45 research outputs found

    Serious Games: A playful approach to reduce usage barriers of innovative public transport systems

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    These days, automation, digitalization and mobile application are driving forces in the development of innovations in public transportation. Interactive digital approaches like serious games are a promising way to introduce new mobility services to the public in a contemporary manner. The trend towards a flexibilization of life- and workstyles entails a growing demand for individualized and more flexible forms of personal mobility. People no longer want to adapt their need for mobility to fixed schedules of public transport. The emergence of new mobility services that are based on reservation and payment via mobile devices, for example Car2Go (carsharing), CallaBike (bikesharing), Uber (ride sharing) or BlaBlaCar (carpooling), proves the need for demand driven mobility services. A growing flexibility can be expected to be accompanied by an increase in the inherent complexity of mobility services. This results in an increasing relevance of users’ information requirements that have to be incorporated in mobility services to enable planning and projection of routes and arrivals. An insufficient provision of information about how to use the mobility service or the absence of a transparent and understandable information environment could create usage barriers that cause a refusal of the mobility service. New mobility systems need to be systematically introduced to the prospective users. To improve users’ conceptual understanding of a new demand responsive transport system a serious game is developed by the authors. A serious game is characterized by an explicit educational purpose. The objective behind the serious game is to provide information about the operating concept of a demand responsive bus in a playful way. The underlying concept of the mobility service is introduced to the player as well as possible use cases and system constraints. To enhance knowledge about the new bus system players are put in the position of a public traffic planner. Players have the mission to plan and operate a bus system that satisfies customer needs on the one hand and meets the goal of an efficient and environmental friendly operation on the other hand. It is hypothesized that the serious game improves the conceptual understanding of the mobility service, reduces usage barriers and increases the intention to use the new bus system

    Lawson criterion for ignition exceeded in an inertial fusion experiment

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    For more than half a century, researchers around the world have been engaged in attempts to achieve fusion ignition as a proof of principle of various fusion concepts. Following the Lawson criterion, an ignited plasma is one where the fusion heating power is high enough to overcome all the physical processes that cool the fusion plasma, creating a positive thermodynamic feedback loop with rapidly increasing temperature. In inertially confined fusion, ignition is a state where the fusion plasma can begin "burn propagation" into surrounding cold fuel, enabling the possibility of high energy gain. While "scientific breakeven" (i.e., unity target gain) has not yet been achieved (here target gain is 0.72, 1.37 MJ of fusion for 1.92 MJ of laser energy), this Letter reports the first controlled fusion experiment, using laser indirect drive, on the National Ignition Facility to produce capsule gain (here 5.8) and reach ignition by nine different formulations of the Lawson criterion

    Lawson Criterion for Ignition Exceeded in an Inertial Fusion Experiment

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    Adverse Outcome Pathway and Risks of Anticoagulant Rodenticides to Predatory Wildlife

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    Prevalence, associated factors and outcomes of pressure injuries in adult intensive care unit patients: the DecubICUs study

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    Funder: European Society of Intensive Care Medicine; doi: http://dx.doi.org/10.13039/501100013347Funder: Flemish Society for Critical Care NursesAbstract: Purpose: Intensive care unit (ICU) patients are particularly susceptible to developing pressure injuries. Epidemiologic data is however unavailable. We aimed to provide an international picture of the extent of pressure injuries and factors associated with ICU-acquired pressure injuries in adult ICU patients. Methods: International 1-day point-prevalence study; follow-up for outcome assessment until hospital discharge (maximum 12 weeks). Factors associated with ICU-acquired pressure injury and hospital mortality were assessed by generalised linear mixed-effects regression analysis. Results: Data from 13,254 patients in 1117 ICUs (90 countries) revealed 6747 pressure injuries; 3997 (59.2%) were ICU-acquired. Overall prevalence was 26.6% (95% confidence interval [CI] 25.9–27.3). ICU-acquired prevalence was 16.2% (95% CI 15.6–16.8). Sacrum (37%) and heels (19.5%) were most affected. Factors independently associated with ICU-acquired pressure injuries were older age, male sex, being underweight, emergency surgery, higher Simplified Acute Physiology Score II, Braden score 3 days, comorbidities (chronic obstructive pulmonary disease, immunodeficiency), organ support (renal replacement, mechanical ventilation on ICU admission), and being in a low or lower-middle income-economy. Gradually increasing associations with mortality were identified for increasing severity of pressure injury: stage I (odds ratio [OR] 1.5; 95% CI 1.2–1.8), stage II (OR 1.6; 95% CI 1.4–1.9), and stage III or worse (OR 2.8; 95% CI 2.3–3.3). Conclusion: Pressure injuries are common in adult ICU patients. ICU-acquired pressure injuries are associated with mainly intrinsic factors and mortality. Optimal care standards, increased awareness, appropriate resource allocation, and further research into optimal prevention are pivotal to tackle this important patient safety threat

    User Experience Design für ein Serious Game auf mobilen Plattformen

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    Im Rahmen dieser Arbeit entsteht ein Konzept mit prototypischer Umsetzung eines Interfaces für das Serious Game B.U.S.. Ziel des Spiels ist die spielerische Vermittlung eines bedarfsgesteuerten Buskonzepts. Das Serious Game wird für mobile Endgeräte entwickelt, um die Zugänglichkeit für eine möglichst große Maße zu gewährleisten. Das Ziel dieser Arbeit ist es, ein Interface-Konzept für das Spiel B.U.S. zu entwickeln. Dieses muss durch einfache und verständliche Bedienbarkeit bestechen, sowie leicht erlernbar sein. Wenn die Nutzer das Spiel spielen, ist es wichtig, die Abläufe des Rufbussystems im Spiel klar zu vermitteln. Um die Klarheit und Verständlichkeit des Interface gewährleisten zu können, wird im Grundlagenteil auf Gestaltungsgesetze, Animationsprinzipien und virtuellen Charakteren (NPC) eingegangen, die den Nutzer durch die App begleiten. Vor allem wird im Grundlagenkapitel aber thematisiert, wie das Produkt für den Nutzer angepasst wird, welcher Erfahrungen er machen soll und wie das Lernen durch positive Erfahrungen verbessert wird. Abschließendes Thema ist, wie der Nutzer geführt werden kann und wie hierbei seine Erfahrungen geplant und gemessen werden können

    One size does not fit all: the influence of individual and contextual factors on research excellence in academia

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    Research excellence has been the main thrust of higher education reforms in several countries, but its translation into coherent policies has proved to be controversial. Literature has delved into the role exerted by contextual factors and individual characteristics in the adoption of behaviours inspired by social values. Our study aims at investigating the effect of individual and contextual features and their interplay in the quest for research excellence. We formulate and test hypotheses on a dataset collecting the publication records of the population of 4,510 Italian academics in business and management and in architecture in the 2004–2013 period. Findings disclose that, alongside previous achievements, research-oriented settings favour research excellence. In addition, we show that a research-oriented context enhances the publication record of academics without highly ranked publications, whereas it slightly reduces the productivity of outstanding academics. Implications for public policy, especially in terms of performance measurement systems, are presented
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