53 research outputs found
Moral Considerations in Political Decision-Making: Differences by Political Orientation and Gender
There may be many factors determining the moral dimensions used by individuals when making political decisions. Two important dimensions worthy of examination are political orientation and gender. Based on Moral Foundation Theory (Graham et al., 2009), the present study examined how both of the aforementioned factors influence the moral dimensions used in political decisions. Participants (n = 338) completed a demographic survey, rated their self-perceived political orientation and then completed the Moral Relevance Scale (Graham, Haidt, & Nosek, 2009) and the Ideological Consistency Scale (Pew Research Center, 2014), which was used to place participants in liberal, moderate or conservative political orientation groups. A MANOVA showed no differences in participants based on gender, but significant differences in decision-making based on political ideology. Discussion focused on how moderates differ in their views from other ideologies, a relatively new finding
Transfer of Training from Flight Training Devices to Flight for Ab-Initio Pilots
The application of flight simulation to meet pilot training needs continues to evolve. Flight simulations built with powerful and inexpensive computers are making high fidelity simulation available as a medium for training ab-initio pilots at Pilot Schools and Training Centers. The researchers conducted an 18-month study that applied an experimental flight-training curriculum comprised of 60% flight training device (FTD) flight and 40% airplane flight to certify Private Pilots under Federal Aviation Regulation (FAR) Part 142. The results from the research provided data to ascertain the effective transfer for each flight-training task. Ab-initio student pilots practiced each task to standard in an FTD prior to training in an actual airplane. The researchers measured a significant degree of effective transfer for the majority of flight tasks examined
Recategorization of Video Game Genres
While the categories that are typically used to discriminate games have been useful in the past, more recently game mechanics have become utilized by a wider range of games, leading to earlier definitions becoming a less valuable categorization tool. This paper attempts to provide various ways games could be classified by focusing on the types of emotions they evoke, the skills they require or their relations with personality or cognitive variables. A description of those categories and the challenge in using them to define games is outlined as well as five alternate methods that may help make distinctions between games clearer
An Analysis of Expressed Cheating Behaviors in Video Games
A series of 50 responses regarding reasons for cheating behavior in video games were provided by undergraduate students. These responses were sorted into a series of 13 categories by raters to investigate the most common reasons provided for cheating. An analysis of inter-rater agreement as well as frequency of category representation is provided. The most common outcomes were that players cheat to progress in a game as well as to gain advantage over others. The discussion compared this studyâs results to an existing cheating taxonomy
Ethical Perceptions and Actions in Gaming
The present study explored how individuals perceive actions in gaming that contain ethical components, whether they have ever engaged in those behaviors and how judgments of ethical actions in gaming relate to participant personality. Participants completed a 16-item survey, which measured their perception of the ethics of gaming behaviors, such as buying a hack or lying to another player. Participants were also asked to indicate for each item whether or not they had ever engaged in that behavior. Results indicated that participants were able to judge the ethical level of different gaming behaviors with lying to other players and unauthorized access to servers being rated as most unethical. Furthermore, self-reports of engagement in unethical activities were fairly low. When ethical rating and action scores were correlated with personality characteristics using the Cattell 16PF1, the only correlation to reach significance showed that participants higher in rule consciousness rated the ethical gaming questions as more unethical overall than their less rule-conscious peers. Given the extent and popularity of gaming in todayâs world, it is important to understand how individuals perceive the gaming culture. One aspect of this culture that merits further examination is ethical behavior in gaming
Planning an Escape: Considerations for the Development of Applied Escape Rooms
Background. Teams are essential to a wide array of applications and organizations often utilize varying interventions to improve the effectiveness of their teams. Due to their collaborative and modifiable characteristics, escape rooms are being increasingly utilized as an avenue to both deliver team interventions and to function as testbeds in research. Escape rooms are complex, interdependent activities which warrant careful planning to be effectively implemented. Despite the growing literature base concerning escape rooms, there is still limited practical guidance to inform the development of an escape room. Aim. The purpose of this article is to provide seven considerations that are relevant to the development, implementation, and effectiveness of an escape room. Specifically, guidance is provided in determining the objectives, identifying a theme, assigning the roles, establishing participant interdependence, selecting a venue, designing the puzzles, and creating the assessments. Conclusion. The considerations provided in this article can advance the science underlying the use of escape rooms and preclude difficulties associated with their use
Modeling Human Gaming Playing Behavior and Reward/Penalty Mechanism using Discrete Event Simulation (DES)
Humans are remarkably complex and unpredictable; however, while predicting human behavior can be problematic, there are methods such as modeling and simulation that can be used to predict probable futures of human decisions. The present study analyzes the possibility of replacing human subjects with data resulting from pure models. Decisions made by college students in a multi-level mystery-solving game under 3 different gaming conditions are compared with the data collected from a predictive sequential Markov-Decision Process model. In addition, differences in participantsâ data influenced by the three different conditions (additive, subtractive, control) were analyzed. The test results strongly suggest that the data gathered from the model can possibly represent the ones gathered from the human participants in a practical experiment
Unlocking the Methodology Of Escape Rooms: Considerations For Conducting Applied Escape Rooms in Research
Background. Teams are the foundation of modern organizations. Many organizations are interested in interventions to bolster the effectiveness of their workforce. One viable intervention is an escape room. Escape rooms are engaging, team based activities that require individuals to work together to complete multiple tasks in a limited amount of time. Purpose. The purpose of this article is to provide ten considerations that are relevant to leveraging escape rooms as a means for data collection. Specifically, we offer guidance regarding pilot testing, equipment set-up, participant recruitment, briefing participants, progress monitoring, hints, room maintenance, data maintenance and analysis, and revising the room and study. Conclusion. The considerations provided in this article can assist researchers when attempting to employ an escape room as a mechanism to collect data
LSST: from Science Drivers to Reference Design and Anticipated Data Products
(Abridged) We describe here the most ambitious survey currently planned in
the optical, the Large Synoptic Survey Telescope (LSST). A vast array of
science will be enabled by a single wide-deep-fast sky survey, and LSST will
have unique survey capability in the faint time domain. The LSST design is
driven by four main science themes: probing dark energy and dark matter, taking
an inventory of the Solar System, exploring the transient optical sky, and
mapping the Milky Way. LSST will be a wide-field ground-based system sited at
Cerro Pach\'{o}n in northern Chile. The telescope will have an 8.4 m (6.5 m
effective) primary mirror, a 9.6 deg field of view, and a 3.2 Gigapixel
camera. The standard observing sequence will consist of pairs of 15-second
exposures in a given field, with two such visits in each pointing in a given
night. With these repeats, the LSST system is capable of imaging about 10,000
square degrees of sky in a single filter in three nights. The typical 5
point-source depth in a single visit in will be (AB). The
project is in the construction phase and will begin regular survey operations
by 2022. The survey area will be contained within 30,000 deg with
, and will be imaged multiple times in six bands, ,
covering the wavelength range 320--1050 nm. About 90\% of the observing time
will be devoted to a deep-wide-fast survey mode which will uniformly observe a
18,000 deg region about 800 times (summed over all six bands) during the
anticipated 10 years of operations, and yield a coadded map to . The
remaining 10\% of the observing time will be allocated to projects such as a
Very Deep and Fast time domain survey. The goal is to make LSST data products,
including a relational database of about 32 trillion observations of 40 billion
objects, available to the public and scientists around the world.Comment: 57 pages, 32 color figures, version with high-resolution figures
available from https://www.lsst.org/overvie
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