9,479,940 research outputs found

    Theories that develop

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    The target article represents a significant advance in the level of sophistication applied to models of bilingual word recognition, and Dijkstra and van Heuven are to be congratulated on this endeavour. Bearing in mind the success of the (computational) BIA model in capturing detailed patterns of experimental data, I look forward to future simulation results from the BIA+ when the proposals of this new framework are implemented. It is an essential step to draw a distinction between recognition systems and the decision mechanisms that drive responses, and the authors have provided a novel way of apportioning empirical evidence of context effects in bilingual word recognition across this divide. Given the explanatory weight now being placed on decision mechanisms rather than the word recognition system itself, perhaps indeed it is now time to make some simplifying assumptions about the recognition system and start building detailed computational models of the decision component of the system. Implementation will provide the clarity of theorisation and evaluation of theory viability that have been the hallmark of the BIA model thus far

    Applying Prolog to Develop Distributed Systems

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    Development of distributed systems is a difficult task. Declarative programming techniques hold a promising potential for effectively supporting programmer in this challenge. While Datalog-based languages have been actively explored for programming distributed systems, Prolog received relatively little attention in this application area so far. In this paper we present a Prolog-based programming system, called DAHL, for the declarative development of distributed systems. DAHL extends Prolog with an event-driven control mechanism and built-in networking procedures. Our experimental evaluation using a distributed hash-table data structure, a protocol for achieving Byzantine fault tolerance, and a distributed software model checker - all implemented in DAHL - indicates the viability of the approach

    A learning tool to develop sustainable projects

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    This paper presents a tool developed to help engineers to design and develop sustainable projects. The tool has been designed to introduce and evaluate the sustainability of engineering projects in general, but here we show its application to assess the final project of an engineering degree. This tool is a guide for students to introduce and estimate the sustainability of their projects, but it also helps teachers to assess them. The tool is based on the Socratic Methodology and consists of a matrix where each cell contains several questions that students must consider during the project development and which they must answer in their project report. A positive or negative mark is assigned to every cell, and the sum of all marks states the project sustainability. However, the result is not as simplistic as a final number, but a descriptive sustainability analysis where questions are answered and every mark justified. A pilot test with some students has obtained good results, but the first Final Degree Project using this methodology will be read in July 2016.Peer ReviewedPostprint (author's final draft

    Applying multi-criteria optimisation to develop cognitive models

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    A scientific theory is developed by modelling empirical data in a range of domains. The goal of developing a theory is to optimise the fit of the theory to as many experimental settings as possible, whilst retaining some qualitative properties such as `parsimony' or `comprehensibility'. We formalise the task of developing theories of human cognition as a problem in multi-criteria optimisation. There are many challenges in this task, including the representation of competing theories, coordinating the fit with multiple experiments, and bringing together competing results to provide suitable theories. Experiments demonstrate the development of a theory of categorisation, using multiple optimisation criteria in genetic algorithms to locate pareto-optimal sets

    Collaborating to develop an online resource for parents

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    Background The development and evaluation of Online Parent Information and Support (OPIS) involved the creation of a web resource for parents who needed support for the home-based management of their child's chronic kidney disease (CKD)

    Using new technologies to develop Student Y

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    Talking Back: How To Not Develop The Athlete

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    Akt-dependent Pp2a activity is required for epidermal barrier formation during late embryonic development

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    Acquisition of epidermal barrier function occurs late in mouse gestation. Several days before birth a wave of barrier acquisition sweeps across murine fetal skin, converging on dorsal and ventral midlines. We investigated the molecular pathways active during epidermal barrier formation. Akt signaling increased as the barrier wave crossed epidermis and Jun was transiently dephosphorylated. Inhibitor experiments on embryonic explants showed that the dephosphorylation of Jun was dependent on both Akt and protein phosphatase 2A (Pp2a). Inhibition of Pp2a and Akt signaling also caused defects in epidermal barrier formation. These data are compatible with a model for developmental barrier acquisition mediated by Pp2a regulation of Jun dephosphorylation, downstream of Akt signaling. Support for this model was provided by siRNA-mediated knockdown of Ppp2r2a (Pr55α or B55α), a regulatory subunit of Pp2a expressed in an Akt-dependent manner in epidermis during barrier formation. Ppp2r2a reduction caused significant increase in Jun phosphorylation and interfered with the acquisition of barrier function, with barrier acquisition being restored by inhibition of Jun phosphorylation. Our data provide strong evidence that Ppp2r2a is a regulatory subunit of Pp2a that targets this phosphatase to Jun, and that Pp2a action is necessary for barrier formation. We therefore describe a novel Akt-dependent Pp2a activity that acts at least partly through Jun to affect initial barrier formation during late embryonic epidermal development

    Using Video Games to Develop Communication Skills in Higher Education

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    Employers are increasingly concerned that university graduates possess the transferable skills – sometimes termed ‘graduate attributes’ (Barrie, 2006) – necessary to succeed in the workplace. Prominent among these skills are those which relate to communication; however, not all higher education courses are designed explicitly to teach or develop such skills. Many commercial video games, on the other hand, require players to communicate in order to succeed, particularly in an era of increasingly ubiquitous online multiplayer games. The pilot project described here sought to explore the use of commercial video games to teach communication skills in a formal higher education environment. The work could inform the development of self-directed game-based activities that students may undertake without intervention from already over-committed (and costly) academic staff. As such, the study aimed to begin to address the problem of how desirable ‘soft skills’ such as communication competence may be developed in higher education. The pilot was conducted over eight weeks, with a small group of undergraduate student volunteers asked to complete psychometric tests relating to communication skill in weeks one and eight. In the intervening period, students were asked to play selected commercial video games, for two hours per week. Each week, students were given loosely-defined tasks to carry out using the specified game. Games that rely upon some form of communication were selected with input from a panel of academic and industry experts and included Minecraft, Gone Home, Portal 2 and Never Alone. In Minecraft, for example, pairs of participants were asked to perform a number of loosely-defined collaborative tasks, such as building a home for both players. Portal 2, on the other hand, required participants to work together in order to solve a series of puzzles. All such in-game activities were thought to require some form of communication. Lab activities closed with a short group discussion, and participants were encouraged to blog about their experiences. It is possible that group discussions also had an effect on participants’ communication competence, and such discussions may form part of any future interventions. Few participants opted to blog about the project, so the impact of this activity on the communication skill measured here is considered to be slight. The Self-Perceived Communication Competence Scale (McCroskey & McCroskey, 1988) and the Communicative Adaptability Scale (Duran, 1992) were used to measure self-reported communication skill before and after volunteers had played the selected games. In addition, the Rosenberg Self Esteem Scale (Rosenberg, 1979), General Self-Efficacy Scale (Schwarzer & Jerusalem, 1995) and Big Five Inventory (John et al., 2008) were administered to gather data potentially related to communication skill. For each measure, the change in the associated test score was recorded, for each participant, over the course of the eight-week study. Mean values of both communication measures were observed to increase between testing sessions. 95% confidence intervals for change in mean communication scores did not cross zero, suggesting this was not a chance occurrence. While the lack of a control group means it is difficult to prove that the games played were the cause of gains in communication skill, this finding is consistent with such a hypothesis, and motivates a further, hypothesis-testing, controlled study. In addition to the calculated confidence intervals, the correlation coefficients between each measure were calculated using Pearson's r. Correlation between the two communication measures was moderately strong (r = 0.76), which, as they are intended to measure aspects of the same attribute, indicates good validity. The pilot proved instructive and highlighted a number of challenges and concerns that must be addressed in any subsequent study. In the absence of a control group, it is unclear how much of the effect is a result of the intervention. However, the pilot did provide some indication of the measures that should be employed in a subsequent study. A more robust approach to student recruitment must be taken if any study that builds on this work is to attract and maintain a large cohort of volunteers, and meaningful statistical analyses are to be performed on the data. Logistical concerns must also be addressed: a greater number of participants would place greater demands on limited hardware and software available for gaming sessions. Technical issues encountered during the pilot were infrequent and relatively slight. Researchers were familiar with the chosen platforms (PC and PlayStation 3) and most of the games. Where there were unknown factors, such as the restrictions imposed by the university’s IT infrastructure, extensive testing of configurations was undertaken in advance. Other issues related primarily to participants’ attitudes towards the selected games. For example, a small proportion of our volunteers were somewhat dismissive of Gone Home, as the experience did not align with their own personal definition of what constitutes a video game. While these players rushed to complete the game without pause for reflection, the majority of players did, however, appear to become engrossed in the game’s elusive narrative. This situation is illustrative of one of the problems that can arise when using a prescribed game within a formal learning environment: not every game is to every player’s taste. Squire, for example, has documented similar problems (2011, p.117), where some proportion of the class in question isn’t interested in playing video games, or fails to see the educational value in doing so. The limited data described here, however, do appear to warrant further investigation. These data, coupled with informal feedback from student participants, suggest that commercial video games may have a role to play in developing communication skills in our graduates. Based on a small sample size, the pilot’s highly promising results have motivated a further, hypothesis-testing, controlled study which is currently underway

    Melt compounding with graphene to develop functional, high-performance elastomers

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    Rather than using graphene oxide, which is limited by a high defect concentration and cost due to oxidation and reduction, we adopted cost-effective, 3.56 nm thick graphene platelets (GnPs) of high structural integrity to melt compound with an elastomer—ethylene–propylene–diene monomer rubber (EPDM)—using an industrial facility. An elastomer is an amorphous, chemically crosslinked polymer generally having rather low modulus and fracture strength but high fracture strain in comparison with other materials; and upon removal of loading, it is able to return to its original geometry, immediately and completely. It was found that most GnPs dispersed uniformly in the elastomer matrix, although some did form clusters. A percolation threshold of electrical conductivity at 18 vol% GnPs was observed and the elastomer thermal conductivity increased by 417% at 45 vol% GnPs. The modulus and tensile strength increased by 710% and 404% at 26.7 vol% GnPs, respectively. The modulus improvement agrees well with the Guth and Halpin-Tsai models. The reinforcing effect of GnPs was compared with silicate layers and carbon nanotube. Our simple fabrication would prolong the service life of elastomeric products used in dynamic loading, thus reducing thermosetting waste in the environment
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