3,530 research outputs found

    Project:Filter - using applied games to engage secondary schoolchildren with public policy

    Get PDF
    Applied games present a twenty-first-century method of consuming information for a specific purpose beyond pure entertainment. Objectives such as awareness and engagement are often used as intended outcomes of applied games in alignment with strategic, organizational, or commercial purposes. Applied games were highlighted as an engagement-based outcome to explore noPILLS, a pan-European policy research project which presented policy pointers and suggested methods of interventions for reducing micropollution within the wastewater treatment process. This paper provides an assessment of a video game which was developed for the purpose of public engagement with policy-based research. The video game, Project:Filter, was developed as a means of communicating noPILLS to secondary school children in Scotland as part of a classroom-based activity. Knowledge development and engagement were identified using Interpretative Phenomenological Analysis to evidence topical awareness, depth of understanding, and suggested methods of intervention. Analysis of observations also provided insights into challenges surrounding logistics, pedagogy, social interactions, learning, and gender as contributing factors to the schoolchildren’s experiences of Project:Filter. The intention of this paper is two-fold: firstly, to provide an example of developing video games from policy-based research; and secondly, to suggest methods of phenomenological assessment for identifying play-based engagement

    Nearby Microlensing Events - Identification of the Candidates for the SIM

    Get PDF
    The Space Interferometry Mission (SIM) is the instrument of choice when it comes to observing astrometric microlensing events where nearby, usually high-proper-motion stars (``lenses''), pass in front of more distant stars (``sources''). Each such encounter produces a deflection in the source's apparent position that when observed by SIM can lead to a precise mass determination of the nearby lens star. We search for lens-source encounters during the 2005-2015 period using Hipparcos, ACT and NLTT to select lenses, and USNO-A2.0 to search for the corresponding sources, and rank these by the SIM time required for a 1% mass measurement. For Hipparcos and ACT lenses, the lens distance and lens-source impact parameter are precisely determined so the events are well characterized. We present 32 candidates beginning with a 61 Cyg A event in 2012 that requires only a few minutes of SIM time. Proxima Centauri and Barnard's star each generate several events. For NLTT lenses, the distance is known only to a factor of 3, and the impact parameter only to 1''. Together, these produce uncertainties of a factor ~10 in the amount of SIM time required. We present a list of 146 NLTT candidates and show how single-epoch CCD photometry of the candidates could reduce the uncertainty in SIM time to a factor of ~1.5.Comment: ApJ accepted, 31 pages (inc. 5 tables), 5 figures. t SIM refine

    Discovery of An Unusually Blue L Dwarf Within 10 pc of the Sun

    Get PDF
    We report the discovery of an unusually blue L5 dwarf within 10 pc of the Sun from a search of Sloan Digital Sky Survey (SDSS) spectra. A spectrophotometric distance estimate of 8.0+/-1.6 pc places SDSS J141624.08+134826.7 among the six closest known L dwarfs. SDSS 1416+13 was overlooked in infrared color-based searches because of its unusually blue J-K_S color, which also identifies it as the nearest member of the blue L dwarf subclass. We present additional infrared and optical spectroscopy from the IRTF/SpeX and Magellan/MagE spectrographs and determine UVW motions that indicate thin disk kinematics. The inclusion of SDSS 1416+13 in the 20 pc sample of L dwarfs increases the number of L5 dwarfs by 20% suggesting that the L dwarf luminosity function may be far from complete.Comment: 15 pages, 3 figures, accepted for publication in AJ; updated version includes corrected radial velocit

    A theoretical framework for game jams in applied contexts

    Get PDF
    Game jams encourage participants to define, explore, create, and disseminate games with respect to a pre-defined time-period and under specified constraints. Various methods and approaches have helped with establishing conventions, rules, and processes, and culture surrounding game jams, with practical guides for participants (Kaitila 2012) and organisers (Cornish et al. 2017) available. The popularity of game jams has resulted in an increased demand for game jams that explore a range of different topics, issues, and objectives through game development (Eberhardt 2016; Pirker et al. 2016). Stakeholders interested in ‘applied game jams’ have utilized traditional game jam formats to explore game development across various contexts, including health and wellbeing (Preston, 2014), community engagement (Decker et al. 2015), and social development (Myers et al. 2019). There is a perceived gap to establish a universal method with which to design, execute, and evaluate applied game jams against intentional outcomes

    Letter. On the activation of [CrCl3{R-SN(H)S-R}] catalysts for selective trimerization of ethene: a freeze-quench Cr K-edge XAFS study

    No full text
    Homogeneous chromium catalysts for the selective conversion of ethene to hex-1-ene are formed from Cr(III) reagents, amino-thioether ligands of the type HN(CH2CH2SR)2, and aluminum reagents. In this study the early activation steps are investigated by EPR, UV-visible and Cr K-edge XAFS spectroscopy; rapid stopped-flow mixing and a freeze-quench allows good quality EXAFS analysis of a species formed in ~ 1 second of reaction. This is shown to involve reduction to Cr(II) and deprotonation of a NH group of the auxiliary ligand. This 4-coordinate metal-center may act as precursor for the coordination of ethene and subsequent selective oligomerization
    corecore