26 research outputs found

    Patterns of Participation and Motivation in Folding@home: The Contribution of Hardware Enthusiasts and Overclockers

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    Folding@home is a distributed computing project in which participants run protein folding simulations on their computers. Participants complete work units and are awarded points for their contribution. An investigation into motivations to participate and patterns of participation revealed the significant contribution of a sub-community composed of individuals who custom-build computers to maximise their processing power. These individuals, known as “overclockers” or “hardware enthusiasts,” use distributed computing projects such as Folding@home to benchmark their modified computers and to compete with one another to see who can process the greatest number of project work units. Many are initially drawn to the project to learn about computer hardware from other overclockers and to compete for points. However, once they learn more about the scientific outputs of Folding@home, some participants become more motivated by the desire to contribute to scientific research. Overclockers form numerous online communities where members collaborate and help each other maximise their computing output. They invest heavily in their computers and process the majority of Folding@home’s simulations, thus providing an invaluable (and free) resource

    Motivation to Participate in an Online Citizen Science Game: A Study of Foldit

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    Online citizen science projects have the potential to engage thousands of participants with scientific research. A small number of projects such as Foldit use an online computer game format. Motivation to participate in Foldit was investigated in a group of 37 players using an online survey, semistructured interviews, and participant observation. Results suggest that contributing to scientific research and an interest in science were among the most important motivations for participation. Interaction with others within the community of participants and the intellectual challenge of the game were also key for the continuing involvement of this group of regular contributors

    Abolition of male sexual behaviors in mice lacking estrogen receptors alpha and beta (alpha beta ERKO)

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    Male mice with a knockout of the estrogen receptor (ER)-α gene, a ligand-activated transcription factor, showed reduced levels of intromissions and no ejaculations whereas simple mounting behavior was not affected. In contrast, all components of sexual behaviors were intact in male mice lacking the novel ER-ÎČ gene. Here we measure the extent of phenotype in mice that lack both ER-α and ER-ÎČ genes (αÎČERKO). αÎČERKO male mice did not show any components of sexual behaviors, including simple mounting behavior. Nor did they show ultrasonic vocalizations during behavioral tests with receptive female mice. On the other hand, reduced aggressive behaviors of αÎČERKO mice mimicked those of single knockout mice of ER-α gene (αERKO). They showed reduced levels of lunge and bite aggression, but rarely showed offensive attacks. Thus, either one of the ERs is sufficient for the expression of simple mounting in male mice, indicating a redundancy in function. Offensive attacks, on the other hand, depend specifically on the ER-α gene. Different patterns of natural behaviors require different patterns of functions by ER genes

    Online citizen science games: opportunities for the biological sciences

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    Recent developments in digital technologies and the rise of the Internet have created new opportunities for citizen science. One of these has been the development of online citizen science games where complex research problems have been re-imagined as online multiplayer computer games. Some of the most successful examples of these can be found within the biological sciences, for example, Foldit, Phylo and EteRNA. These games offer scientists the opportunity to crowdsource research problems, and to engage with those outside the research community. Games also enable those without a background in science to make a valid contribution to research, and may also offer opportunities for informal science learning

    Public engagement through the development of science-based computer games: The Wellcome Trust’s “Gamify Your PhD” initiative

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    New developments in digital technologies are enabling scientists to explore novel avenues of engagement beyond face-to-face approaches. “Gamifying” science through the creation of computer games based on scientific research is part of this trend. Recently, the Wellcome Trust held a competitive “hackfest” called “Gamify Your PhD.” Six finalists were selected to develop their research into a computer game with the help of professional games developers. I was able to observe this event with the aim of exploring the collaboration between scientists and games developers and observing how science-based computer games can be used to engage the wider public

    Online media

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    This chapter provides a definition of online media for informal and formal science learning. It was written for an online encyclopedia of science education. Three key trends in the current (2012) digital landscape are outlined: media convergence; accessibility; and collaboration and participation. The draws on examples from contemporary research to illustrate some of the concepts being used to analyse and describe educational media and their uses in formal and informal science learning
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