18,540 research outputs found

    Supporting simulation in industry through the application of grid computing

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    An increased need for collaborative research, together with continuing advances in communication technology and computer hardware, has facilitated the development of distributed systems that can provide users access to geographically dispersed computing resources that are administered in multiple computer domains. The term grid computing, or grids, is popularly used to refer to such distributed systems. Simulation is characterized by the need to run multiple sets of computationally intensive experiments. Large scale scientific simulations have traditionally been the primary benefactor of grid computing. The application of this technology to simulation in industry has, however, been negligible. This research investigates how grid technology can be effectively exploited by users to model simulations in industry. It introduces our desktop grid, WinGrid, and presents a case study conducted at a leading European investment bank. Results indicate that grid computing does indeed hold promise for simulation in industry

    Mind the gap: encouraging boys to read

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    This paper begins by establishing the veracity of the perception that boys underperform relative to girls in literacy attainment. A discussion of the reasons for this disparity follows, considering biological and societal arguments. The paper goes on to discuss approaches that can combat these issues and improve outcomes for boys in literacy. It is argued that selecting texts and media which affirm male readers’ validity will increase investment from male learners. The paper concludes by commenting on the gender imbalance of the early years workforce, and its impact on the attainment of male learners

    Temporalities, ritual, and drinking in Mass Observation's Worktown.

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    In Bolton's pubs at the end of the 1930s, the research organization Mass Observation pursued answers to big abstract questions about time by studying small concrete actions. Drawing on field notes, draft manuscripts, and published works, this article sets out the different understandings and experiences of time documented by the team of investigators. Outside the ‘time-clock factory-whistle dimension of living’ and inside ‘pub-time’, individuals bought drinks for their companions, drank at the same pace, and engaged with everyone around them on an equal footing. Mass Observation presented such behaviours as proof that the pub fostered a socially harmonious, egalitarian community from a pre-industrial age. However, this article shows that the pub study's archive contains material that goes against the published findings. Observers turned in reports about authoritarian conduct, hierarchical power structures, and the intrusion of contemporary politics. Blurring the research subject and object, it was sometimes the investigators themselves who broke the spell of the pub. These moments of tension, confusion, and contradiction offer insights into the observers’ own perspectives on modern temporalities and subjective experiences of time. All the people in the pubs were caught up in a state of flux

    Avali

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    Avali is a magic realism novel about a missing identical twin, dissociation, and the dangers of grief deferred

    Measuring physical inactivity:do current measures provide an accurate view of "sedentary" video game time?

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    BACKGROUND: Measures of screen time are often used to assess sedentary behaviour. Participation in activity-based video games (exergames) can contribute to estimates of screen time, as current practices of measuring it do not consider the growing evidence that playing exergames can provide light to moderate levels of physical activity. This study aimed to determine what proportion of time spent playing video games was actually spent playing exergames. METHODS: Data were collected via a cross-sectional telephone survey in South Australia. Participants aged 18 years and above (n = 2026) were asked about their video game habits, as well as demographic and socioeconomic factors. In cases where children were in the household, the video game habits of a randomly selected child were also questioned. RESULTS: Overall, 31.3% of adults and 79.9% of children spend at least some time playing video games. Of these, 24.1% of adults and 42.1% of children play exergames, with these types of games accounting for a third of all time that adults spend playing video games and nearly 20% of children's video game time. CONCLUSIONS: A substantial proportion of time that would usually be classified as "sedentary" may actually be spent participating in light to moderate physical activity
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