stronger predictor of such effects than general measures of gameplay, which predicted a participant’s propensity to enlist in the military. However, this study failed to find evidence of first-order effects, nor did it find that trait transportability or the perceived realism of military games were meaningful moderators of second-order effects, as predicted by cognitive models of cultivation theory. These results highlight the potential problematic relationship between military games and their players, but cast some concerns as to the fitness of cultivation theory as the ideal framework to fully explore this relationship
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Video Game Playing and Beliefs about Masculinity Among Male and Female Emerging Adults
Video games have been soundly critiqued for their depiction of gender, and emerging research has shown that playing can be associated with holding stereotypical or narrow views of gender roles and norms. Yet, rarely has past research focused particularly on correlations between video game playing and perceptions of masculinity, in particular, despite critiques of gaming content and culture as a space where a type of hypermasculinity thrives. The current study explores the relationships between the overall amount of time spent with video games and time spent with games that contain violence with beliefs that emerging adults hold about masculine gender role norms. In a sample of 244 young adult video game players from across the United States, amount of perceived violence in favorite games is shown to predict scores on the Masculine Role Norms Index-Revised and some of its subscales, even under multiple controls. Gender identity of respondent does not moderate the relationships, thereby suggesting that both men and women players with violent favorite games are likely to endorse a view of masculinity that includes aggression, dominance, toughness, and the suppression of emotions. Implications for policymakers, students and other young adults, and for society at large are discussed
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Cultivating conceptions of masculinity: Overall television use, genre viewing, and perceptions of norms regarding masculine gender roles
The potential of television to both reflect and shape cultural understandings of gender roles has long been the subject of social scientific inquiry. The present study employed survey methodology with 420 emerging adult respondents (18–25 years old) in a national U.S. sample to explore associations between amount of time spent viewing television and views about “ideal” masculine gender roles. The viewing of particular television genres was explored in addition to (and controlling for) overall amount of time spent with the medium, using cultivation theory as the theoretical foundation. Results showed significant statistical associations between viewing sitcoms, police and detective programs, sports, and reality television and scores on the Masculine Roles Norms Inventory–Revised scale. Biological sex of respondent (which very closely approximated gender identity in the sample) moderated a number of these relationships, with positive associations between viewing some genres and endorsement of traditional masculine gender roles stronger for biological male compared to biological female respondents
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Cultivating Conceptions of Masculinity: Television and Perceptions of Masculine Gender Role Norms
The potential of television to both reflect and shape cultural understandings of gender roles has long been the subject of social scientific inquiry. The present study employed survey methodology with 420 emerging adult respondents (aged 18 to 25) in a national U.S. sample to explore associations between amount of time spent viewing television and views about “ideal” masculine gender roles. The viewing of particular television genres was explored in addition to (and controlling for) overall amount of time spent with the medium, using cultivation theory as the theoretical foundation. Results showed significant statistical associations between viewing sitcoms, police and detective programs, sports, and reality television and scores on the Masculine Roles Norms Inventory-Revised scale. Biological sex of respondent (which very closely approximated gender identity in the sample) moderated a number of these relationships, with positive associations between viewing some genres and endorsement of traditional masculine gender roles stronger for biological male compared to biological female respondents
Designing, developing and implementing a software tool for scenario based learning
The pedagogical value of problem-based and inquiry-based learning activities has led to increased use of this approach in many courses. While scenarios or case studies were initially presented to learners as text-based material, the development of modern software technology provides the opportunity to deliver scenarios as e-learning modules, providing learners with a more accessible and engaging learning experience. Scenario Based Learning - interactive (SBLi) has been specifically developed to provide teachers and trainers with a generic tool that enables them to easily build interactive, multimedia scenarios without requiring programming skills. The software consists of a builder and player application, for constructing and playing scenarios from hard drives or from a CD/DVD, and a server-based player and manager, for deploying scenarios on the web, either for public use or for restricted and managed use in specific courses. This paper describes the history of SBLi, its design and operational features, how SBLi is being used to achieve innovative and effective learning experiences, and the practical issues that need to be addressed in supporting and sustaining e-learning software such as SBLi
Promoting positive youth development in schools: A program logic analysis of Peer Support Australia
Peer Support Australia (PSA) is an established Australian charity that offers peer support services to schools to assist young people to experience personal and social growth through mentoring and supporting their peers. PSA also offers school and parent consultancy and training services that supplement their peer support services. This report documents the PSA history, activities and psychosocial processes and summarises the evidence for the service benefits. The PSA programs are noted to have some of the strongest evaluation evidence of any peer support program internationally. This report makes recommendations for implementation research to further understand and apply the underpinning evidence to extend the benefits provided through PSA
No evidence of XMRV in prostate cancer cohorts in the Midwestern United States
Background: Xenotropic murine leukemia virus (MLV)-related virus (XMRV) was initially identified in prostate cancer (PCa) tissue, particularly in the prostatic stromal fibroblasts, of patients homozygous for the RNASEL R462Q mutation. A subsequent study reported XMRV antigens in malignant prostatic epithelium and association of XMRV infection with PCa, especially higher-grade tumors, independently of the RNASEL polymorphism. Further studies showed high prevalence of XMRV or related MLV sequences in chronic fatigue syndrome patients (CFS), while others found no, or low, prevalence of XMRV in a variety of diseases including PCa or CFS. Thus, the etiological link between XMRV and human disease remains elusive. To address the association between XMRV infection and PCa, we have tested prostate tissues and human sera for the presence of viral DNA, viral antigens and anti-XMRV antibodies.Results: Real-time PCR analysis of 110 PCa (Gleason scores > 4) and 40 benign and normal prostate tissues identified six positive samples (5 PCa and 1 non-PCa). No statistical link was observed between the presence of proviral DNA and PCa, PCa grades, and the RNASEL R462Q mutation. The amplified viral sequences were distantly related to XMRV, but nearly identical to endogenous MLV sequences in mice. The PCR positive samples were also positive for mouse mitochondrial DNA by nested PCR, suggesting contamination of the samples with mouse DNA. Immuno-histochemistry (IHC) with an anti-XMRV antibody, but not an anti-MLV antibody that recognizes XMRV, sporadically identified antigen-positive cells in prostatic epithelium, irrespectively of the status of viral DNA detection. No serum (159 PCa and 201 age-matched controls) showed strong neutralization of XMRV infection at 1: 10 dilution.Conclusion: The lack of XMRV sequences or strong anti-XMRV neutralizing antibodies indicates no or very low prevalence of XMRV in our cohorts. We conclude that real-time PCR- and IHC-positive samples were due to laboratory contamination and non-specific immune reactions, respectively
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Zircon U-Pb Geochronology Links the End-Triassic Extinction with the Central Atlantic Magmatic Province
The end-Triassic extinction is characterized by major losses in both terrestrial and marine diversity, setting the stage for dinosaurs to dominate Earth for the next 136 million years. Despite the approximate coincidence between this extinction and flood basalt volcanism, existing geochronologic dates have insufficient resolution to confirm eruptive rates required to induce major climate perturbations. Here, we present new zircon uranium-lead (U-Pb) geochronologic constraints on the age and duration of flood basalt volcanism within the Central Atlantic Magmatic Province. This chronology demonstrates synchroneity between the earliest volcanism and extinction, tests and corroborates the existing astrochronologic time scale, and shows that the release of magma and associated atmospheric flux occurred in four pulses over about 600,000 years, indicating expansive volcanism even as the biologic recovery was under way
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